alpha mask stuff

This commit is contained in:
Vaxry 2023-11-03 19:04:49 +00:00
parent 837088c620
commit 3b3e0f50b4
6 changed files with 72 additions and 45 deletions

View File

@ -329,18 +329,21 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shBLURFINISH.contrast = glGetUniformLocation(prog, "contrast");
m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness = glGetUniformLocation(prog, "brightness");
prog = createProgram(QUADVERTSRC, FRAGSHADOW);
m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
prog = createProgram(QUADVERTSRC, FRAGSHADOW);
m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte");
m_RenderData.pCurrentMonData->m_shSHADOW.alphaMatte = glGetUniformLocation(prog, "alphaMatte");
m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte");
prog = createProgram(QUADVERTSRC, FRAGBORDER1);
m_RenderData.pCurrentMonData->m_shBORDER1.program = prog;
@ -1637,7 +1640,7 @@ void CHyprOpenGLImpl::renderSnapshot(SLayerSurface** pLayer) {
m_bEndFrame = false;
}
void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, float a) {
void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, float a, CFramebuffer* matte) {
RASSERT(m_RenderData.pMonitor, "Tried to render shadow without begin()!");
RASSERT((box->width > 0 && box->height > 0), "Tried to render shadow with width/height < 0!");
RASSERT(m_pCurrentWindow, "Tried to render shadow without a window!");
@ -1657,6 +1660,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
static auto* const PSHADOWPOWER = &g_pConfigManager->getConfigValuePtr("decoration:shadow_render_power")->intValue;
const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4);
const auto USEMATTE = matte;
const auto col = m_pCurrentWindow->m_cRealShadowColor.col();
@ -1691,11 +1695,33 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.range, range);
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower, SHADOWPOWER);
if (USEMATTE) {
glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte, 1);
glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.alphaMatte, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(matte->m_cTex.m_iTarget, matte->m_cTex.m_iTexID);
} else {
glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte, 0);
}
const float texVerts[] = {
((float)(box->x + box->width) / m_RenderData.pMonitor->vecPixelSize.x),
((float)box->y / m_RenderData.pMonitor->vecPixelSize.y), // top right
((float)box->x / m_RenderData.pMonitor->vecPixelSize.x),
((float)box->y / m_RenderData.pMonitor->vecPixelSize.y), // top left
((float)(box->x + box->width) / m_RenderData.pMonitor->vecPixelSize.x),
((float)(box->y + box->height) / m_RenderData.pMonitor->vecPixelSize.y), // bottom right
((float)box->x / m_RenderData.pMonitor->vecPixelSize.x),
((float)(box->y + box->height) / m_RenderData.pMonitor->vecPixelSize.y), // bottom left
};
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib, 2, GL_FLOAT, GL_FALSE, 0, texVerts);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib);
if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) {
CRegion damageClip{m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height};
@ -1714,6 +1740,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
}
}
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib);
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
}

View File

@ -111,7 +111,7 @@ class CHyprOpenGLImpl {
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 renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0, CFramebuffer* matte = nullptr);
void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
void saveMatrix();

View File

@ -10,10 +10,12 @@ class CShader {
GLuint program = 0;
GLint proj = -1;
GLint color = -1;
GLint alphaMatte = -1;
GLint tex = -1;
GLint alpha = -1;
GLint posAttrib = -1;
GLint texAttrib = -1;
GLint matteTexAttrib = -1;
GLint discardOpaque = -1;
GLint discardAlpha = -1;
GLfloat discardAlphaValue = -1;
@ -29,8 +31,9 @@ class CShader {
GLint halfpixel = -1;
GLint range = -1;
GLint shadowPower = -1;
GLint range = -1;
GLint shadowPower = -1;
GLint useAlphaMatte = -1; // always inverted
GLint applyTint = -1;
GLint tint = -1;
@ -43,9 +46,9 @@ class CShader {
GLint distort = -1;
GLint output = -1;
GLint noise = -1;
GLint contrast = -1;
GLint brightness = -1;
GLint noise = -1;
GLint contrast = -1;
GLint brightness = -1;
GLint getUniformLocation(const std::string&);

