#include "CHyprDropShadowDecoration.hpp" #include "../../Compositor.hpp" #include "../../config/ConfigValue.hpp" #include "../pass/ShadowPassElement.hpp" #include "../Renderer.hpp" CHyprDropShadowDecoration::CHyprDropShadowDecoration(PHLWINDOW pWindow) : IHyprWindowDecoration(pWindow), m_window(pWindow) { ; } eDecorationType CHyprDropShadowDecoration::getDecorationType() { return DECORATION_SHADOW; } SDecorationPositioningInfo CHyprDropShadowDecoration::getPositioningInfo() { SDecorationPositioningInfo info; info.policy = DECORATION_POSITION_ABSOLUTE; info.desiredExtents = m_extents; info.edges = DECORATION_EDGE_BOTTOM | DECORATION_EDGE_LEFT | DECORATION_EDGE_RIGHT | DECORATION_EDGE_TOP; m_reportedExtents = m_extents; return info; } void CHyprDropShadowDecoration::onPositioningReply(const SDecorationPositioningReply& reply) { updateWindow(m_window.lock()); } uint64_t CHyprDropShadowDecoration::getDecorationFlags() { return DECORATION_NON_SOLID; } std::string CHyprDropShadowDecoration::getDisplayName() { return "Drop Shadow"; } void CHyprDropShadowDecoration::damageEntire() { static auto PSHADOWS = CConfigValue("decoration:shadow:enabled"); if (*PSHADOWS != 1) return; // disabled const auto PWINDOW = m_window.lock(); CBox shadowBox = {PWINDOW->m_realPosition->value().x - m_extents.topLeft.x, PWINDOW->m_realPosition->value().y - m_extents.topLeft.y, PWINDOW->m_realSize->value().x + m_extents.topLeft.x + m_extents.bottomRight.x, PWINDOW->m_realSize->value().y + m_extents.topLeft.y + m_extents.bottomRight.y}; const auto PWORKSPACE = PWINDOW->m_workspace; if (PWORKSPACE && PWORKSPACE->m_renderOffset->isBeingAnimated() && !PWINDOW->m_pinned) shadowBox.translate(PWORKSPACE->m_renderOffset->value()); shadowBox.translate(PWINDOW->m_floatingOffset); static auto PSHADOWIGNOREWINDOW = CConfigValue("decoration:shadow:ignore_window"); const auto ROUNDING = PWINDOW->rounding(); const auto ROUNDINGSIZE = ROUNDING - M_SQRT1_2 * ROUNDING + 1; CRegion shadowRegion(shadowBox); if (*PSHADOWIGNOREWINDOW) { CBox surfaceBox = PWINDOW->getWindowMainSurfaceBox(); if (PWORKSPACE && PWORKSPACE->m_renderOffset->isBeingAnimated() && !PWINDOW->m_pinned) surfaceBox.translate(PWORKSPACE->m_renderOffset->value()); surfaceBox.translate(PWINDOW->m_floatingOffset); surfaceBox.expand(-ROUNDINGSIZE); shadowRegion.subtract(CRegion(surfaceBox)); } for (auto const& m : g_pCompositor->m_monitors) { if (!g_pHyprRenderer->shouldRenderWindow(PWINDOW, m)) { const CRegion monitorRegion({m->m_position, m->m_size}); shadowRegion.subtract(monitorRegion); } } g_pHyprRenderer->damageRegion(shadowRegion); } void CHyprDropShadowDecoration::updateWindow(PHLWINDOW pWindow) { const auto PWINDOW = m_window.lock(); m_lastWindowPos = PWINDOW->m_realPosition->value(); m_lastWindowSize = PWINDOW->m_realSize->value(); m_lastWindowBox = {m_lastWindowPos.x, m_lastWindowPos.y, m_lastWindowSize.x, m_lastWindowSize.y}; m_lastWindowBoxWithDecos = g_pDecorationPositioner->getBoxWithIncludedDecos(pWindow); } void CHyprDropShadowDecoration::draw(PHLMONITOR pMonitor, float const& a) { CShadowPassElement::SShadowData data; data.deco = this; data.a = a; g_pHyprRenderer->m_renderPass.add(makeShared(data)); } void CHyprDropShadowDecoration::render(PHLMONITOR pMonitor, float const& a) { const auto PWINDOW = m_window.lock(); if (!validMapped(PWINDOW)) return; if (PWINDOW->m_realShadowColor->value() == CHyprColor(0, 0, 0, 0)) return; // don't draw invisible shadows if (!PWINDOW->m_windowData.decorate.valueOrDefault()) return; if (PWINDOW->m_windowData.noShadow.valueOrDefault()) return; static auto PSHADOWS = CConfigValue("decoration:shadow:enabled"); static auto PSHADOWSIZE = CConfigValue("decoration:shadow:range"); static auto PSHADOWIGNOREWINDOW = CConfigValue("decoration:shadow:ignore_window"); static auto PSHADOWSCALE = CConfigValue("decoration:shadow:scale"); static auto PSHADOWOFFSET = CConfigValue("decoration:shadow:offset"); if (*PSHADOWS != 1) return; // disabled const auto ROUNDINGBASE = PWINDOW->rounding(); const auto ROUNDINGPOWER = PWINDOW->roundingPower(); const