renderer: track fade alpha for blur if ignore opacity is true

with ignore_opacity, blur would stay at 1 opacity during a fadeOut animation on layers, making it look wrong. Fixes #3051
This commit is contained in:
vaxerski 2023-08-23 12:03:23 +02:00
parent 5e7183daf5
commit 9d094f655e
3 changed files with 44 additions and 43 deletions

View File

@ -1110,7 +1110,7 @@ bool CHyprOpenGLImpl::shouldUseNewBlurOptimizations(SLayerSurface* pLayer, CWind
return false;
}
void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool blockBlurOptimization) {
void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool blockBlurOptimization, float blurA) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
static auto* const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur:enabled")->intValue;
@ -1190,7 +1190,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
m_bEndFrame = true; // fix transformed
const auto SAVEDRENDERMODIF = m_RenderData.renderModif;
m_RenderData.renderModif = {}; // fix shit
renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 1.f : a, &texDamage, 0, false, false, false);
renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? blurA : a * blurA, &texDamage, 0, false, false, false);
m_bEndFrame = false;
m_RenderData.renderModif = SAVEDRENDERMODIF;

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@ -26,7 +26,8 @@ inline const float fullVerts[] = {
};
inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};
enum eDiscardMode {
enum eDiscardMode
{
DISCARD_OPAQUE = 1,
DISCARD_ALPHA = 1 << 1
};
@ -97,60 +98,60 @@ class CHyprOpenGLImpl {
public:
CHyprOpenGLImpl();
void begin(CMonitor*, CRegion*, bool fake = false);
void end();
void bindWlrOutputFb();
void begin(CMonitor*, CRegion*, bool fake = false);
void end();
void bindWlrOutputFb();
void renderRect(wlr_box*, const CColor&, int round = 0);
void renderRectWithDamage(wlr_box*, const CColor&, CRegion* damage, int round = 0);
void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false);
void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0);
void renderRect(wlr_box*, const CColor&, int round = 0);
void renderRectWithDamage(wlr_box*, const CColor&, CRegion* damage, int round = 0);
void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0);
void saveMatrix();
void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
void restoreMatrix();
void saveMatrix();
void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
void restoreMatrix();
void blend(bool enabled);
void blend(bool enabled);
void makeWindowSnapshot(CWindow*);
void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
void makeLayerSnapshot(SLayerSurface*);
void renderSnapshot(CWindow**);
void renderSnapshot(SLayerSurface**);
void makeWindowSnapshot(CWindow*);
void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
void makeLayerSnapshot(SLayerSurface*);
void renderSnapshot(CWindow**);
void renderSnapshot(SLayerSurface**);
void clear(const CColor&);
void clearWithTex();
void scissor(const wlr_box*, bool transform = true);
void scissor(const pixman_box32*, bool transform = true);
void scissor(const int x, const int y, const int w, const int h, bool transform = true);
void clear(const CColor&);
void clearWithTex();
void scissor(const wlr_box*, bool transform = true);
void scissor(const pixman_box32*, bool transform = true);
void scissor(const int x, const int y, const int w, const int h, bool transform = true);
void destroyMonitorResources(CMonitor*);
void destroyMonitorResources(CMonitor*);
void markBlurDirtyForMonitor(CMonitor*);
void markBlurDirtyForMonitor(CMonitor*);
void preWindowPass();
bool preBlurQueued();
void preRender(CMonitor*);
void preWindowPass();
bool preBlurQueued();
void preRender(CMonitor*);
void saveBufferForMirror();
void renderMirrored();
void saveBufferForMirror();
void renderMirrored();
void applyScreenShader(const std::string& path);
void applyScreenShader(const std::string& path);
SCurrentRenderData m_RenderData;
SCurrentRenderData m_RenderData;
GLint m_iCurrentOutputFb = 0;
GLint m_iWLROutputFb = 0;
GLint m_iCurrentOutputFb = 0;
GLint m_iWLROutputFb = 0;
bool m_bReloadScreenShader = true; // at launch it can be set
bool m_bReloadScreenShader = true; // at launch it can be set
CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
std::unordered_map<SLayerSurface*, CFramebuffer> m_mLayerFramebuffers;
std::unordered_map<CMonitor*, SMonitorRenderData> m_mMonitorRenderResources;
std::unordered_map<CMonitor*, CTexture> m_mMonitorBGTextures;

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@ -54,7 +54,7 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, true);
} else {
if (RDATA->blur)
g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding, RDATA->blockBlurOptimization);
g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding, RDATA->blockBlurOptimization, RDATA->fadeAlpha);
else
g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, true);
}