shadows: fix on transformed

This commit is contained in:
Vaxry 2023-11-04 19:32:50 +00:00
parent 7a09d24065
commit 64a084477e
4 changed files with 101 additions and 32 deletions

View file

@ -235,8 +235,10 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shRGBA.program = prog;
m_RenderData.pCurrentMonData->m_shRGBA.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shRGBA.tex = glGetUniformLocation(prog, "tex");
m_RenderData.pCurrentMonData->m_shRGBA.alphaMatte = glGetUniformLocation(prog, "texMatte");
m_RenderData.pCurrentMonData->m_shRGBA.alpha = glGetUniformLocation(prog, "alpha");
m_RenderData.pCurrentMonData->m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shRGBA.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte");
m_RenderData.pCurrentMonData->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_RenderData.pCurrentMonData->m_shRGBA.discardAlpha = glGetUniformLocation(prog, "discardAlpha");
@ -246,6 +248,7 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shRGBA.applyTint = glGetUniformLocation(prog, "applyTint");
m_RenderData.pCurrentMonData->m_shRGBA.tint = glGetUniformLocation(prog, "tint");
m_RenderData.pCurrentMonData->m_shRGBA.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBAPASSTHRU);
m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.program = prog;
@ -254,6 +257,14 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.posAttrib = glGetAttribLocation(prog, "pos");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBAMATTE);
m_RenderData.pCurrentMonData->m_shMATTE.program = prog;
m_RenderData.pCurrentMonData->m_shMATTE.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shMATTE.tex = glGetUniformLocation(prog, "tex");
m_RenderData.pCurrentMonData->m_shMATTE.alphaMatte = glGetUniformLocation(prog, "texMatte");
m_RenderData.pCurrentMonData->m_shMATTE.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shMATTE.posAttrib = glGetAttribLocation(prog, "pos");
prog = createProgram(TEXVERTSRC, FRAGGLITCH);
m_RenderData.pCurrentMonData->m_shGLITCH.program = prog;
m_RenderData.pCurrentMonData->m_shGLITCH.proj = glGetUniformLocation(prog, "proj");
@ -821,6 +832,64 @@ void CHyprOpenGLImpl::renderTexturePrimitive(const CTexture& tex, CBox* pBox) {
glBindTexture(tex.m_iTarget, 0);
}
void CHyprOpenGLImpl::renderTextureMatte(const CTexture& tex, CBox* pBox, CFramebuffer& matte) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
TRACY_GPU_ZONE("RenderTextureMatte");
if (m_RenderData.damage.empty())
return;
CBox newBox = *pBox;
newBox.scale(m_RenderData.renderModif.scale).translate(m_RenderData.renderModif.translate);
// get transform
const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform);
float matrix[9];
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
CShader* shader = &m_RenderData.pCurrentMonData->m_shMATTE;
glUseProgram(shader->program);
#ifndef GLES2
glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
#endif
glUniform1i(shader->tex, 0);
glUniform1i(shader->alphaMatte, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex.m_iTarget, tex.m_iTexID);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(matte.m_cTex.m_iTarget, matte.m_cTex.m_iTexID);
glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib);
for (auto& RECT : m_RenderData.damage.getRects()) {
scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
scissor((CBox*)nullptr);
glDisableVertexAttribArray(shader->posAttrib);
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex.m_iTarget, 0);
}
// This probably isn't the fastest
// but it works... well, I guess?
//
@ -1629,7 +1698,7 @@ void CHyprOpenGLImpl::renderSnapshot(SLayerSurface** pLayer) {
m_bEndFrame = false;
}
void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float a, CFramebuffer* matte) {
void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float a) {
RASSERT(m_RenderData.pMonitor, "Tried to render shadow without begin()!");
RASSERT((box->width > 0 && box->height > 0), "Tried to render shadow with width/height < 0!");
RASSERT(m_pCurrentWindow, "Tried to render shadow without a window!");
@ -1647,7 +1716,6 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float
static auto* const PSHADOWPOWER = &g_pConfigManager->getConfigValuePtr("decoration:shadow_render_power")->intValue;
const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4);
const auto USEMATTE = matte;
const auto col = m_pCurrentWindow->m_cRealShadowColor.col();
@ -1682,33 +1750,11 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.range, range);
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower, SHADOWPOWER);
if (USEMATTE) {
glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte, 1);
glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.alphaMatte, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(matte->m_cTex.m_iTarget, matte->m_cTex.m_iTexID);
} else {
glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte, 0);
}
const float texVerts[] = {
((float)(box->x + box->width) / m_RenderData.pMonitor->vecPixelSize.x),
((float)box->y / m_RenderData.pMonitor->vecPixelSize.y), // top right
((float)box->x / m_RenderData.pMonitor->vecPixelSize.x),
((float)box->y / m_RenderData.pMonitor->vecPixelSize.y), // top left
((float)(box->x + box->width) / m_RenderData.pMonitor->vecPixelSize.x),
((float)(box->y + box->height) / m_RenderData.pMonitor->vecPixelSize.y), // bottom right
((float)box->x / m_RenderData.pMonitor->vecPixelSize.x),
((float)(box->y + box->height) / m_RenderData.pMonitor->vecPixelSize.y), // bottom left
};
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib, 2, GL_FLOAT, GL_FALSE, 0, texVerts);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib);
if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) {
CRegion damageClip{m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height};
@ -1727,7 +1773,6 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float
}
}
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib);
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
}

