diff --git a/src/renderer/Framebuffer.cpp b/src/renderer/Framebuffer.cpp index cb5c618..0b3cb62 100644 --- a/src/renderer/Framebuffer.cpp +++ b/src/renderer/Framebuffer.cpp @@ -36,6 +36,7 @@ bool CFramebuffer::alloc(int w, int h) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + m_cTex.m_vSize = {w, h}; } if (firstAlloc || m_vSize != Vector2D(w, h)) { diff --git a/src/renderer/Renderer.cpp b/src/renderer/Renderer.cpp index b26b195..634ff37 100644 --- a/src/renderer/Renderer.cpp +++ b/src/renderer/Renderer.cpp @@ -163,8 +163,6 @@ CRenderer::SRenderFeedback CRenderer::renderLock(const CSessionLockSurface& surf g_pEGL->makeCurrent(surf.eglSurface); glViewport(0, 0, surf.size.x, surf.size.y); - glScissor(frames, 0, surf.size.x, surf.size.y); - glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); @@ -315,12 +313,12 @@ std::vector>* CRenderer::getOrCreateWidgetsFor(const CS return &widgets[surf]; } -void CRenderer::blurTexture(const CFramebuffer& outfb, const CTexture& tex, SBlurParams params) { +void CRenderer::blurFB(const CFramebuffer& outfb, SBlurParams params) { glDisable(GL_BLEND); glDisable(GL_STENCIL_TEST); float matrix[9]; - CBox box{0, 0, tex.m_vSize.x, tex.m_vSize.y}; + CBox box{0, 0, outfb.m_vSize.x, outfb.m_vSize.y}; wlr_matrix_project_box(matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projMatrix.data()); // TODO: write own, don't use WLR here @@ -328,8 +326,8 @@ void CRenderer::blurTexture(const CFramebuffer& outfb, const CTexture& tex, SBlu wlr_matrix_multiply(glMatrix, projection.data(), matrix); CFramebuffer mirrors[2]; - mirrors[0].alloc(tex.m_vSize.x, tex.m_vSize.y); - mirrors[1].alloc(tex.m_vSize.x, tex.m_vSize.y); + mirrors[0].alloc(outfb.m_vSize.x, outfb.m_vSize.y); + mirrors[1].alloc(outfb.m_vSize.x, outfb.m_vSize.y); CFramebuffer* currentRenderToFB = &mirrors[0]; @@ -340,18 +338,13 @@ void CRenderer::blurTexture(const CFramebuffer& outfb, const CTexture& tex, SBlu glActiveTexture(GL_TEXTURE0); - glBindTexture(tex.m_iTarget, tex.m_iTexID); + glBindTexture(outfb.m_cTex.m_iTarget, outfb.m_cTex.m_iTexID); - glTexParameteri(tex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(outfb.m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glUseProgram(blurPrepareShader.program); -#ifndef GLES2 glUniformMatrix3fv(blurPrepareShader.proj, 1, GL_TRUE, glMatrix); -#else - wlr_matrix_transpose(glMatrix, glMatrix); - glUniformMatrix3fv(blurPrepareShader.proj, 1, GL_FALSE, glMatrix); -#endif glUniform1f(blurPrepareShader.contrast, params.contrast); glUniform1f(blurPrepareShader.brightness, params.brightness); glUniform1i(blurPrepareShader.tex, 0); @@ -386,20 +379,15 @@ void CRenderer::blurTexture(const CFramebuffer& outfb, const CTexture& tex, SBlu glUseProgram(pShader->program); // prep two shaders -#ifndef GLES2 glUniformMatrix3fv(pShader->proj, 1, GL_TRUE, glMatrix); -#else - wlr_matrix_transpose(glMatrix, glMatrix); - glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix); -#endif glUniform1f(pShader->radius, params.size); if (pShader == &blurShader1) { - glUniform2f(blurShader1.halfpixel, 0.5f / (tex.m_vSize.x / 2.f), 0.5f / (tex.m_vSize.y / 2.f)); + glUniform2f(blurShader1.halfpixel, 0.5f / (outfb.m_vSize.x / 2.f), 0.5f / (outfb.m_vSize.y / 2.f)); glUniform1i(blurShader1.passes, params.passes); glUniform1f(blurShader1.vibrancy, params.vibrancy); glUniform1f(blurShader1.vibrancy_darkness, params.vibrancy_darkness); } else - glUniform2f(blurShader2.halfpixel, 0.5f / (tex.m_vSize.x * 2.f), 0.5f / (tex.m_vSize.y * 2.f)); + glUniform2f(blurShader2.halfpixel, 0.5f / (outfb.m_vSize.x * 2.f), 0.5f / (outfb.m_vSize.y * 2.f)); glUniform1i(pShader->tex, 0); glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); @@ -447,12 +435,7 @@ void CRenderer::blurTexture(const CFramebuffer& outfb, const CTexture& tex, SBlu glUseProgram(blurFinishShader.program); -#ifndef GLES2 glUniformMatrix3fv(blurFinishShader.proj, 1, GL_TRUE, glMatrix); -#else - wlr_matrix_transpose(glMatrix, glMatrix); - glUniformMatrix3fv(blurFinishShader.proj, 1, GL_FALSE, glMatrix); -#endif glUniform1f(blurFinishShader.noise, params.noise); glUniform1f(blurFinishShader.brightness, params.brightness); diff --git a/src/renderer/Renderer.hpp b/src/renderer/Renderer.hpp index 43441e1..ff1ee25 100644 --- a/src/renderer/Renderer.hpp +++ b/src/renderer/Renderer.hpp @@ -30,7 +30,7 @@ class CRenderer { void renderRect(const CBox& box, const CColor& col, int rounding = 0); void renderTexture(const CBox& box, const CTexture& tex, float a = 1.0, int rounding = 0, bool noTransform = false); - void blurTexture(const CFramebuffer& outfb, const CTexture& tex, SBlurParams params); + void blurFB(const CFramebuffer& outfb, SBlurParams params); std::unique_ptr asyncResourceGatherer; std::chrono::system_clock::time_point gatheredAt; diff --git a/src/renderer/widgets/Background.cpp b/src/renderer/widgets/Background.cpp index a47ad55..5a11acc 100644 --- a/src/renderer/widgets/Background.cpp +++ b/src/renderer/widgets/Background.cpp @@ -32,19 +32,35 @@ bool CBackground::draw(const SRenderData& data) { if (blurPasses > 0 && !blurredFB.isAllocated()) { // make it brah + CBox texbox = {{}, asset->texture.m_vSize}; + + Vector2D size = asset->texture.m_vSize; + float scaleX = viewport.x / asset->texture.m_vSize.x; + float scaleY = viewport.y / asset->texture.m_vSize.y; + + texbox.w *= std::max(scaleX, scaleY); + texbox.h *= std::max(scaleX, scaleY); + + if (scaleX > scaleY) + texbox.y = -(texbox.h - viewport.y) / 2.f; + else + texbox.x = -(texbox.w - viewport.x) / 2.f; + texbox.round(); blurredFB.alloc(viewport.x, viewport.y); // TODO 10 bit blurredFB.bind(); - g_pRenderer->blurTexture(blurredFB, asset->texture, CRenderer::SBlurParams{blurSize, blurPasses, noise, contrast, brightness, vibrancy, vibrancy_darkness}); + g_pRenderer->renderTexture(texbox, asset->texture, 1.0, 0, + true); // this could be omitted but whatever it's only once and makes code cleaner plus less blurring on large texs + g_pRenderer->blurFB(blurredFB, CRenderer::SBlurParams{blurSize, blurPasses, noise, contrast, brightness, vibrancy, vibrancy_darkness}); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } CTexture* tex = blurredFB.isAllocated() ? &blurredFB.m_cTex : &asset->texture; - CBox texbox = {{}, asset->texture.m_vSize}; + CBox texbox = {{}, tex->m_vSize}; - Vector2D size = asset->texture.m_vSize; - float scaleX = viewport.x / asset->texture.m_vSize.x; - float scaleY = viewport.y / asset->texture.m_vSize.y; + Vector2D size = tex->m_vSize; + float scaleX = viewport.x / tex->m_vSize.x; + float scaleY = viewport.y / tex->m_vSize.y; texbox.w *= std::max(scaleX, scaleY); texbox.h *= std::max(scaleX, scaleY); @@ -53,7 +69,7 @@ bool CBackground::draw(const SRenderData& data) { texbox.y = -(texbox.h - viewport.y) / 2.f; else texbox.x = -(texbox.w - viewport.x) / 2.f; - + texbox.round(); g_pRenderer->renderTexture(texbox, *tex, data.opacity); return data.opacity < 1.0;