fixed blur and shit

This commit is contained in:
vaxerski
2022-05-16 21:30:11 +02:00
parent bf8ebfc631
commit 0503835ee6
4 changed files with 9 additions and 10 deletions

View File

@@ -361,7 +361,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
// get transforms for the full monitor
const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
float matrix[9];
wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y};
wlr_matrix_project_box(matrix, &MONITORBOX, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
float glMatrix[9];
@@ -404,9 +404,9 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
glUniform1f(glGetUniformLocation(pShader->program, "radius"), BLURSIZE * (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->vecSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecSize.y / 2.f));
glUniform2f(glGetUniformLocation(m_shBLUR1.program, "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->vecSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecSize.y * 2.f));
glUniform2f(glGetUniformLocation(m_shBLUR2.program, "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);
@@ -485,7 +485,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
pixman_region32_t inverseOpaque;
pixman_region32_init(&inverseOpaque);
if (a == 255.f) {
pixman_box32_t monbox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
pixman_box32_t monbox = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y};
pixman_region32_copy(&inverseOpaque, &pSurface->current.opaque);
pixman_region32_translate(&inverseOpaque, pBox->x, pBox->y);
pixman_region32_inverse(&inverseOpaque, &inverseOpaque, &monbox);
@@ -523,7 +523,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// stencil done. Render everything.
wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y};
if (pixman_region32_not_empty(&damage)) {
// render our great blurred FB
renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, 255.f, &damage); // 255.f because we adjusted blur strength to a