diff options
Diffstat (limited to 'src/render/OpenGL.cpp')
| -rw-r--r-- | src/render/OpenGL.cpp | 30 |
1 files changed, 11 insertions, 19 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index 6063b484..793d373a 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -78,6 +78,10 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() { // End shaders + pixman_region32_init(&m_rOriginalDamageRegion); + + // End + RASSERT(eglMakeCurrent(g_pCompositor->m_sWLREGL->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT), "Couldn't unset current EGL!"); // Done! @@ -153,9 +157,6 @@ void CHyprOpenGLImpl::begin(SMonitor* pMonitor, pixman_region32_t* pDamage) { m_mMonitorRenderResources[pMonitor].primaryFB.bind(); m_RenderData.pDamage = pDamage; - - // clear - clear(CColor(11, 11, 11, 255)); } void CHyprOpenGLImpl::end() { @@ -163,6 +164,8 @@ void CHyprOpenGLImpl::end() { glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb); wlr_box windowBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y}; + pixman_region32_copy(m_RenderData.pDamage, &m_rOriginalDamageRegion); + clear(CColor(11, 11, 11, 255)); scaleBox(&windowBox, m_RenderData.pMonitor->scale); @@ -293,6 +296,7 @@ void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox, CShader* shader = nullptr; glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); switch (tex.m_iType) { case TEXTURE_RGBA: @@ -371,15 +375,6 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p const auto BLURSIZE = g_pConfigManager->getInt("decoration:blur_size"); const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes"); - const auto BLURRADIUS = BLURSIZE * BLURPASSES * BLURPASSES; - - // now, prep the damage, get the extended damage region - pixman_region32_t damage; - pixman_region32_init(&damage); - pixman_region32_intersect_rect(&damage, m_RenderData.pDamage, pBox->x, pBox->y, pBox->width, pBox->height); // clip it to the box - wlr_region_expand(&damage, &damage, BLURRADIUS); // expand for proper blurring - pixman_region32_intersect_rect(&damage, &damage, 0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y); // clip it to the monitor - // helper const auto PMIRRORFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB; const auto PMIRRORSWAPFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorSwapFB; @@ -436,33 +431,29 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p // draw the things. // first draw is prim -> mirr - PMIRRORSWAPFB->bind(); - clear(CColor(0, 0, 0, 0)); PMIRRORFB->bind(); - clear(CColor(0, 0, 0, 0)); glBindTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTarget, m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTexID); // damage region will be scaled, make a temp pixman_region32_t tempDamage; pixman_region32_init(&tempDamage); - wlr_region_scale(&tempDamage, &damage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET + wlr_region_scale(&tempDamage, m_RenderData.pDamage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET drawPass(&m_shBLUR1, &tempDamage); // and draw for (int i = 1; i < BLURPASSES; ++i) { - wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1))); + wlr_region_scale(&tempDamage, m_RenderData.pDamage, 1.f / (1 << (i + 1))); drawPass(&m_shBLUR1, &tempDamage); // down } for (int i = BLURPASSES - 1; i >= 0; --i) { - wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big + wlr_region_scale(&tempDamage, m_RenderData.pDamage, 1.f / (1 << i)); // when upsampling we make the region twice as big drawPass(&m_shBLUR2, &tempDamage); // up } // finish pixman_region32_fini(&tempDamage); - pixman_region32_fini(&damage); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); @@ -495,6 +486,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, m_mMonitorRenderResources[m_RenderData.pMonitor].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); |
