diff options
Diffstat (limited to 'src/render/OpenGL.cpp')
| -rw-r--r-- | src/render/OpenGL.cpp | 54 |
1 files changed, 27 insertions, 27 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index be9e19b2..6a7c7515 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -285,11 +285,11 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; // Rounded corners - glUniform2f(glGetUniformLocation(m_shQUAD.program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y); - glUniform2f(glGetUniformLocation(m_shQUAD.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); - glUniform2f(glGetUniformLocation(m_shQUAD.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); - glUniform1f(glGetUniformLocation(m_shQUAD.program, "radius"), round); - glUniform1i(glGetUniformLocation(m_shQUAD.program, "primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0)); + glUniform2f(m_shQUAD.getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y); + glUniform2f(m_shQUAD.getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); + glUniform2f(m_shQUAD.getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); + glUniform1f(m_shQUAD.getUniformLocation("radius"), round); + glUniform1i(m_shQUAD.getUniformLocation("primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0)); glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); @@ -380,11 +380,11 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; // Rounded corners - glUniform2f(glGetUniformLocation(shader->program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y); - 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 && !noAA)); + glUniform2f(shader->getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y); + glUniform2f(shader->getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); + glUniform2f(shader->getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); + glUniform1f(shader->getUniformLocation("radius"), round); + glUniform1i(shader->getUniformLocation("primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA)); glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); @@ -471,11 +471,11 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p // prep two shaders glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix); - glUniform1f(glGetUniformLocation(pShader->program, "radius"), *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a + glUniform1f(pShader->getUniformLocation("radius"), *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a if (pShader == &m_shBLUR1) - glUniform2f(glGetUniformLocation(m_shBLUR1.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f)); + glUniform2f(m_shBLUR1.getUniformLocation("halfpixel"), 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f)); else - glUniform2f(glGetUniformLocation(m_shBLUR2.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f)); + glUniform2f(m_shBLUR2.getUniformLocation("halfpixel"), 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f)); glUniform1i(pShader->tex, 0); glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); @@ -655,18 +655,18 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) { glUseProgram(m_shBORDER1.program); 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); + glUniform4f(m_shBORDER1.getUniformLocation("color"), col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f); const auto TOPLEFT = Vector2D(round, round); const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round); const auto FULLSIZE = Vector2D(box->width, box->height); - 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); + glUniform2f(m_shBORDER1.getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y); + glUniform2f(m_shBORDER1.getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); + glUniform2f(m_shBORDER1.getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); + glUniform1f(m_shBORDER1.getUniformLocation("radius"), round); + glUniform1f(m_shBORDER1.getUniformLocation("thick"), *PBORDERSIZE); + glUniform1i(m_shBORDER1.getUniformLocation("primitiveMultisample"), *PMULTISAMPLE); glVertexAttribPointer(m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); @@ -880,19 +880,19 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl glUseProgram(m_shSHADOW.program); glUniformMatrix3fv(m_shSHADOW.proj, 1, GL_FALSE, glMatrix); - glUniform4f(glGetUniformLocation(m_shSHADOW.program, "color"), col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a); + glUniform4f(m_shSHADOW.getUniformLocation("color"), col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a); const auto TOPLEFT = Vector2D(range + round, range + round); const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round)); const auto FULLSIZE = Vector2D(box->width, box->height); // Rounded corners - glUniform2f(glGetUniformLocation(m_shSHADOW.program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y); - glUniform2f(glGetUniformLocation(m_shSHADOW.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); - glUniform2f(glGetUniformLocation(m_shSHADOW.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); - glUniform1f(glGetUniformLocation(m_shSHADOW.program, "radius"), range + round); - glUniform1f(glGetUniformLocation(m_shSHADOW.program, "range"), range); - glUniform1f(glGetUniformLocation(m_shSHADOW.program, "shadowPower"), SHADOWPOWER); + glUniform2f(m_shSHADOW.getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y); + glUniform2f(m_shSHADOW.getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); + glUniform2f(m_shSHADOW.getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); + glUniform1f(m_shSHADOW.getUniformLocation("radius"), range + round); + glUniform1f(m_shSHADOW.getUniformLocation("range"), range); + glUniform1f(m_shSHADOW.getUniformLocation("shadowPower"), SHADOWPOWER); glVertexAttribPointer(m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); |
