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authorvaxerski <43317083+vaxerski@users.noreply.github.com>2023-08-23 12:03:23 +0200
committervaxerski <43317083+vaxerski@users.noreply.github.com>2023-08-23 12:03:27 +0200
commit9d094f655e7add990b0b4d46c80bb10fe9e58b9a (patch)
treea637b5e12af6d52840a24ce9e1f5ff9a1a0c7471 /src/render/OpenGL.hpp
parent5e7183daf514efb493bf812c71bf6de9153f5efd (diff)
renderer: track fade alpha for blur if ignore opacity is true
with ignore_opacity, blur would stay at 1 opacity during a fadeOut animation on layers, making it look wrong. Fixes #3051
Diffstat (limited to 'src/render/OpenGL.hpp')
-rw-r--r--src/render/OpenGL.hpp81
1 files changed, 41 insertions, 40 deletions
diff --git a/src/render/OpenGL.hpp b/src/render/OpenGL.hpp
index 1719102b..23b78d6a 100644
--- a/src/render/OpenGL.hpp
+++ b/src/render/OpenGL.hpp
@@ -26,7 +26,8 @@ inline const float fullVerts[] = {
};
inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};
-enum eDiscardMode {
+enum eDiscardMode
+{
DISCARD_OPAQUE = 1,
DISCARD_ALPHA = 1 << 1
};
@@ -97,60 +98,60 @@ class CHyprOpenGLImpl {
public:
CHyprOpenGLImpl();
- void begin(CMonitor*, CRegion*, bool fake = false);
- void end();
- void bindWlrOutputFb();
+ void begin(CMonitor*, CRegion*, bool fake = false);
+ void end();
+ void bindWlrOutputFb();
- void renderRect(wlr_box*, const CColor&, int round = 0);
- void renderRectWithDamage(wlr_box*, const CColor&, CRegion* damage, int round = 0);
- void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
- void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
- void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false);
- void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
- void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0);
+ void renderRect(wlr_box*, const CColor&, int round = 0);
+ void renderRectWithDamage(wlr_box*, const CColor&, CRegion* damage, int round = 0);
+ void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
+ void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
+ void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
+ void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
+ void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0);
- void saveMatrix();
- void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
- void restoreMatrix();
+ void saveMatrix();
+ void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
+ void restoreMatrix();
- void blend(bool enabled);
+ void blend(bool enabled);
- void makeWindowSnapshot(CWindow*);
- void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
- void makeLayerSnapshot(SLayerSurface*);
- void renderSnapshot(CWindow**);
- void renderSnapshot(SLayerSurface**);
+ void makeWindowSnapshot(CWindow*);
+ void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
+ void makeLayerSnapshot(SLayerSurface*);
+ void renderSnapshot(CWindow**);
+ void renderSnapshot(SLayerSurface**);
- void clear(const CColor&);
- void clearWithTex();
- void scissor(const wlr_box*, bool transform = true);
- void scissor(const pixman_box32*, bool transform = true);
- void scissor(const int x, const int y, const int w, const int h, bool transform = true);
+ void clear(const CColor&);
+ void clearWithTex();
+ void scissor(const wlr_box*, bool transform = true);
+ void scissor(const pixman_box32*, bool transform = true);
+ void scissor(const int x, const int y, const int w, const int h, bool transform = true);
- void destroyMonitorResources(CMonitor*);
+ void destroyMonitorResources(CMonitor*);
- void markBlurDirtyForMonitor(CMonitor*);
+ void markBlurDirtyForMonitor(CMonitor*);
- void preWindowPass();
- bool preBlurQueued();
- void preRender(CMonitor*);
+ void preWindowPass();
+ bool preBlurQueued();
+ void preRender(CMonitor*);
- void saveBufferForMirror();
- void renderMirrored();
+ void saveBufferForMirror();
+ void renderMirrored();
- void applyScreenShader(const std::string& path);
+ void applyScreenShader(const std::string& path);
- SCurrentRenderData m_RenderData;
+ SCurrentRenderData m_RenderData;
- GLint m_iCurrentOutputFb = 0;
- GLint m_iWLROutputFb = 0;
+ GLint m_iCurrentOutputFb = 0;
+ GLint m_iWLROutputFb = 0;
- bool m_bReloadScreenShader = true; // at launch it can be set
+ bool m_bReloadScreenShader = true; // at launch it can be set
- CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
- SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
+ CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
+ SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
- std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
+ std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
std::unordered_map<SLayerSurface*, CFramebuffer> m_mLayerFramebuffers;
std::unordered_map<CMonitor*, SMonitorRenderData> m_mMonitorRenderResources;
std::unordered_map<CMonitor*, CTexture> m_mMonitorBGTextures;