revert OverviewBackdrop to working Canvas version, shader needs debugging

This commit is contained in:
Damocles 2026-04-13 10:27:02 +02:00
parent 1f9c8b6d3d
commit b4a132c8eb

View file

@ -20,145 +20,143 @@ PanelWindow {
anchors.right: true
anchors.bottom: true
// Solid dark background
// Solid dark background base01 is darker than base00
Rectangle {
anchors.fill: parent
color: M.Theme.base01
}
ShaderEffect {
id: fx
// Hex grid with gradient-filled cells, no outlines
Canvas {
anchors.fill: parent
fragmentShader: Qt.resolvedUrl("hex_wave.frag.qsb")
// Uniforms order must match shader std140 layout
property real uSize: 50.0
property real uWavePhase: -200
property real _pad0: 0
property vector4d uResolution: Qt.vector4d(width, height, 0, 0)
property color uC0: M.Theme.base0C
property color uC1: M.Theme.base0E
property color uC2: M.Theme.base09
onPaint: {
const ctx = getContext("2d");
const w = width, h = height;
ctx.clearRect(0, 0, w, h);
// 12 spinner uniforms
property vector4d uSpinners0: Qt.vector4d(0, 0, 0, 0)
property vector4d uSpinners1: Qt.vector4d(0, 0, 0, 0)
property vector4d uSpinners2: Qt.vector4d(0, 0, 0, 0)
property vector4d uSpinners3: Qt.vector4d(0, 0, 0, 0)
property vector4d uSpinners4: Qt.vector4d(0, 0, 0, 0)
property vector4d uSpinners5: Qt.vector4d(0, 0, 0, 0)
property vector4d uSpinners6: Qt.vector4d(0, 0, 0, 0)
property vector4d uSpinners7: Qt.vector4d(0, 0, 0, 0)
property vector4d uSpinners8: Qt.vector4d(0, 0, 0, 0)
property vector4d uSpinners9: Qt.vector4d(0, 0, 0, 0)
property vector4d uSpinners10: Qt.vector4d(0, 0, 0, 0)
property vector4d uSpinners11: Qt.vector4d(0, 0, 0, 0)
const size = 50;
const dx = size * 1.5;
const dy = size * Math.sqrt(3);
// Spinner angle properties (animated individually)
property real _a0: 0
property real _a1: 0
property real _a2: 0
property real _a3: 0
property real _a4: 0
property real _a5: 0
property real _a6: 0
property real _a7: 0
property real _a8: 0
property real _a9: 0
property real _a10: 0
property real _a11: 0
const c0 = M.Theme.base0C;
const c1 = M.Theme.base0E;
const c2 = M.Theme.base09;
// Spinner center coordinates (set once at startup)
property var _centers: []
// Pack angle into spinner vec4
on_A0Changed: uSpinners0 = Qt.vector4d(_centers[0]?.x ?? 0, _centers[0]?.y ?? 0, _a0, 0)
on_A1Changed: uSpinners1 = Qt.vector4d(_centers[1]?.x ?? 0, _centers[1]?.y ?? 0, _a1, 0)
on_A2Changed: uSpinners2 = Qt.vector4d(_centers[2]?.x ?? 0, _centers[2]?.y ?? 0, _a2, 0)
on_A3Changed: uSpinners3 = Qt.vector4d(_centers[3]?.x ?? 0, _centers[3]?.y ?? 0, _a3, 0)
on_A4Changed: uSpinners4 = Qt.vector4d(_centers[4]?.x ?? 0, _centers[4]?.y ?? 0, _a4, 0)
on_A5Changed: uSpinners5 = Qt.vector4d(_centers[5]?.x ?? 0, _centers[5]?.y ?? 0, _a5, 0)
on_A6Changed: uSpinners6 = Qt.vector4d(_centers[6]?.x ?? 0, _centers[6]?.y ?? 0, _a6, 0)
on_A7Changed: uSpinners7 = Qt.vector4d(_centers[7]?.x ?? 0, _centers[7]?.y ?? 0, _a7, 0)
on_A8Changed: uSpinners8 = Qt.vector4d(_centers[8]?.x ?? 0, _centers[8]?.y ?? 0, _a8, 0)
on_A9Changed: uSpinners9 = Qt.vector4d(_centers[9]?.x ?? 0, _centers[9]?.y ?? 0, _a9, 0)
on_A10Changed: uSpinners10 = Qt.vector4d(_centers[10]?.x ?? 0, _centers[10]?.y ?? 0, _a10, 0)
on_A11Changed: uSpinners11 = Qt.vector4d(_centers[11]?.x ?? 0, _centers[11]?.y ?? 0, _a11, 0)
// Wave animation: 6s sweep + 8s pause
SequentialAnimation on uWavePhase {
loops: Animation.Infinite
running: true
NumberAnimation {
from: -200
to: fx.width + 200
duration: 6000
easing.type: Easing.InOutSine
}
PauseAnimation {
duration: 8000
}
}
// Initialize spinner centers
Component.onCompleted: {
const dx = uSize * 1.5;
const dy = uSize * Math.sqrt(3);
const used = {};
const centers = [];
for (let i = 0; i < 12; i++) {
let col, row, key;
do {
col = Math.floor(Math.random() * (width / dx));
row = Math.floor(Math.random() * (height / dy));
key = col + "," + row;
} while (used[key])
used[key] = true;
for (let col = -1; col < w / dx + 2; col++) {
for (let row = -1; row < h / dy + 2; row++) {
const cx = col * dx;
