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authorvaxerski <[email protected]>2022-06-26 19:39:56 +0200
committervaxerski <[email protected]>2022-06-26 19:39:56 +0200
commit1a0b2c4ade0b221a1fee013702fd01b8a794951b (patch)
tree26cc5104c53ac4e3348a1b94f8c605f1b8b92c0e
parentf1a5cb4979f312f56967888c2b1b6d2aa535bb9e (diff)
downloadHyprland-1a0b2c4ade0b221a1fee013702fd01b8a794951b.tar.gz
Hyprland-1a0b2c4ade0b221a1fee013702fd01b8a794951b.zip
rewritten borders, fixed msaa
-rw-r--r--src/render/OpenGL.cpp156
-rw-r--r--src/render/OpenGL.hpp9
-rw-r--r--src/render/Renderer.cpp8
-rw-r--r--src/render/Shaders.hpp3
-rw-r--r--src/render/shaders/Border.hpp91
5 files changed, 177 insertions, 90 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index e44e108b..a0e6483d 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -81,6 +81,12 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
+ prog = createProgram(QUADVERTSRC, FRAGBORDER1);
+ m_shBORDER1.program = prog;
+ m_shBORDER1.proj = glGetUniformLocation(prog, "proj");
+ m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos");
+ m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord");
+
Debug::log(LOG, "Shaders initialized successfully.");
// End shaders
@@ -309,15 +315,15 @@ void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha
renderTexture(CTexture(tex), pBox, alpha, round);
}
-void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool border, bool allowPrimary) {
+void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool allowPrimary) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
- renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, border, false, allowPrimary);
+ renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, false, allowPrimary);
scissor((wlr_box*)nullptr);
}
-void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool border, bool noAA, bool allowPrimary) {
+void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool noAA, bool allowPrimary) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
@@ -351,23 +357,6 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
RASSERT(false, "tex.m_iTarget unsupported!");
}
- // stencil for when we want a border
- if (border) {
- glClearStencil(0);
- glClear(GL_STENCIL_BUFFER_BIT);
-
- glEnable(GL_STENCIL_TEST);
-
- glStencilFunc(GL_ALWAYS, 1, -1);
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
-
- // hacky fix to fix broken borders.
- // TODO: this is kinda slow... question mark?
- renderRect(pBox, CColor(0, 0, 0, 0), round);
-
- glDisable(GL_STENCIL_TEST);
- }
-
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex.m_iTarget, tex.m_iTexID);
@@ -393,7 +382,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glUniform2f(glGetUniformLocation(shader->program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(glGetUniformLocation(shader->program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(glGetUniformLocation(shader->program, "radius"), round);
- glUniform1i(glGetUniformLocation(shader->program, "primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !border && !noAA));
+ glUniform1i(glGetUniformLocation(shader->program, "primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@@ -421,30 +410,10 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
}
}
- if (border) {
- glEnable(GL_STENCIL_TEST);
-
- glStencilFunc(GL_EQUAL, 1, -1);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- }
-
glDisableVertexAttribArray(shader->posAttrib);
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex.m_iTarget, 0);
-
- // if border draw
- // we dont disable stencil here if we havent touched it.
- // some other func might be using it.
- if (border) {
- auto BORDERCOL = m_pCurrentWindow->m_cRealBorderColor.col();
- static auto *const PBORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue;
- BORDERCOL.a *= alpha / 255.f;
- renderBorder(pBox, BORDERCOL, *PBORDERSIZE, round);
- glStencilMask(-1);
- glStencilFunc(GL_ALWAYS, 1, 0xFF);
- glDisable(GL_STENCIL_TEST);
- }
}
// This probably isn't the fastest
@@ -566,14 +535,14 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
return currentRenderToFB;
}
-void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool border) {
+void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
static auto *const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
static auto* const PNOBLUROVERSIZED = &g_pConfigManager->getConfigValuePtr("decoration:no_blur_on_oversized")->intValue;
if (*PBLURENABLED == 0 || (*PNOBLUROVERSIZED && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) || (m_pCurrentWindow && m_pCurrentWindow->m_sAdditionalConfigData.forceNoBlur)) {
- renderTexture(tex, pBox, a, round, false, border, true);
+ renderTexture(tex, pBox, a, round, false, true);
return;
}
@@ -596,7 +565,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
}
if (!pixman_region32_not_empty(&inverseOpaque)) {
- renderTexture(tex, pBox, a, round, false, border); // reject blurring a fully opaque window
+ renderTexture(tex, pBox, a, round, false); // reject blurring a fully opaque window
return;
}
@@ -630,7 +599,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
if (pixman_region32_not_empty(&damage)) {
// render our great blurred FB
static auto *const PBLURIGNOREOPACITY = &g_pConfigManager->getConfigValuePtr("decoration:blur_ignore_opacity")->intValue;
- renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage, 0, false, false, false, true);
+ renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage, 0, false, false, true);
// render the window, but clear stencil
glClearStencil(0);
@@ -638,36 +607,11 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
// draw window
glDisable(GL_STENCIL_TEST);
- renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true, true);
- glEnable(GL_STENCIL_TEST);
-
- // prep stencil for border
- glStencilFunc(GL_ALWAYS, 1, -1);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
-
- if (border) {
- // hacky fix to fix broken borders.
