Don't blur behind opaque pixels

This commit is contained in:
vaxerski 2022-04-17 13:15:56 +02:00
parent 74dbf196c1
commit 748a787ba2
4 changed files with 40 additions and 11 deletions

View file

@ -37,6 +37,7 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
m_shRGBA.alpha = glGetUniformLocation(prog, "alpha");
m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
m_shRGBX.program = prog;
@ -45,6 +46,7 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
m_shRGBX.alpha = glGetUniformLocation(prog, "alpha");
m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT);
m_shEXT.program = prog;
@ -53,6 +55,7 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
m_shEXT.alpha = glGetUniformLocation(prog, "alpha");
m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
prog = createProgram(TEXVERTSRC, FRAGBLUR1);
m_shBLUR1.program = prog;
@ -263,7 +266,7 @@ void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float al
scissor((wlr_box*)nullptr);
}
void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox, float alpha, int round) {
void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardOpaque) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
@ -306,6 +309,7 @@ void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox,
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha / 255.f);
glUniform1i(shader->discardOpaque, (int)discardOpaque);
// round is in px
// so we need to do some maf
@ -383,8 +387,8 @@ void CHyprOpenGLImpl::renderTextureWithBlurInternal(const CTexture& tex, wlr_box
glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// render our window to the mirror FB while also writing to the stencil
renderTextureInternal(tex, pBox, a, round);
// render our window to the mirror FB while also writing to the stencil, discard opaque pixels
renderTextureInternal(tex, pBox, a, round, true);
// then we disable writing to the mask and ONLY accept writing within the stencil
glStencilFunc(GL_EQUAL, 1, -1);
@ -446,14 +450,13 @@ void CHyprOpenGLImpl::renderTextureWithBlurInternal(const CTexture& tex, wlr_box
glBindTexture(tex.m_iTarget, 0);
// when the blur is done, let's render the window itself
// we get it from the mirrored FB full because it's the FB 255 alpha cuz we rendered with a before, same for rounding
renderTextureInternal(m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex, &fullMonBox, 255.f, 0);
// and disable the stencil
// disable the stencil
glStencilMask(-1);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glDisable(GL_STENCIL_TEST);
// when the blur is done, let's render the window itself. We can't use mirror because it had discardOpaque
renderTextureInternal(tex, pBox, a, round);
}
void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) {

View file

@ -89,7 +89,7 @@ private:
GLuint compileShader(const GLuint&, std::string);
void createBGTextureForMonitor(SMonitor*);
void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0);
void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0, bool discardOpaque = false);
void renderTextureWithBlurInternal(const CTexture&, wlr_box*, float a, int round = 0);
};

View file

@ -17,4 +17,5 @@ public:
GLint alpha;
GLint posAttrib;
GLint texAttrib;
GLint discardOpaque;
};

View file

@ -47,8 +47,17 @@ uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
uniform int discardOpaque;
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
if (discardOpaque == 1 && pixColor[3] == 1.0) {
discard;
return;
}
vec2 pixCoord = fullSize * v_texcoord;
if (pixCoord[0] < topLeft[0]) {
@ -84,7 +93,7 @@ void main() {
}
}
gl_FragColor = texture2D(tex, v_texcoord) * alpha;
gl_FragColor = pixColor * alpha;
})#";
inline const std::string TEXFRAGSRCRGBX = R"#(
@ -98,7 +107,14 @@ uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
uniform int discardOpaque;
void main() {
if (discardOpaque == 1) {
discard;
return;
}
vec2 pixCoord = fullSize * v_texcoord;
@ -252,8 +268,17 @@ uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
uniform int discardOpaque;
void main() {
vec4 pixColor = texture2D(texture0, v_texcoord);
if (discardOpaque == 1 && pixColor[3] == 1.0) {
discard;
return;
}
vec2 pixCoord = fullSize * v_texcoord;
if (pixCoord[0] < topLeft[0]) {
@ -289,5 +314,5 @@ void main() {
}
}
gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
gl_FragColor = pixColor * alpha;
})#";