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https://github.com/hyprwm/Hyprland
synced 2024-11-26 06:45:59 +01:00
Don't blur behind opaque pixels
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parent
74dbf196c1
commit
748a787ba2
4 changed files with 40 additions and 11 deletions
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@ -37,6 +37,7 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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m_shRGBA.alpha = glGetUniformLocation(prog, "alpha");
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m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
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m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
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m_shRGBX.program = prog;
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@ -45,6 +46,7 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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m_shRGBX.alpha = glGetUniformLocation(prog, "alpha");
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m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
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m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT);
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m_shEXT.program = prog;
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@ -53,6 +55,7 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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m_shEXT.alpha = glGetUniformLocation(prog, "alpha");
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m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
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m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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prog = createProgram(TEXVERTSRC, FRAGBLUR1);
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m_shBLUR1.program = prog;
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@ -263,7 +266,7 @@ void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float al
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scissor((wlr_box*)nullptr);
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}
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void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox, float alpha, int round) {
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void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardOpaque) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
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@ -306,6 +309,7 @@ void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox,
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha / 255.f);
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glUniform1i(shader->discardOpaque, (int)discardOpaque);
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// round is in px
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// so we need to do some maf
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@ -383,8 +387,8 @@ void CHyprOpenGLImpl::renderTextureWithBlurInternal(const CTexture& tex, wlr_box
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glStencilFunc(GL_ALWAYS, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// render our window to the mirror FB while also writing to the stencil
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renderTextureInternal(tex, pBox, a, round);
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// render our window to the mirror FB while also writing to the stencil, discard opaque pixels
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renderTextureInternal(tex, pBox, a, round, true);
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// then we disable writing to the mask and ONLY accept writing within the stencil
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glStencilFunc(GL_EQUAL, 1, -1);
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@ -446,14 +450,13 @@ void CHyprOpenGLImpl::renderTextureWithBlurInternal(const CTexture& tex, wlr_box
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glBindTexture(tex.m_iTarget, 0);
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// when the blur is done, let's render the window itself
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// we get it from the mirrored FB full because it's the FB 255 alpha cuz we rendered with a before, same for rounding
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renderTextureInternal(m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex, &fullMonBox, 255.f, 0);
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// and disable the stencil
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// disable the stencil
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glStencilMask(-1);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glDisable(GL_STENCIL_TEST);
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// when the blur is done, let's render the window itself. We can't use mirror because it had discardOpaque
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renderTextureInternal(tex, pBox, a, round);
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}
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void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) {
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@ -89,7 +89,7 @@ private:
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GLuint compileShader(const GLuint&, std::string);
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void createBGTextureForMonitor(SMonitor*);
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void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0);
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void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0, bool discardOpaque = false);
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void renderTextureWithBlurInternal(const CTexture&, wlr_box*, float a, int round = 0);
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};
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@ -17,4 +17,5 @@ public:
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GLint alpha;
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GLint posAttrib;
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GLint texAttrib;
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GLint discardOpaque;
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};
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@ -47,8 +47,17 @@ uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] == 1.0) {
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discard;
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return;
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}
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vec2 pixCoord = fullSize * v_texcoord;
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if (pixCoord[0] < topLeft[0]) {
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@ -84,7 +93,7 @@ void main() {
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}
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}
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gl_FragColor = texture2D(tex, v_texcoord) * alpha;
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gl_FragColor = pixColor * alpha;
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})#";
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inline const std::string TEXFRAGSRCRGBX = R"#(
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@ -98,8 +107,15 @@ uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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void main() {
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if (discardOpaque == 1) {
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discard;
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return;
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}
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vec2 pixCoord = fullSize * v_texcoord;
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if (pixCoord[0] < topLeft[0]) {
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@ -252,8 +268,17 @@ uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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void main() {
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vec4 pixColor = texture2D(texture0, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] == 1.0) {
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discard;
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return;
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}
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vec2 pixCoord = fullSize * v_texcoord;
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if (pixCoord[0] < topLeft[0]) {
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@ -289,5 +314,5 @@ void main() {
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}
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}
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gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
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gl_FragColor = pixColor * alpha;
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})#";
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