mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-07 15:05:58 +01:00
fixed blur rendering, stencil and gles3
This commit is contained in:
parent
0f9850fafc
commit
b56343133d
6 changed files with 66 additions and 31 deletions
|
@ -85,6 +85,6 @@ extern "C" {
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include <GLES3/gl32.h>
|
#include <GLES3/gl32.h>
|
||||||
#include <GLES2/gl2ext.h>
|
#include <GLES3/gl3ext.h>
|
||||||
|
|
||||||
#include "helpers/Vector2D.hpp"
|
#include "helpers/Vector2D.hpp"
|
||||||
|
|
|
@ -29,6 +29,17 @@ bool CFramebuffer::alloc(int w, int h) {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID);
|
glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex.m_iTexID, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex.m_iTexID, 0);
|
||||||
|
|
||||||
|
|
||||||
|
if (m_pStencilTex) {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
|
||||||
|
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_pStencilTex->m_iTexID, 0);
|
||||||
|
}
|
||||||
|
|
||||||
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||||
RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Framebuffer incomplete, couldn't create! (FB status: %i)", status);
|
RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Framebuffer incomplete, couldn't create! (FB status: %i)", status);
|
||||||
|
|
||||||
|
|
|
@ -18,5 +18,7 @@ public:
|
||||||
CTexture m_cTex;
|
CTexture m_cTex;
|
||||||
GLuint m_iFb = -1;
|
GLuint m_iFb = -1;
|
||||||
|
|
||||||
|
CTexture* m_pStencilTex = nullptr;
|
||||||
|
|
||||||
wl_output_transform m_tTransform; // for saving state
|
wl_output_transform m_tTransform; // for saving state
|
||||||
};
|
};
|
|
@ -127,13 +127,20 @@ void CHyprOpenGLImpl::begin(SMonitor* pMonitor) {
|
||||||
m_iWLROutputFb = m_iCurrentOutputFb;
|
m_iWLROutputFb = m_iCurrentOutputFb;
|
||||||
|
|
||||||
// ensure a framebuffer for the monitor exists
|
// ensure a framebuffer for the monitor exists
|
||||||
if (m_mMonitorFramebuffers.find(pMonitor) == m_mMonitorFramebuffers.end() || m_mMonitorFramebuffers[pMonitor].m_Size != pMonitor->vecSize) {
|
if (m_mMonitorRenderResources.find(pMonitor) == m_mMonitorRenderResources.end() || m_mMonitorRenderResources[pMonitor].primaryFB.m_Size != pMonitor->vecSize) {
|
||||||
m_mMonitorFramebuffers[pMonitor].alloc(pMonitor->vecSize.x, pMonitor->vecSize.y);
|
m_mMonitorRenderResources[pMonitor].stencilTex.allocate();
|
||||||
|
|
||||||
|
m_mMonitorRenderResources[pMonitor].primaryFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
|
||||||
|
m_mMonitorRenderResources[pMonitor].mirrorFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
|
||||||
|
|
||||||
|
m_mMonitorRenderResources[pMonitor].primaryFB.alloc(pMonitor->vecSize.x, pMonitor->vecSize.y);
|
||||||
|
m_mMonitorRenderResources[pMonitor].mirrorFB.alloc(pMonitor->vecSize.x, pMonitor->vecSize.y);
|
||||||
|
|
||||||
createBGTextureForMonitor(pMonitor);
|
createBGTextureForMonitor(pMonitor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// bind the Hypr Framebuffer
|
// bind the primary Hypr Framebuffer
|
||||||
m_mMonitorFramebuffers[pMonitor].bind();
|
m_mMonitorRenderResources[pMonitor].primaryFB.bind();
|
||||||
clear(CColor(11, 11, 11, 255));
|
clear(CColor(11, 11, 11, 255));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -147,7 +154,7 @@ void CHyprOpenGLImpl::end() {
|
||||||
|
|
||||||
clear(CColor(11, 11, 11, 255));
|
clear(CColor(11, 11, 11, 255));
|
||||||
|
|
||||||
renderTexture(m_mMonitorFramebuffers[m_RenderData.pMonitor].m_cTex, matrix, 255.f, 0);
|
renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex, matrix, 255.f, 0);
|
||||||
|
|
||||||
// reset our data
|
// reset our data
|
||||||
m_RenderData.pMonitor = nullptr;
|
m_RenderData.pMonitor = nullptr;
|
||||||
|
@ -292,22 +299,29 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, float matrix[9]
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// create a stencil for our thang
|
// bind the mirror FB and clear it.