- // TODO: this is kinda slow... question mark?
- renderRectWithDamage(pBox, CColor(0,0,0,0), &damage, round);
- }
-
- // then stop
- glStencilFunc(GL_EQUAL, 1, -1);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
}
- // disable the stencil (if no border), finalize everything
- if (!border) {
- glStencilMask(-1);
- glStencilFunc(GL_ALWAYS, 1, 0xFF);
- } else {
- auto BORDERCOL = m_pCurrentWindow->m_cRealBorderColor.col();
- BORDERCOL.a *= a / 255.f;
- static auto *const PBORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue;
- renderBorder(pBox, BORDERCOL, *PBORDERSIZE, round);
- }
-
- glDisable(GL_STENCIL_TEST);
+ glStencilMask(-1);
+ glStencilFunc(GL_ALWAYS, 1, 0xFF);
pixman_region32_fini(&damage);
scissor((wlr_box*)nullptr);
}
@@ -679,23 +623,67 @@ void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) {
counter++;
}
-void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int thick, int round) {
+void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
- // this method assumes a set stencil and scaled box
- box->x -= thick;
- box->y -= thick;
- box->width += 2 * thick;
- box->height += 2 * thick;
+ static auto *const PBORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue;
+ static auto *const PMULTISAMPLE = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
+
+ // adjust box
+ box->x -= *PBORDERSIZE;
+ box->y -= *PBORDERSIZE;
+ box->width += 2 * *PBORDERSIZE;
+ box->height += 2 * *PBORDERSIZE;
+
+ round += *PBORDERSIZE;
+
+ float matrix[9];
+ wlr_matrix_project_box(matrix, box, wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
+
+ float glMatrix[9];
+ wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
+ wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
+
+ wlr_matrix_transpose(glMatrix, glMatrix);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glUseProgram(m_shBORDER1.program);
- round += thick; // cuz yeah
+ glUniformMatrix3fv(m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
+ glUniform4f(glGetUniformLocation(m_shBORDER1.program, "color"), col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
- // only draw on non-stencild.
- glStencilFunc(GL_NOTEQUAL, 1, -1);
+ const auto TOPLEFT = Vector2D(round, round);
+ const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round);
+ const auto FULLSIZE = Vector2D(box->width, box->height);
- // draw a rounded rect
- renderRect(box, col, round);
+ glUniform2f(glGetUniformLocation(m_shBORDER1.program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
+ glUniform2f(glGetUniformLocation(m_shBORDER1.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
+ glUniform2f(glGetUniformLocation(m_shBORDER1.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
+ glUniform1f(glGetUniformLocation(m_shBORDER1.program, "radius"), round);
+ glUniform1f(glGetUniformLocation(m_shBORDER1.program, "thick"), *PBORDERSIZE);
+ glUniform1i(glGetUniformLocation(m_shBORDER1.program, "primitiveMultisample"), *PMULTISAMPLE);
+
+ glVertexAttribPointer(m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
+ glVertexAttribPointer(m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
+
+ glEnableVertexAttribArray(m_shBORDER1.posAttrib);
+ glEnableVertexAttribArray(m_shBORDER1.texAttrib);
+
+ if (pixman_region32_not_empty(m_RenderData.pDamage)) {
+ PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
+ const auto RECT = RECTSARR[i];
+ scissor(&RECT);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ }
+ }
+
+ glDisableVertexAttribArray(m_shBORDER1.posAttrib);
+ glDisableVertexAttribArray(m_shBORDER1.texAttrib);
+
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) {
diff --git a/src/render/OpenGL.hpp b/src/render/OpenGL.hpp
index 9d6e098d..a70e382b 100644
--- a/src/render/OpenGL.hpp
+++ b/src/render/OpenGL.hpp
@@ -59,9 +59,10 @@ public:
void renderRect(wlr_box*, const CColor&, int round = 0);
void renderRectWithDamage(wlr_box*, const CColor&, pixman_region32_t* damage, int round = 0);
void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0);
- void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool border = false, bool allowPrimary = false);
- void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool border = false);
+ void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool allowPrimary = false);
+ void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0);
void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
+ void renderBorder(wlr_box*, const CColor&, int round);
void makeWindowSnapshot(CWindow*);
void makeLayerSnapshot(SLayerSurface*);
