Added window dimming
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parent
179562b646
commit
48eb2e0d6f
9 changed files with 75 additions and 7 deletions
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@ -165,6 +165,8 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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m_RenderData.pCurrentMonData->m_shRGBA.applyTint = glGetUniformLocation(prog, "applyTint");
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m_RenderData.pCurrentMonData->m_shRGBA.tint = glGetUniformLocation(prog, "tint");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
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m_RenderData.pCurrentMonData->m_shRGBX.program = prog;
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@ -179,6 +181,8 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shRGBX.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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m_RenderData.pCurrentMonData->m_shRGBX.applyTint = glGetUniformLocation(prog, "applyTint");
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m_RenderData.pCurrentMonData->m_shRGBX.tint = glGetUniformLocation(prog, "tint");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT);
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m_RenderData.pCurrentMonData->m_shEXT.program = prog;
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@ -193,6 +197,8 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shEXT.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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m_RenderData.pCurrentMonData->m_shEXT.applyTint = glGetUniformLocation(prog, "applyTint");
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m_RenderData.pCurrentMonData->m_shEXT.tint = glGetUniformLocation(prog, "tint");
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prog = createProgram(TEXVERTSRC, FRAGBLUR1);
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m_RenderData.pCurrentMonData->m_shBLUR1.program = prog;
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@ -367,15 +373,17 @@ void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool allowCustomUV) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, false, allowCustomUV);
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renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, false, allowCustomUV, true);
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scissor((wlr_box*)nullptr);
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}
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void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool noAA, bool allowCustomUV) {
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void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool noAA, bool allowCustomUV, bool allowDim) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
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static auto *const PDIMINACTIVE = &g_pConfigManager->getConfigValuePtr("decoration:dim_inactive")->intValue;
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// get transform
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const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform);
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float matrix[9];
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@ -433,6 +441,14 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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glUniform1f(shader->radius, round);
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glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
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if (allowDim && m_pCurrentWindow && *PDIMINACTIVE && m_pCurrentWindow != g_pCompositor->m_pLastWindow) {
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glUniform1i(shader->applyTint, 1);
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const auto DIM = m_pCurrentWindow->m_fDimPercent.fl();
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glUniform3f(shader->tint, 1.f - DIM, 1.f - DIM, 1.f - DIM);
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} else {
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glUniform1i(shader->applyTint, 0);
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}
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glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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const float verts[] = {
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@ -727,7 +743,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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// draw window
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glDisable(GL_STENCIL_TEST);
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renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
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renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true, true);
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}
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glStencilMask(-1);
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@ -134,7 +134,7 @@ private:
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false, bool allowCustomUV = false);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false, bool allowCustomUV = false, bool allowDim = false);
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void renderSplash(cairo_t *const, cairo_surface_t *const);
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@ -29,6 +29,9 @@ public:
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GLint range;
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GLint shadowPower;
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GLint applyTint;
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GLint tint;
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GLint getUniformLocation(const std::string&);
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private:
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@ -205,6 +205,9 @@ uniform float radius;
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uniform int discardOpaque;
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uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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@ -217,6 +220,12 @@ void main() {
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return;
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}
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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@ -238,6 +247,9 @@ uniform float radius;
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uniform int discardOpaque;
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uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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@ -249,10 +261,17 @@ void main() {
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}
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vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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@ -319,6 +338,9 @@ uniform float radius;
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uniform int discardOpaque;
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uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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@ -331,9 +353,16 @@ void main() {
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return;
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}
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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