|
||||||
glEnable(GL_STENCIL_TEST);
|
m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.bind();
|
||||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
clear(CColor(0, 0, 0, 0));
|
||||||
|
|
||||||
// we clear the stencil and then draw our texture with GL_ALWAYS to make a stencil mask.
|
// init stencil for blurring only behind da window
|
||||||
|
glClearStencil(0);
|
||||||
glClear(GL_STENCIL_BUFFER_BIT);
|
glClear(GL_STENCIL_BUFFER_BIT);
|
||||||
|
|
||||||
glStencilMask(0xFF);
|
glEnable(GL_STENCIL_TEST);
|
||||||
|
|
||||||
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
glStencilFunc(GL_ALWAYS, 1, -1);
|
||||||
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||||
|
|
||||||
renderTexture(tex, matrix, 0, round); // 0 alpha because we dont want to draw to the FB
|
// render our window to the mirror FB while also writing to the stencil
|
||||||
|
renderTexture(tex, matrix, a, round);
|
||||||
|
|
||||||
// then we disable writing to the mask and ONLY accept writing within the stencil
|
// then we disable writing to the mask and ONLY accept writing within the stencil
|
||||||
glStencilMask(0x00);
|
glStencilFunc(GL_EQUAL, 1, -1);
|
||||||
glStencilFunc(GL_EQUAL, 1, 0xFF);
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||||
|
|
||||||
|
// now we bind back the primary FB
|
||||||
|
// the mirror FB now has only our window.
|
||||||
|
m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.bind();
|
||||||
|
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
|
|
||||||
|
@ -327,7 +341,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, float matrix[9]
|
||||||
|
|
||||||
const auto RADIUS = g_pConfigManager->getInt("decoration:blur_size") + 2;
|
const auto RADIUS = g_pConfigManager->getInt("decoration:blur_size") + 2;
|
||||||
const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
|
const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
|
||||||
const auto PFRAMEBUFFER = &m_mMonitorFramebuffers[m_RenderData.pMonitor];
|
const auto PFRAMEBUFFER = &m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB;
|
||||||
|
|
||||||
auto drawWithShader = [&](CShader* pShader) {
|
auto drawWithShader = [&](CShader* pShader) {
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
@ -363,10 +377,11 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, float matrix[9]
|
||||||
glBindTexture(tex.m_iTarget, 0);
|
glBindTexture(tex.m_iTarget, 0);
|
||||||
|
|
||||||
// when the blur is done, let's render the window itself
|
// when the blur is done, let's render the window itself
|
||||||
renderTexture(tex, matrix, a, round);
|
// we get it from the mirrored FB full because it's the FB 255 alpha cuz we rendered with a before, same for rounding
|
||||||
|
renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex, matrixFull, 255.f, 0);
|
||||||
|
|
||||||
// and disable the stencil
|
// and disable the stencil
|
||||||
glStencilMask(0xFF);
|
glStencilMask(-1);
|
||||||
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||||
glDisable(GL_STENCIL_TEST);
|
glDisable(GL_STENCIL_TEST);
|
||||||
}
|
}
|
||||||
|
|
|
@ -29,6 +29,13 @@ struct SCurrentRenderData {
|
||||||
float projection[9];
|
float projection[9];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct SMonitorRenderData {
|
||||||
|
CFramebuffer primaryFB;
|
||||||
|
CFramebuffer mirrorFB;
|
||||||
|
|
||||||
|
CTexture stencilTex;
|
||||||
|
};
|
||||||
|
|
||||||
class CHyprOpenGLImpl {
|
class CHyprOpenGLImpl {
|
||||||
public:
|
public:
|
||||||
|
|
||||||
|
@ -56,7 +63,7 @@ public:
|
||||||
GLint m_iWLROutputFb = 0;
|
GLint m_iWLROutputFb = 0;