View file

@ -59,6 +59,7 @@ struct SMonitorRenderData {
CShader m_shQUAD;
CShader m_shRGBA;
CShader m_shPASSTHRURGBA;
CShader m_shMATTE;
CShader m_shRGBX;
CShader m_shEXT;
CShader m_shBLUR1;
@ -96,6 +97,7 @@ struct SCurrentRenderData {
};
class CGradientValueData;
class CHyprDropShadowDecoration;
class CHyprOpenGLImpl {
public:
@ -111,7 +113,7 @@ class CHyprOpenGLImpl {
void renderTexture(wlr_texture*, CBox*, float a, int round = 0, bool allowCustomUV = false);
void renderTexture(const CTexture&, CBox*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
void renderTextureWithBlur(const CTexture&, CBox*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
void renderRoundedShadow(CBox*, int round, int range, float a = 1.0, CFramebuffer* matte = nullptr);
void renderRoundedShadow(CBox*, int round, int range, float a = 1.0);
void renderBorder(CBox*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
void saveMatrix();
@ -190,6 +192,7 @@ class CHyprOpenGLImpl {
void renderTextureInternalWithDamage(const CTexture&, CBox* pBox, float a, CRegion* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
bool allowCustomUV = false, bool allowDim = false);
void renderTexturePrimitive(const CTexture& tex, CBox* pBox);
void renderTextureMatte(const CTexture& tex, CBox* pBox, CFramebuffer& matte);
void renderSplash(cairo_t* const, cairo_surface_t* const, double);
void preBlurForCurrentMonitor();
@ -197,6 +200,7 @@ class CHyprOpenGLImpl {
bool shouldUseNewBlurOptimizations(SLayerSurface* pLayer, CWindow* pWindow);
friend class CHyprRenderer;
friend class CHyprDropShadowDecoration;
};
inline std::unique_ptr<CHyprOpenGLImpl> g_pHyprOpenGL;

View file

@ -126,8 +126,9 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
g_pHyprOpenGL->scissor((CBox*)nullptr);
// we'll take the liberty of using this as it should not be used rn
CFramebuffer& alphaFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorFB;
auto* LASTFB = g_pHyprOpenGL->m_RenderData.currentFB;
CFramebuffer& alphaFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorFB;
CFramebuffer& alphaSwapFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorSwapFB;
auto* LASTFB = g_pHyprOpenGL->m_RenderData.currentFB;
if (*PSHADOWIGNOREWINDOW) {
CBox windowBox = m_bLastWindowBox;
@ -146,11 +147,20 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
g_pHyprOpenGL->renderRect(&windowBox, CColor(1.0, 1.0, 1.0, 1.0), ROUNDING * pMonitor->scale);
LASTFB->bind();
}
alphaSwapFB.bind();
g_pHyprOpenGL->clear(CColor(0, 0, 0, 0));
fullBox.scale(pMonitor->scale).round();
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a, *PSHADOWIGNOREWINDOW ? &alphaFB : nullptr);
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
LASTFB->bind();
CBox monbox = {0, 0, pMonitor->vecTransformedSize.x, pMonitor->vecTransformedSize.y};
g_pHyprOpenGL->m_bEndFrame = true;
g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.m_cTex, &monbox, alphaFB);
g_pHyprOpenGL->m_bEndFrame = false;
} else {
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
}
}
eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() {

View file

@ -130,6 +130,16 @@ void main() {
gl_FragColor = texture2D(tex, v_texcoord);
})#";
inline const std::string TEXFRAGSRCRGBAMATTE = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform sampler2D texMatte;
void main() {
gl_FragColor = texture2D(tex, v_texcoord) * (1.0 - texture2D(texMatte, v_texcoord)[3]);
})#";
inline const std::string TEXFRAGSRCRGBX = R"#(
precision mediump float;
varying vec2 v_texcoord;