new glx: handle blur with opacity

Now blur can fade out smoothly

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2019-03-10 02:04:14 +00:00
parent 34254ff86e
commit a72fb0c755
No known key found for this signature in database
GPG Key ID: 37C999F617EA1A47
2 changed files with 9 additions and 10 deletions

View File

@ -354,6 +354,7 @@ bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
assert(gd->blur_texture[curr]);
glBindTexture(gd->blur_texture_target, gd->blur_texture[curr]);
glUseProgram(p->prog);
if (i < gd->npasses - 1) {
// not last pass, draw into framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gd->blur_fbo);
@ -366,13 +367,14 @@ bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
log_error("Framebuffer attachment failed.");
goto end;
}
glUniform1f(p->unifm_opacity, 1.0);
} else {
// last pass, draw directly into the back buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
glUniform1f(p->unifm_opacity, opacity);
}
glUseProgram(p->prog);
if (gd->blur_texture_target == GL_TEXTURE_2D) {
glUniform1f(p->unifm_offset_x, 1.0 / gd->width);
glUniform1f(p->unifm_offset_y, 1.0 / gd->height);
@ -457,7 +459,6 @@ static GLuint glGetUniformLocationChecked(GLuint p, const char *name) {
log_error("Failed to get location of uniform '%s'. compton might not "
"work correctly.",
name);
return 0;
}
return ret;
}
@ -543,11 +544,12 @@ static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
uniform float offset_x;
uniform float offset_y;
uniform %s tex_scr;
uniform float opacity;
out vec4 out_color;
void main() {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
%s //body of the convolution
out_color = sum / float(%.7g);
out_color = sum / float(%.7g) * opacity;
}
);
static const char *FRAG_SHADER_BLUR_ADD = QUOTE(
@ -620,6 +622,8 @@ static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
glGetUniformLocationChecked(pass->prog, "offset_x");
pass->unifm_offset_y =
glGetUniformLocationChecked(pass->prog, "offset_y");
pass->unifm_opacity =
glGetUniformLocationChecked(pass->prog, "opacity");
}
free(extension);

View File

@ -16,24 +16,18 @@
// Program and uniforms for window shader
typedef struct {
/// GLSL program.
GLuint prog;
/// Location of uniform "opacity" in window GLSL program.
GLint unifm_opacity;
/// Location of uniform "invert_color" in blur GLSL program.
GLint unifm_invert_color;
/// Location of uniform "tex" in window GLSL program.
GLint unifm_tex;
} gl_win_shader_t;
// Program and uniforms for blur shader
typedef struct {
/// GLSL program for blur.
GLuint prog;
/// Location of uniform "offset_x" in blur GLSL program.
GLint unifm_offset_x;
/// Location of uniform "offset_y" in blur GLSL program.
GLint unifm_offset_y;
GLint unifm_opacity;
} gl_blur_shader_t;
/// @brief Wrapper of a binded GLX texture.
@ -42,6 +36,7 @@ typedef struct gl_texture {
int *refcount;
GLuint texture;
GLenum target;
// The size of the backing texture
int width, height;
// The effective size of the texture
int ewidth, eheight;