View File

@ -68,10 +68,9 @@ void CHyprDropShadowDecoration::updateWindow(CWindow* pWindow) {
maxExtents.bottomRight.y = EXTENTS.bottomRight.y;
}
// +1 +1 -2 -2 is to avoid artifacts with AA. TODO: figure out a better method. Alpha blending? This same shit will happen on hyprbars.
m_bLastWindowBox = {(int)(m_vLastWindowPos.x - maxExtents.topLeft.x - BORDER + 1), (int)(m_vLastWindowPos.y - maxExtents.topLeft.y - BORDER + 1),
(int)(m_vLastWindowSize.x + maxExtents.topLeft.x + maxExtents.bottomRight.x + 2 * BORDER - 2),
(int)(m_vLastWindowSize.y + maxExtents.topLeft.y + maxExtents.bottomRight.y + 2 * BORDER - 2)};
m_bLastWindowBox = {(int)(m_vLastWindowPos.x - maxExtents.topLeft.x - BORDER), (int)(m_vLastWindowPos.y - maxExtents.topLeft.y - BORDER),
(int)(m_vLastWindowSize.x + maxExtents.topLeft.x + maxExtents.bottomRight.x + 2 * BORDER),
(int)(m_vLastWindowSize.y + maxExtents.topLeft.y + maxExtents.bottomRight.y + 2 * BORDER)};
}
}
@ -145,41 +144,29 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
g_pHyprOpenGL->scissor((wlr_box*)nullptr);
// we'll take the liberty of using this as it should not be used rn
CFramebuffer& alphaFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorFB;
auto* LASTFB = g_pHyprOpenGL->m_RenderData.currentFB;
if (*PSHADOWIGNOREWINDOW) {
glEnable(GL_STENCIL_TEST);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
wlr_box windowBox = {m_bLastWindowBox.x - pMonitor->vecPosition.x, m_bLastWindowBox.y - pMonitor->vecPosition.y, m_bLastWindowBox.width, m_bLastWindowBox.height};
scaleBox(&windowBox, pMonitor->scale);
if (windowBox.width < 1 || windowBox.height < 1) {
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
return; // prevent assert failed
}
g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 0), ROUNDING * pMonitor->scale);
alphaFB.bind();
g_pHyprOpenGL->clear(CColor(0, 0, 0, 0));
glStencilFunc(GL_NOTEQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
g_pHyprOpenGL->renderRect(&windowBox, CColor(1.0, 1.0, 1.0, 1.0), ROUNDING * pMonitor->scale);
LASTFB->bind();
}
scaleBox(&fullBox, pMonitor->scale);
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
if (*PSHADOWIGNOREWINDOW) {
// cleanup
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
}
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a, &alphaFB);
}
eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() {

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@ -5,7 +5,9 @@
inline const std::string FRAGSHADOW = R"#(
precision mediump float;
varying vec4 v_color;
uniform sampler2D alphaMatte;
varying vec2 v_texcoord;
varying vec2 v_texcoordMatte;
uniform vec2 topLeft;
uniform vec2 bottomRight;
@ -13,6 +15,7 @@ uniform vec2 fullSize;
uniform float radius;
uniform float range;
uniform float shadowPower;
uniform int useAlphaMatte;
float pixAlphaRoundedDistance(float distanceToCorner) {
if (distanceToCorner > radius) {
@ -74,6 +77,10 @@ void main() {
}
}
if (useAlphaMatte == 1) {
pixColor[3] *= 1.0 - texture2D(alphaMatte, v_texcoordMatte)[3];
}
if (pixColor[3] == 0.0) {
discard; return;
}

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@ -37,13 +37,16 @@ uniform mat3 proj;
uniform vec4 color;
attribute vec2 pos;
attribute vec2 texcoord;
attribute vec2 texcoordMatte;
varying vec4 v_color;
varying vec2 v_texcoord;
varying vec2 v_texcoordMatte;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
v_texcoordMatte = texcoordMatte;
})#";
inline const std::string QUADFRAGSRC = R"#(