fixed blur rendering, stencil and gles3

This commit is contained in:
vaxerski 2022-04-11 16:39:48 +02:00
parent 0f9850fafc
commit b56343133d
6 changed files with 66 additions and 31 deletions

View file

@ -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"

View file

@ -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);

View file

@ -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
}; };

View file

@ -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);
} }

View file

@ -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:

View file

@ -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;
} }
} }