renderer: make contrast and brightness adjustments before rendering

This commit is contained in:
vaxerski 2023-08-28 18:29:41 +02:00
parent aed1f66bec
commit df691859fb

View file

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