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https://github.com/hyprwm/Hyprland
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renderer: make contrast and brightness adjustments before rendering
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1 changed files with 51 additions and 9 deletions
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@ -867,7 +867,53 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
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const auto PMIRRORFB = &m_RenderData.pCurrentMonData->mirrorFB;
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const auto PMIRRORSWAPFB = &m_RenderData.pCurrentMonData->mirrorSwapFB;
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CFramebuffer* currentRenderToFB = &m_RenderData.pCurrentMonData->primaryFB;
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CFramebuffer* currentRenderToFB = PMIRRORFB;
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// begin with color adjustments
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// TODO: make this a part of the first pass maybe to save on a drawcall?
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{
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static auto* const PBLURCONTRAST = &g_pConfigManager->getConfigValuePtr("decoration:blur:contrast")->floatValue;
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static auto* const PBLURBRIGHTNESS = &g_pConfigManager->getConfigValuePtr("decoration:blur:brightness")->floatValue;
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PMIRRORSWAPFB->bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTarget, m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTexID);
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glTexParameteri(m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUseProgram(m_RenderData.pCurrentMonData->m_shBLURFINISH.program);
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#ifndef GLES2
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_TRUE, glMatrix);
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#else
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wlr_matrix_transpose(glMatrix, glMatrix);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_FALSE, glMatrix);
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#endif
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.contrast, *PBLURCONTRAST);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness, *PBLURBRIGHTNESS);
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glUniform1i(m_RenderData.pCurrentMonData->m_shBLURFINISH.tex, 0);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib);
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if (!damage.empty()) {
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for (auto& RECT : damage.getRects()) {
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scissor(&RECT, false /* this region is already transformed */);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib);
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib);
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currentRenderToFB = PMIRRORSWAPFB;
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}
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// declare the draw func
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auto drawPass = [&](CShader* pShader, CRegion* pDamage) {
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@ -923,9 +969,9 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
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};
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// draw the things.
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// first draw is prim -> mirr
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// first draw is swap -> mirr
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PMIRRORFB->bind();
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glBindTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTarget, m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTexID);
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glBindTexture(PMIRRORSWAPFB->m_cTex.m_iTarget, PMIRRORSWAPFB->m_cTex.m_iTexID);
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// damage region will be scaled, make a temp
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CRegion tempDamage{damage};
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@ -944,11 +990,9 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
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drawPass(&m_RenderData.pCurrentMonData->m_shBLUR2, &tempDamage); // up
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}
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// finalize with effects
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// finalize with noise
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{
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static auto* const PBLURCONTRAST = &g_pConfigManager->getConfigValuePtr("decoration:blur:contrast")->floatValue;
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static auto* const PBLURNOISE = &g_pConfigManager->getConfigValuePtr("decoration:blur:noise")->floatValue;
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static auto* const PBLURBRIGHTNESS = &g_pConfigManager->getConfigValuePtr("decoration:blur:brightness")->floatValue;
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static auto* const PBLURNOISE = &g_pConfigManager->getConfigValuePtr("decoration:blur:noise")->floatValue;
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if (currentRenderToFB == PMIRRORFB)
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PMIRRORSWAPFB->bind();
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@ -969,9 +1013,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
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wlr_matrix_transpose(glMatrix, glMatrix);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_FALSE, glMatrix);
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#endif
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.contrast, *PBLURCONTRAST);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.noise, *PBLURNOISE);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness, *PBLURBRIGHTNESS);
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glUniform1i(m_RenderData.pCurrentMonData->m_shBLURFINISH.tex, 0);
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