const cy = row * dy + ((col % 2) ? dy / 2 : 0);
centers.push({
x: cx,
y: cy
});
const cy = row * dy + (col % 2 ? dy / 2 : 0);
// Position-based color interpolation across the screen
const fx = Math.max(0, Math.min(1, cx / w));
const fy = Math.max(0, Math.min(1, cy / h));
// Blend: left=base0C, center=base0E, right=base09, modulated by y
const t = fx;
const r = t < 0.5 ? c0.r + (c1.r - c0.r) * (t * 2) : c1.r + (c2.r - c1.r) * ((t - 0.5) * 2);
const g = t < 0.5 ? c0.g + (c1.g - c0.g) * (t * 2) : c1.g + (c2.g - c1.g) * ((t - 0.5) * 2);
const b = t < 0.5 ? c0.b + (c1.b - c0.b) * (t * 2) : c1.b + (c2.b - c1.b) * ((t - 0.5) * 2);
// Opacity varies: brighter near edges, dimmer in center
const distFromCenter = Math.sqrt(Math.pow(fx - 0.5, 2) + Math.pow(fy - 0.5, 2));
const alpha = 0.03 + distFromCenter * 0.06;
ctx.fillStyle = "rgba(" + Math.round(r * 255) + "," + Math.round(g * 255) + "," + Math.round(b * 255) + "," + alpha + ")";
ctx.beginPath();
for (let i = 0; i < 6; i++) {
const angle = Math.PI / 3 * i - Math.PI / 6;
const px = cx + size * 0.48 * Math.cos(angle);
const py = cy + size * 0.48 * Math.sin(angle);
if (i === 0)
ctx.moveTo(px, py);
else
ctx.lineTo(px, py);
}
ctx.closePath();
ctx.fill();
}
}
_centers = centers;
// Initialize all spinner vec4s with center coords
for (let i = 0; i < 12; i++) {
const prop = "uSpinners" + i;
fx[prop] = Qt.vector4d(centers[i].x, centers[i].y, 0, 0);
}
}
// 12 independent spinner animations
// Randomly spinning hexagons overlaid on the grid
Repeater {
model: 12
Item {
id: spinDelegate
id: spinHex
required property int index
SequentialAnimation {
loops: Animation.Infinite
running: true
PauseAnimation {
id: _pause
duration: 3000 + Math.random() * 12000
readonly property real _size: 50
readonly property real _dx: _size * 1.5
readonly property real _dy: _size * Math.sqrt(3)
// Pick a random grid position
readonly property int _col: Math.floor(Math.random() * (root.width / _dx))
readonly property int _row: Math.floor(Math.random() * (root.height / _dy))
x: _col * _dx - _size * 0.48
y: _row * _dy + (_col % 2 ? _dy / 2 : 0) - _size * 0.48
width: _size
height: _size
// Color from position (matching the canvas gradient)
readonly property real _fx: Math.max(0, Math.min(1, (_col * _dx) / root.width))
readonly property color _c0: M.Theme.base0C
readonly property color _c1: M.Theme.base0E
readonly property color _c2: M.Theme.base09
readonly property color _hexColor: Qt.rgba(_fx < 0.5 ? _c0.r + (_c1.r - _c0.r) * _fx * 2 : _c1.r + (_c2.r - _c1.r) * (_fx - 0.5) * 2, _fx < 0.5 ? _c0.g + (_c1.g - _c0.g) * _fx * 2 : _c1.g + (_c2.g - _c1.g) * (_fx - 0.5) * 2, _fx < 0.5 ? _c0.b + (_c1.b - _c0.b) * _fx * 2 : _c1.b + (_c2.b - _c1.b) * (_fx - 0.5) * 2, 1)
readonly property real _distFromCenter: Math.sqrt(Math.pow(_fx - 0.5, 2) + Math.pow(Math.max(0, Math.min(1, (_row * _dy) / root.height)) - 0.5, 2))
opacity: 0.03 + _distFromCenter * 0.06
rotation: 0
transformOrigin: Item.Center
Canvas {
anchors.fill: parent
onPaint: {
const ctx = getContext("2d");
const s = spinHex._size;
const cx = s / 2, cy = s / 2;
ctx.clearRect(0, 0, s, s);
ctx.fillStyle = spinHex._hexColor.toString();
ctx.beginPath();
for (let i = 0; i < 6; i++) {
const angle = Math.PI / 3 * i - Math.PI / 6;
const px = cx + s * 0.48 * Math.cos(angle);
const py = cy + s * 0.48 * Math.sin(angle);
if (i === 0)
ctx.moveTo(px, py);
else
ctx.lineTo(px, py);
}
NumberAnimation {
id: _spin
target: fx
property: "_a" + spinDelegate.index
ctx.closePath();
ctx.fill();
}
}
Timer {
interval: 3000 + Math.random() * 12000
running: true
repeat: true
onTriggered: {
interval = 3000 + Math.random() * 12000;
spinAnim.duration = 1000 + Math.random() * 2000;
spinAnim.start();
}
}
RotationAnimation {
id: spinAnim
target: spinHex
from: 0
to: 2 * Math.PI
duration: 1000 + Math.random() * 2000
to: 360
duration: 2000
easing.type: Easing.InOutCubic
}
ScriptAction {
script: {
_pause.duration = 3000 + Math.random() * 12000;
_spin.duration = 1000 + Math.random() * 2000;
}
}
}
}
}
}
}