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authorvaxerski <[email protected]>2023-08-25 17:43:23 +0200
committervaxerski <[email protected]>2023-08-25 17:44:17 +0200
commit23e17700a73324e7e0a5bccb96e426bbb99efe7b (patch)
tree9279d52afa540a905e5d69a1f8c6bd0537deef15 /src/render/OpenGL.cpp
parentf0da0b0be4c70eeb94e44847eed9632f01f49807 (diff)
downloadHyprland-23e17700a73324e7e0a5bccb96e426bbb99efe7b.tar.gz
Hyprland-23e17700a73324e7e0a5bccb96e426bbb99efe7b.zip
renderer: add decoration:blur:special
will blur behind the special ws
Diffstat (limited to 'src/render/OpenGL.cpp')
-rw-r--r--src/render/OpenGL.cpp54
1 files changed, 51 insertions, 3 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 9cd5ced8..11c92525 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -473,6 +473,54 @@ void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col, int round) {
renderRectWithDamage(box, col, &m_RenderData.damage, round);
}
+void CHyprOpenGLImpl::renderRectWithBlur(wlr_box* box, const CColor& col, int round, float blurA) {
+ if (m_RenderData.damage.empty())
+ return;
+
+ CRegion damage{m_RenderData.damage};
+ damage.intersect(box);
+
+ CFramebuffer* POUTFB = blurMainFramebufferWithDamage(blurA, &damage);
+
+ // bind primary
+ m_RenderData.pCurrentMonData->primaryFB.bind();
+
+ // make a stencil for rounded corners to work with blur
+ scissor((wlr_box*)nullptr); // allow the entire window and stencil to render
+ glClearStencil(0);
+ glClear(GL_STENCIL_BUFFER_BIT);
+
+ glEnable(GL_STENCIL_TEST);
+
+ glStencilFunc(GL_ALWAYS, 1, -1);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ renderRect(box, CColor(0, 0, 0, 0), round);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ glStencilFunc(GL_EQUAL, 1, -1);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+
+ scissor(box);
+ wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
+ m_bEndFrame = true; // fix transformed
+ const auto SAVEDRENDERMODIF = m_RenderData.renderModif;
+ m_RenderData.renderModif = {}; // fix shit
+ renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, blurA, &damage, 0, false, false, false);
+ m_bEndFrame = false;
+ m_RenderData.renderModif = SAVEDRENDERMODIF;
+
+ glClearStencil(0);
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glDisable(GL_STENCIL_TEST);
+ glStencilMask(-1);
+ glStencilFunc(GL_ALWAYS, 1, 0xFF);
+ scissor((wlr_box*)nullptr);
+
+ renderRectWithDamage(box, col, &m_RenderData.damage, round);
+}
+
void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, CRegion* damage, 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()!");
@@ -788,7 +836,7 @@ void CHyprOpenGLImpl::renderTexturePrimitive(const CTexture& tex, wlr_box* pBox)
// but it works... well, I guess?
//
// Dual (or more) kawase blur
-CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* pBox, CRegion* originalDamage) {
+CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* originalDamage) {
TRACY_GPU_ZONE("RenderBlurMainFramebufferWithDamage");
@@ -1054,7 +1102,7 @@ void CHyprOpenGLImpl::preBlurForCurrentMonitor() {
// make the fake dmg
CRegion fakeDamage{0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
wlr_box wholeMonitor = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
- const auto POUTFB = blurMainFramebufferWithDamage(1, &wholeMonitor, &fakeDamage);
+ const auto POUTFB = blurMainFramebufferWithDamage(1, &fakeDamage);
// render onto blurFB
m_RenderData.pCurrentMonData->blurFB.alloc(m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y);
@@ -1155,7 +1203,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
if (!USENEWOPTIMIZE) {
inverseOpaque.translate({pBox->x, pBox->y}).intersect(texDamage);
- POUTFB = blurMainFramebufferWithDamage(a, pBox, &inverseOpaque);
+ POUTFB = blurMainFramebufferWithDamage(a, &inverseOpaque);
} else {
POUTFB = &m_RenderData.pCurrentMonData->blurFB;
}