|
||||||
|
|
||||||
std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
|
std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
|
||||||
std::unordered_map<SMonitor*, CFramebuffer> m_mMonitorFramebuffers;
|
std::unordered_map<SMonitor*, SMonitorRenderData> m_mMonitorRenderResources;
|
||||||
std::unordered_map<SMonitor*, CTexture> m_mMonitorBGTextures;
|
std::unordered_map<SMonitor*, CTexture> m_mMonitorBGTextures;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
|
@ -56,13 +56,13 @@ void main() {
|
||||||
if (pixCoord[1] < topLeft[1]) {
|
if (pixCoord[1] < topLeft[1]) {
|
||||||
// top
|
// top
|
||||||
if (distance(topLeft, pixCoord) > radius) {
|
if (distance(topLeft, pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
} else if (pixCoord[1] > bottomRight[1]) {
|
} else if (pixCoord[1] > bottomRight[1]) {
|
||||||
// bottom
|
// bottom
|
||||||
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
|
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -72,13 +72,13 @@ void main() {
|
||||||
if (pixCoord[1] < topLeft[1]) {
|
if (pixCoord[1] < topLeft[1]) {
|
||||||
// top
|
// top
|
||||||
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
|
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
} else if (pixCoord[1] > bottomRight[1]) {
|
} else if (pixCoord[1] > bottomRight[1]) {
|
||||||
// bottom
|
// bottom
|
||||||
if (distance(bottomRight, pixCoord) > radius) {
|
if (distance(bottomRight, pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -107,13 +107,13 @@ void main() {
|
||||||
if (pixCoord[1] < topLeft[1]) {
|
if (pixCoord[1] < topLeft[1]) {
|
||||||
// top
|
// top
|
||||||
if (distance(topLeft, pixCoord) > radius) {
|
if (distance(topLeft, pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
} else if (pixCoord[1] > bottomRight[1]) {
|
} else if (pixCoord[1] > bottomRight[1]) {
|
||||||
// bottom
|
// bottom
|
||||||
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
|
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -123,13 +123,13 @@ void main() {
|
||||||
if (pixCoord[1] < topLeft[1]) {
|
if (pixCoord[1] < topLeft[1]) {
|
||||||
// top
|
// top
|
||||||
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
|
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
} else if (pixCoord[1] > bottomRight[1]) {
|
} else if (pixCoord[1] > bottomRight[1]) {
|
||||||
// bottom
|
// bottom
|
||||||
if (distance(bottomRight, pixCoord) > radius) {
|
if (distance(bottomRight, pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -261,13 +261,13 @@ void main() {
|
||||||
if (pixCoord[1] < topLeft[1]) {
|
if (pixCoord[1] < topLeft[1]) {
|
||||||
// top
|
// top
|
||||||
if (distance(topLeft, pixCoord) > radius) {
|
if (distance(topLeft, pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
} else if (pixCoord[1] > bottomRight[1]) {
|
} else if (pixCoord[1] > bottomRight[1]) {
|
||||||
// bottom
|
// bottom
|
||||||
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
|
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -277,13 +277,13 @@ void main() {
|
||||||
if (pixCoord[1] < topLeft[1]) {
|
if (pixCoord[1] < topLeft[1]) {
|
||||||
// top
|
// top
|
||||||
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
|
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
} else if (pixCoord[1] > bottomRight[1]) {
|
} else if (pixCoord[1] > bottomRight[1]) {
|
||||||
// bottom
|
// bottom
|
||||||
if (distance(bottomRight, pixCoord) > radius) {
|
if (distance(bottomRight, pixCoord) > radius) {
|
||||||
gl_FragColor = vec4(0,0,0,0);
|
discard;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue