mirror of
https://github.com/hyprwm/Hyprland
synced 2024-12-22 19:09:48 +01:00
Added blurring 🎉
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parent
b7094200f6
commit
969bebbd06
7 changed files with 221 additions and 3 deletions
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@ -26,6 +26,7 @@ Nevertheless, REPORT any you find! Make an issue!
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- Config reloaded instantly upon saving
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- Easily expandable and readable codebase
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- Rounded corners
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- Window blur
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- Fade in/out
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- Support for docks/whatever
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- Window rules
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@ -38,7 +39,6 @@ Nevertheless, REPORT any you find! Make an issue!
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- Damage tracking
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- Animations (better)
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- Fix GDK popups on multimon
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- Blur
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- Fix electron rendering issues
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- Optimization
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- Fix weird scroll on XWayland
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@ -28,6 +28,8 @@ general {
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decoration {
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rounding=10
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blur=1
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blur_size=8 # minimum 2
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}
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animations {
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@ -23,6 +23,8 @@ CConfigManager::CConfigManager() {
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configValues["general:col.inactive_border"].intValue = 0xff444444;
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configValues["decoration:rounding"].intValue = 1;
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configValues["decoration:blur"].intValue = 1;
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configValues["decoration:blur_size"].intValue = 8;
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configValues["dwindle:pseudotile"].intValue = 0;
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@ -50,6 +50,22 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
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m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
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prog = createProgram(TEXVERTSRC, FRAGBLUR1);
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m_shBLUR1.program = prog;
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m_shBLUR1.tex = glGetUniformLocation(prog, "tex");
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m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha");
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m_shBLUR1.proj = glGetUniformLocation(prog, "proj");
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m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos");
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m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord");
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prog = createProgram(TEXVERTSRC, FRAGBLUR2);
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m_shBLUR2.program = prog;
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m_shBLUR2.tex = glGetUniformLocation(prog, "tex");
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m_shBLUR2.alpha = glGetUniformLocation(prog, "alpha");
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m_shBLUR2.proj = glGetUniformLocation(prog, "proj");
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m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos");
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m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord");
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Debug::log(LOG, "Shaders initialized successfully.");
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// End shaders
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@ -259,6 +275,97 @@ void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float
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glBindTexture(tex.m_iTarget, 0);
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}
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// This is probably not the quickest method possible,
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// feel free to contribute if you have a better method.
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// cheers.
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// 2-pass pseudo-gaussian blur
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, float matrix[9], float a, int round) {
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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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// if blur disabled, just render the texture
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if (g_pConfigManager->getInt("decoration:blur") == 0) {
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renderTexture(tex, matrix, a, round);
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return;
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}
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// create a stencil for our thang
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// we clear the stencil and then draw our texture with GL_ALWAYS to make a stencil mask.
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilMask(0xFF);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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renderTexture(tex, matrix, 0, round); // 0 alpha because we dont want to draw to the FB
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// then we disable writing to the mask and ONLY accept writing within the stencil
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glStencilMask(0x00);
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glStencilFunc(GL_EQUAL, 1, 0xFF);
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glEnable(GL_BLEND);
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// now we make the blur by blurring the main framebuffer (it will only affect the stencil)
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// matrix
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const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
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float matrixFull[9];
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wlr_box fullMonBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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wlr_matrix_project_box(matrixFull, &fullMonBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrixFull);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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const auto RADIUS = g_pConfigManager->getInt("decoration:blur_size") + 2;
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const auto PFRAMEBUFFER = &m_mMonitorFramebuffers[m_RenderData.pMonitor];
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auto drawWithShader = [=](CShader* pShader) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(PFRAMEBUFFER->m_cTex.m_iTarget, PFRAMEBUFFER->m_cTex.m_iTexID);
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glTexParameteri(tex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUseProgram(pShader->program);
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glUniform1f(glGetUniformLocation(pShader->program, "radius"), RADIUS);
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glUniform2f(glGetUniformLocation(pShader->program, "resolution"), m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y);
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glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
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glUniform1i(pShader->tex, 0);
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glUniform1f(pShader->alpha, a / 255.f);
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glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(pShader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(pShader->posAttrib);
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glEnableVertexAttribArray(pShader->texAttrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(pShader->posAttrib);
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glDisableVertexAttribArray(pShader->texAttrib);
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};
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drawWithShader(&m_shBLUR1); // horizontal pass
