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https://github.com/hyprwm/Hyprland
synced 2024-11-02 17:45:58 +01:00
alpha mask stuff
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parent
837088c620
commit
3b3e0f50b4
6 changed files with 72 additions and 45 deletions
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@ -329,18 +329,21 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shBLURFINISH.contrast = glGetUniformLocation(prog, "contrast");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness = glGetUniformLocation(prog, "brightness");
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prog = createProgram(QUADVERTSRC, FRAGSHADOW);
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m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
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m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
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m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
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m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
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prog = createProgram(QUADVERTSRC, FRAGSHADOW);
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m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
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m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte");
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m_RenderData.pCurrentMonData->m_shSHADOW.alphaMatte = glGetUniformLocation(prog, "alphaMatte");
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m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
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m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
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m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
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m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte");
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prog = createProgram(QUADVERTSRC, FRAGBORDER1);
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m_RenderData.pCurrentMonData->m_shBORDER1.program = prog;
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@ -1637,7 +1640,7 @@ void CHyprOpenGLImpl::renderSnapshot(SLayerSurface** pLayer) {
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m_bEndFrame = false;
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}
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void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, float a) {
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void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, float a, CFramebuffer* matte) {
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RASSERT(m_RenderData.pMonitor, "Tried to render shadow without begin()!");
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RASSERT((box->width > 0 && box->height > 0), "Tried to render shadow with width/height < 0!");
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RASSERT(m_pCurrentWindow, "Tried to render shadow without a window!");
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@ -1657,6 +1660,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
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static auto* const PSHADOWPOWER = &g_pConfigManager->getConfigValuePtr("decoration:shadow_render_power")->intValue;
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const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4);
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const auto USEMATTE = matte;
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const auto col = m_pCurrentWindow->m_cRealShadowColor.col();
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@ -1691,11 +1695,33 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
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glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.range, range);
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glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower, SHADOWPOWER);
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if (USEMATTE) {
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glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte, 1);
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glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.alphaMatte, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(matte->m_cTex.m_iTarget, matte->m_cTex.m_iTexID);
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} else {
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glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte, 0);
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}
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const float texVerts[] = {
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((float)(box->x + box->width) / m_RenderData.pMonitor->vecPixelSize.x),
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((float)box->y / m_RenderData.pMonitor->vecPixelSize.y), // top right
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((float)box->x / m_RenderData.pMonitor->vecPixelSize.x),
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((float)box->y / m_RenderData.pMonitor->vecPixelSize.y), // top left
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((float)(box->x + box->width) / m_RenderData.pMonitor->vecPixelSize.x),
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((float)(box->y + box->height) / m_RenderData.pMonitor->vecPixelSize.y), // bottom right
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((float)box->x / m_RenderData.pMonitor->vecPixelSize.x),
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((float)(box->y + box->height) / m_RenderData.pMonitor->vecPixelSize.y), // bottom left
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};
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib, 2, GL_FLOAT, GL_FALSE, 0, texVerts);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib);
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if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) {
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CRegion damageClip{m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height};
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@ -1714,6 +1740,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
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}
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}
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib);
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
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}
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@ -111,7 +111,7 @@ class CHyprOpenGLImpl {
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
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void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
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void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0, CFramebuffer* matte = nullptr);
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void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
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void saveMatrix();
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@ -10,10 +10,12 @@ class CShader {
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GLuint program = 0;
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GLint proj = -1;
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GLint color = -1;
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GLint alphaMatte = -1;
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GLint tex = -1;
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GLint alpha = -1;
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GLint posAttrib = -1;
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GLint texAttrib = -1;
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GLint matteTexAttrib = -1;
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GLint discardOpaque = -1;
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GLint discardAlpha = -1;
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GLfloat discardAlphaValue = -1;
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@ -29,8 +31,9 @@ class CShader {
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GLint halfpixel = -1;
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GLint range = -1;
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GLint shadowPower = -1;
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GLint range = -1;
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GLint shadowPower = -1;
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GLint useAlphaMatte = -1; // always inverted
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GLint applyTint = -1;
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GLint tint = -1;
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@ -43,9 +46,9 @@ class CShader {
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GLint distort = -1;
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GLint output = -1;
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GLint noise = -1;
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GLint contrast = -1;
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GLint brightness = -1;
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GLint noise = -1;
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GLint contrast = -1;
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GLint brightness = -1;
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GLint getUniformLocation(const std::string&);
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@ -68,10 +68,9 @@ void CHyprDropShadowDecoration::updateWindow(CWindow* pWindow) {
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maxExtents.bottomRight.y = EXTENTS.bottomRight.y;
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}
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// +1 +1 -2 -2 is to avoid artifacts with AA. TODO: figure out a better method. Alpha blending? This same shit will happen on hyprbars.
