renderer: Various Blur Improvements (#2877)
* move blur to its own category * blur improvements, contrast, brightness, noise
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6 changed files with 127 additions and 26 deletions
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@ -969,13 +969,13 @@ void CHyprRenderer::renderMonitor(CMonitor* pMonitor) {
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damage = {0, 0, (int)pMonitor->vecTransformedSize.x * 10, (int)pMonitor->vecTransformedSize.y * 10};
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pMonitor->lastFrameDamage = damage;
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} else {
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static auto* const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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static auto* const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur:enabled")->intValue;
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// if we use blur we need to expand the damage for proper blurring
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if (*PBLURENABLED == 1) {
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// TODO: can this be optimized?
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static auto* const PBLURSIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_size")->intValue;
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static auto* const PBLURPASSES = &g_pConfigManager->getConfigValuePtr("decoration:blur_passes")->intValue;
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static auto* const PBLURSIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur:size")->intValue;
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static auto* const PBLURPASSES = &g_pConfigManager->getConfigValuePtr("decoration:blur:passes")->intValue;
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const auto BLURRADIUS =
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*PBLURPASSES > 10 ? pow(2, 15) : std::clamp(*PBLURSIZE, (int64_t)1, (int64_t)40) * pow(2, *PBLURPASSES); // is this 2^pass? I don't know but it works... I think.
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