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drawWithShader(&m_shBLUR2); // vertical pass
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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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renderTexture(tex, matrix, a, round);
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// and disable the stencil
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glStencilMask(0xFF);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glDisable(GL_STENCIL_TEST);
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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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// 0-1 space god damnit
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arr[counter * 2 + 0] = x / box->width;
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@ -40,6 +40,7 @@ public:
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void renderRect(wlr_box*, const CColor&);
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void renderTexture(wlr_texture*, float matrix[9], float a, int round = 0);
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void renderTexture(const CTexture&, float matrix[9], float a, int round = 0);
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void renderTextureWithBlur(const CTexture&, float matrix[9], float a, int round = 0);
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void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
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void makeWindowSnapshot(CWindow*);
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@ -68,6 +69,8 @@ private:
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CShader m_shRGBA;
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CShader m_shRGBX;
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CShader m_shEXT;
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CShader m_shBLUR1;
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CShader m_shBLUR2;
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//
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GLuint createProgram(const std::string&, const std::string&);
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@ -31,7 +31,10 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
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float matrix[9];
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wlr_matrix_project_box(matrix, &windowBox, TRANSFORM, 0, RDATA->output->transform_matrix);
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g_pHyprOpenGL->renderTexture(TEXTURE, matrix, RDATA->fadeAlpha, RDATA->dontRound ? 0 : g_pConfigManager->getInt("decoration:rounding")); // TODO: fadeinout
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if (RDATA->surface && surface == RDATA->surface)
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, matrix, RDATA->fadeAlpha, RDATA->dontRound ? 0 : g_pConfigManager->getInt("decoration:rounding"));
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else
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g_pHyprOpenGL->renderTexture(TEXTURE, matrix, RDATA->fadeAlpha, RDATA->dontRound ? 0 : g_pConfigManager->getInt("decoration:rounding"));
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wlr_surface_send_frame_done(surface, RDATA->when);
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@ -138,6 +138,107 @@ void main() {
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gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
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})#";
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// thanks to Loadus
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// https://www.shadertoy.com/view/Mtl3Rj
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// for this pseudo-gaussian blur!
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inline const std::string FRAGBLUR1 = R"#(
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float radius;
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uniform vec2 resolution;
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uniform float alpha;
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float SCurve (float x) {
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x = x * 2.0 - 1.0;
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return -x * abs(x) * 0.5 + x + 0.5;
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}
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vec4 BlurH (vec2 size, vec2 uv) {
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if (radius >= 1.0) {
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vec4 A = vec4(0.0);
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vec4 C = vec4(0.0);
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float width = 1.0 / size.x;
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float divisor = 0.0;
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float weight = 0.0;
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float radiusMultiplier = 1.0 / radius;
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for (float x = -radius; x <= radius; x++) {
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A = texture2D(tex, uv + vec2(x * width, 0.0));
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weight = SCurve(1.0 - (abs(x) * radiusMultiplier));
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C += A * weight;
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divisor += weight;
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}
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return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
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}
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return texture2D(tex, uv);
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}
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void main() {
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gl_FragColor = BlurH(resolution, v_texcoord) * alpha;
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}
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)#";
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inline const std::string FRAGBLUR2 = R"#(
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float radius;
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uniform vec2 resolution;
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uniform float alpha;
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float SCurve (float x) {
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x = x * 2.0 - 1.0;
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return -x * abs(x) * 0.5 + x + 0.5;
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}
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vec4 BlurV (vec2 size, vec2 uv) {
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if (radius >= 1.0) {
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vec4 A = vec4(0.0);
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vec4 C = vec4(0.0);
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float height = 1.0 / size.y;
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float divisor = 0.0;
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float weight = 0.0;
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float radiusMultiplier = 1.0 / radius;
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for (float y = -radius; y <= radius; y++) {
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A = texture2D(tex, uv + vec2(0.0, y * height));
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weight = SCurve(1.0 - (abs(y) * radiusMultiplier));
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C += A * weight;
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divisor += weight;
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}
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return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
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}
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return texture2D(tex, uv);
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}
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void main() {
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gl_FragColor = BlurV(resolution, v_texcoord) * alpha;
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}
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)#";
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inline const std::string TEXFRAGSRCEXT = R"#(
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#extension GL_OES_EGL_image_external : require
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@ -189,4 +290,4 @@ void main() {
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}
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gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
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})#";
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})#";
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