Dont use a separate background image opacity setting

This commit is contained in:
Kovid Goyal
2020-01-31 14:05:25 +05:30
parent fdd7fe1948
commit 9034b50b3a
4 changed files with 10 additions and 15 deletions

View File

@@ -280,6 +280,7 @@ cell_update_uniform_block(ssize_t vao_idx, Screen *screen, int uniform_buffer, G
rd->sprite_dx = 1.0f / (float)x; rd->sprite_dy = 1.0f / (float)y;
rd->inverted = inverted ? 1 : 0;
rd->background_opacity = os_window->is_semi_transparent ? os_window->background_opacity : 1.0f;
if (os_window->bgimage.texture_id) rd->background_opacity = 0;
#define COLOR(name) colorprofile_to_color(screen->color_profile, screen->color_profile->overridden.name, screen->color_profile->configured.name)
rd->default_fg = COLOR(default_fg); rd->default_bg = COLOR(default_bg); rd->highlight_fg = COLOR(highlight_fg); rd->highlight_bg = COLOR(highlight_bg);
@@ -334,7 +335,7 @@ cell_prepare_to_render(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen, GLfloa
static void
draw_bg(int program, OSWindow *w) {
glClear(GL_COLOR_BUFFER_BIT);
blank_canvas(w->is_semi_transparent ? OPT(background_opacity) : 1.0f, OPT(background));
bind_program(program);
bind_vertex_array(blit_vertex_array);
@@ -342,7 +343,7 @@ draw_bg(int program, OSWindow *w) {
if (!bgimage_constants_set) {
glUniform1i(glGetUniformLocation(program_id(program), "image"), BGIMAGE_UNIT);
glUniform1f(glGetUniformLocation(program_id(program), "bgimage_scale"), OPT(background_image_scale));
glUniform1f(glGetUniformLocation(program_id(program), "bgimage_opacity"), OPT(background_image_opacity));
glUniform1f(glGetUniformLocation(program_id(program), "bgimage_opacity"), OPT(background_opacity));
bgimage_constants_set = true;
}
glUniform1f(glGetUniformLocation(program_id(program), "height"), (float)(w->window_height));
@@ -428,13 +429,14 @@ draw_cells_interleaved(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen, OSWind
bind_program(CELL_BG_PROGRAM);
// draw background for all cells
glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].draw_bg_bitfield_location, 3);
// This gives users a way to still use background images without a compositor.
if (OPT(background_opacity) != 0.0)
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns);
if (!w->bgimage.texture_id) {
glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].draw_bg_bitfield_location, 3);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns);
}
if (screen->grman->num_of_below_refs || w->bgimage.texture_id) {
draw_graphics(GRAPHICS_PROGRAM, vao_idx, gvao_idx, screen->grman->render_data, 0, screen->grman->num_of_below_refs);
if (screen->grman->num_of_below_refs) draw_graphics(
GRAPHICS_PROGRAM, vao_idx, gvao_idx, screen->grman->render_data, 0, screen->grman->num_of_below_refs);
bind_program(CELL_BG_PROGRAM);
// draw background for non-default bg cells
glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].draw_bg_bitfield_location, 2);
@@ -658,7 +660,7 @@ draw_borders(ssize_t vao_idx, unsigned int num_border_rects, BorderRect *rect_bu
unmap_vao_buffer(vao_idx, 0);
}
#define CV3(x) (((float)((x >> 16) & 0xff))/255.f), (((float)((x >> 8) & 0xff))/255.f), (((float)(x & 0xff))/255.f)
glUniform1f(border_uniform_locations[BORDER_background_opacity], w->is_semi_transparent ? MAX(w->background_opacity, OPT(background_image_opacity)) : 1.0f);
glUniform1f(border_uniform_locations[BORDER_background_opacity], w->is_semi_transparent ? w->background_opacity: 1.0f);
glUniform3f(border_uniform_locations[BORDER_active_border_color], CV3(OPT(active_border_color)));
glUniform3f(border_uniform_locations[BORDER_inactive_border_color], CV3(OPT(inactive_border_color)));
glUniform3f(border_uniform_locations[BORDER_bell_border_color], CV3(OPT(bell_border_color)));