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m_bLastWindowBox = {(int)(m_vLastWindowPos.x - maxExtents.topLeft.x - BORDER + 1), (int)(m_vLastWindowPos.y - maxExtents.topLeft.y - BORDER + 1),
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(int)(m_vLastWindowSize.x + maxExtents.topLeft.x + maxExtents.bottomRight.x + 2 * BORDER - 2),
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(int)(m_vLastWindowSize.y + maxExtents.topLeft.y + maxExtents.bottomRight.y + 2 * BORDER - 2)};
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m_bLastWindowBox = {(int)(m_vLastWindowPos.x - maxExtents.topLeft.x - BORDER), (int)(m_vLastWindowPos.y - maxExtents.topLeft.y - BORDER),
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(int)(m_vLastWindowSize.x + maxExtents.topLeft.x + maxExtents.bottomRight.x + 2 * BORDER),
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(int)(m_vLastWindowSize.y + maxExtents.topLeft.y + maxExtents.bottomRight.y + 2 * BORDER)};
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}
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}
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@ -145,41 +144,29 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
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g_pHyprOpenGL->scissor((wlr_box*)nullptr);
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// we'll take the liberty of using this as it should not be used rn
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CFramebuffer& alphaFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorFB;
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auto* LASTFB = g_pHyprOpenGL->m_RenderData.currentFB;
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if (*PSHADOWIGNOREWINDOW) {
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glEnable(GL_STENCIL_TEST);
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilFunc(GL_ALWAYS, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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wlr_box windowBox = {m_bLastWindowBox.x - pMonitor->vecPosition.x, m_bLastWindowBox.y - pMonitor->vecPosition.y, m_bLastWindowBox.width, m_bLastWindowBox.height};
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scaleBox(&windowBox, pMonitor->scale);
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if (windowBox.width < 1 || windowBox.height < 1) {
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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glDisable(GL_STENCIL_TEST);
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return; // prevent assert failed
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}
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g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 0), ROUNDING * pMonitor->scale);
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alphaFB.bind();
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g_pHyprOpenGL->clear(CColor(0, 0, 0, 0));
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glStencilFunc(GL_NOTEQUAL, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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g_pHyprOpenGL->renderRect(&windowBox, CColor(1.0, 1.0, 1.0, 1.0), ROUNDING * pMonitor->scale);
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LASTFB->bind();
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}
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scaleBox(&fullBox, pMonitor->scale);
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
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if (*PSHADOWIGNOREWINDOW) {
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// cleanup
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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glDisable(GL_STENCIL_TEST);
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}
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a, &alphaFB);
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}
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eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() {
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@ -5,7 +5,9 @@
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inline const std::string FRAGSHADOW = R"#(
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precision mediump float;
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varying vec4 v_color;
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uniform sampler2D alphaMatte;
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varying vec2 v_texcoord;
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varying vec2 v_texcoordMatte;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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@ -13,6 +15,7 @@ uniform vec2 fullSize;
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uniform float radius;
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uniform float range;
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uniform float shadowPower;
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uniform int useAlphaMatte;
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float pixAlphaRoundedDistance(float distanceToCorner) {
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if (distanceToCorner > radius) {
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@ -74,6 +77,10 @@ void main() {
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}
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}
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if (useAlphaMatte == 1) {
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pixColor[3] *= 1.0 - texture2D(alphaMatte, v_texcoordMatte)[3];
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}
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if (pixColor[3] == 0.0) {
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discard; return;
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}
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@ -37,13 +37,16 @@ uniform mat3 proj;
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uniform vec4 color;
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attribute vec2 pos;
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attribute vec2 texcoord;
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attribute vec2 texcoordMatte;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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varying vec2 v_texcoordMatte;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_color = color;
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v_texcoord = texcoord;
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v_texcoordMatte = texcoordMatte;
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})#";
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inline const std::string QUADFRAGSRC = R"#(
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