hyprlock/src/renderer/widgets/Background.cpp

87 lines
No EOL
3.4 KiB
C++

#include "Background.hpp"
#include "../Renderer.hpp"
#include "../mtx.hpp"
CBackground::CBackground(const Vector2D& viewport_, COutput* output_, const std::string& resourceID_, const std::unordered_map<std::string, std::any>& props, bool ss) :
viewport(viewport_), resourceID(resourceID_), output(output_), isScreenshot(ss) {
color = std::any_cast<Hyprlang::INT>(props.at("color"));
blurPasses = std::any_cast<Hyprlang::INT>(props.at("blur_passes"));
blurSize = std::any_cast<Hyprlang::INT>(props.at("blur_size"));
vibrancy = std::any_cast<Hyprlang::FLOAT>(props.at("vibrancy"));
vibrancy_darkness = std::any_cast<Hyprlang::FLOAT>(props.at("vibrancy_darkness"));
noise = std::any_cast<Hyprlang::FLOAT>(props.at("noise"));
brightness = std::any_cast<Hyprlang::FLOAT>(props.at("brightness"));
contrast = std::any_cast<Hyprlang::FLOAT>(props.at("contrast"));
}
bool CBackground::draw(const SRenderData& data) {
if (resourceID.empty()) {
CBox monbox = {0, 0, viewport.x, viewport.y};
CColor col = color;
col.a *= data.opacity;
g_pRenderer->renderRect(monbox, col, 0);
return data.opacity < 1.0;
}
if (!asset)
asset = g_pRenderer->asyncResourceGatherer->getAssetByID(resourceID);
if (!asset)
return false;
if ((blurPasses > 0 || isScreenshot) && !blurredFB.isAllocated()) {
// make it brah
Vector2D size = asset->texture.m_vSize;
if (output->transform % 2 == 1 && isScreenshot) {
size.x = asset->texture.m_vSize.y;
size.y = asset->texture.m_vSize.x;
}
CBox texbox = {{}, size};
float scaleX = viewport.x / size.x;
float scaleY = viewport.y / size.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->renderTexture(texbox, asset->texture, 1.0, 0,
isScreenshot ?
wlr_output_transform_invert(output->transform) :
WL_OUTPUT_TRANSFORM_NORMAL); // this could be omitted but whatever it's only once and makes code cleaner plus less blurring on large texs
if (blurPasses > 0)
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 = {{}, tex->m_vSize};
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);
if (scaleX > scaleY)
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, 0, WL_OUTPUT_TRANSFORM_FLIPPED_180);
return data.opacity < 1.0;
}