@@ -108,6 +109,7 @@ private:
CShader m_shBLUR1;
CShader m_shBLUR2;
CShader m_shSHADOW;
+ CShader m_shBORDER1;
//
GLuint createProgram(const std::string&, const std::string&);
@@ -117,8 +119,7 @@ private:
// returns the out FB, can be either Mirror or MirrorSwap
CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
- void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool border = false, bool noAA = false, bool allowPrimary = false);
- void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
+ void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false, bool allowPrimary = false);
};
inline std::unique_ptr<CHyprOpenGLImpl> g_pHyprOpenGL; \ No newline at end of file
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index f7328997..5b56dfaa 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -27,7 +27,13 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
if (RDATA->surface && surface == RDATA->surface) {
g_pHyprOpenGL->m_RenderData.renderingPrimarySurface = true;
- g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding, RDATA->decorate);
+ g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding);
+
+ if (RDATA->decorate) {
+ auto col = g_pHyprOpenGL->m_pCurrentWindow->m_cRealBorderColor.col();
+ col.a *= RDATA->fadeAlpha * RDATA->alpha / 255.f;
+ g_pHyprOpenGL->renderBorder(&windowBox, col, rounding);
+ }
}
else
g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, false, false);
diff --git a/src/render/Shaders.hpp b/src/render/Shaders.hpp
index ac7f9424..1849c621 100644
--- a/src/render/Shaders.hpp
+++ b/src/render/Shaders.hpp
@@ -1,4 +1,5 @@
#pragma once
#include "shaders/Textures.hpp"
-#include "shaders/Shadow.hpp" \ No newline at end of file
+#include "shaders/Shadow.hpp"
+#include "shaders/Border.hpp" \ No newline at end of file
diff --git a/src/render/shaders/Border.hpp b/src/render/shaders/Border.hpp
new file mode 100644
index 00000000..69f1ad5b
--- /dev/null
+++ b/src/render/shaders/Border.hpp
@@ -0,0 +1,91 @@
+#pragma once
+
+#include <string>
+
+// makes a stencil without corners
+inline const std::string FRAGBORDER1 = R"#(
+precision mediump float;
+varying vec4 v_color;
+varying vec2 v_texcoord;
+
+uniform vec2 topLeft;
+uniform vec2 bottomRight;
+uniform vec2 fullSize;
+uniform float radius;
+uniform float thick;
+uniform int primitiveMultisample;
+
+float getOpacityForPixAndCorner(vec2 pix, vec2 corner) {
+
+ if (primitiveMultisample == 0) {
+ float dis = distance(pix + vec2(0.5, 0.5), corner);
+ return dis < radius && dis > radius - thick ? 1.0 : 0.0;
+ }
+
+ float distance1 = distance(pix + vec2(0.25, 0.25), corner);
+ float distance2 = distance(pix + vec2(0.75, 0.25), corner);
+ float distance3 = distance(pix + vec2(0.25, 0.75), corner);
+ float distance4 = distance(pix + vec2(0.75, 0.75), corner);
+
+ float v1 = distance1 < radius && distance1 > radius - thick ? 1.0 : 0.0;
+ float v2 = distance2 < radius && distance2 > radius - thick ? 1.0 : 0.0;
+ float v3 = distance3 < radius && distance3 > radius - thick ? 1.0 : 0.0;
+ float v4 = distance4 < radius && distance4 > radius - thick ? 1.0 : 0.0;
+
+ return (v1 + v2 + v3 + v4) / 4.0;
+}
+
+void main() {
+
+ vec2 pixCoord = fullSize * v_texcoord;
+
+ vec4 pixColor = v_color;
+
+ bool done = false;
+
+ // check for edges
+ if (pixCoord[0] < topLeft[0]) {
+ if (pixCoord[1] < topLeft[1]) {
+ // top left
+ pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, topLeft + vec2(1,1));
+ done = true;
+ } else if (pixCoord[1] > bottomRight[1]) {
+ // bottom left
+ pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, vec2(topLeft[0] + 1.0, bottomRight[1]));
+ done = true;
+ }
+ } else if (pixCoord[0] > bottomRight[0]) {
+ if (pixCoord[1] < topLeft[1]) {
+ // top right
+ pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, vec2(bottomRight[0], topLeft[1] + 1.0));
+ done = true;
+ } else if (pixCoord[1] > bottomRight[1]) {
+ // bottom right
+ pixColor[3] = pixColor[3] * getOpacityForPixAndCorner(pixCoord, bottomRight);
+ done = true;
+ }
+ }
+
+ // now check for other shit
+ if (!done) {
+ // distance to all straight bb borders
+ float distanceT = pixCoord[1];
+ float distanceB = fullSize[1] - pixCoord[1];
+ float distanceL = pixCoord[0];
+ float distanceR = fullSize[0] - pixCoord[0];
+
+ // get the smallest
+ float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
+
+ if (smallest > thick) {
+ discard; return;
+ }
+ }
+
+ if (pixColor[3] == 0.0) {
+ discard; return;
+ }
+
+ gl_FragColor = pixColor;
+}
+)#"; \ No newline at end of file