auto ROUNDING = ROUNDINGBASE > 0 ? ROUNDINGBASE + PWINDOW->getRealBorderSize() : 0; const auto PWORKSPACE = PWINDOW->m_workspace; const auto WORKSPACEOFFSET = PWORKSPACE && !PWINDOW->m_pinned ? PWORKSPACE->m_renderOffset->value() : Vector2D(); // draw the shadow CBox fullBox = m_lastWindowBoxWithDecos; fullBox.translate(-pMonitor->m_position + WORKSPACEOFFSET); fullBox.x -= *PSHADOWSIZE; fullBox.y -= *PSHADOWSIZE; fullBox.w += 2 * *PSHADOWSIZE; fullBox.h += 2 * *PSHADOWSIZE; const float SHADOWSCALE = std::clamp(*PSHADOWSCALE, 0.f, 1.f); // scale the box in relation to the center of the box fullBox.scaleFromCenter(SHADOWSCALE).translate({(*PSHADOWOFFSET).x, (*PSHADOWOFFSET).y}); updateWindow(PWINDOW); m_lastWindowPos += WORKSPACEOFFSET; m_extents = {{m_lastWindowPos.x - fullBox.x - pMonitor->m_position.x + 2, m_lastWindowPos.y - fullBox.y - pMonitor->m_position.y + 2}, {fullBox.x + fullBox.width + pMonitor->m_position.x - m_lastWindowPos.x - m_lastWindowSize.x + 2, fullBox.y + fullBox.height + pMonitor->m_position.y - m_lastWindowPos.y - m_lastWindowSize.y + 2}}; fullBox.translate(PWINDOW->m_floatingOffset); if (fullBox.width < 1 || fullBox.height < 1) return; // don't draw invisible shadows g_pHyprOpenGL->scissor(nullptr); g_pHyprOpenGL->m_renderData.currentWindow = m_window; // we'll take the liberty of using this as it should not be used rn CFramebuffer& alphaFB = g_pHyprOpenGL->m_renderData.pCurrentMonData->mirrorFB; CFramebuffer& alphaSwapFB = g_pHyprOpenGL->m_renderData.pCurrentMonData->mirrorSwapFB; auto* LASTFB = g_pHyprOpenGL->m_renderData.currentFB; fullBox.scale(pMonitor->m_scale).round(); if (*PSHADOWIGNOREWINDOW) { CBox windowBox = m_lastWindowBox; CBox withDecos = m_lastWindowBoxWithDecos; // get window box windowBox.translate(-pMonitor->m_position + WORKSPACEOFFSET); withDecos.translate(-pMonitor->m_position + WORKSPACEOFFSET); windowBox.translate(PWINDOW->m_floatingOffset); withDecos.translate(PWINDOW->m_floatingOffset); auto scaledExtentss = withDecos.extentsFrom(windowBox); scaledExtentss = scaledExtentss * pMonitor->m_scale; scaledExtentss = scaledExtentss.round(); // add extents windowBox.scale(pMonitor->m_scale).round().addExtents(scaledExtentss); if (windowBox.width < 1 || windowBox.height < 1) return; // prevent assert failed CRegion saveDamage = g_pHyprOpenGL->m_renderData.damage; g_pHyprOpenGL->m_renderData.damage = fullBox; g_pHyprOpenGL->m_renderData.damage.subtract(windowBox.copy().expand(-ROUNDING * pMonitor->m_scale)).intersect(saveDamage); g_pHyprOpenGL->m_renderData.renderModif.applyToRegion(g_pHyprOpenGL->m_renderData.damage); alphaFB.bind(); // build the matte // 10-bit formats have dogshit alpha channels, so we have to use the matte to its fullest. // first, clear region of interest with black (fully transparent) g_pHyprOpenGL->renderRect(fullBox, CHyprColor(0, 0, 0, 1), 0); // render white shadow with the alpha of the shadow color (otherwise we clear with alpha later and shit it to 2 bit) drawShadowInternal(fullBox, ROUNDING * pMonitor->m_scale, ROUNDINGPOWER, *PSHADOWSIZE * pMonitor->m_scale, CHyprColor(1, 1, 1, PWINDOW->m_realShadowColor->value().a), a); // render black window box ("clip") g_pHyprOpenGL->renderRect(windowBox, CHyprColor(0, 0, 0, 1.0), (ROUNDING + 1 /* This fixes small pixel gaps. */) * pMonitor->m_scale, ROUNDINGPOWER); alphaSwapFB.bind(); // alpha swap just has the shadow color. It will be the "texture" to render. g_pHyprOpenGL->renderRect(fullBox, PWINDOW->m_realShadowColor->value().stripA(), 0); LASTFB->bind(); CBox monbox = {0, 0, pMonitor->m_transformedSize.x, pMonitor->m_transformedSize.y}; g_pHyprOpenGL->setMonitorTransformEnabled(true); g_pHyprOpenGL->setRenderModifEnabled(false); g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.getTexture(), monbox, alphaFB); g_pHyprOpenGL->setRenderModifEnabled(true); g_pHyprOpenGL->setMonitorTransformEnabled(false); g_pHyprOpenGL->m_renderData.damage = saveDamage; } else drawShadowInternal(fullBox, ROUNDING * pMonitor->m_scale, ROUNDINGPOWER, *PSHADOWSIZE * pMonitor->m_scale, PWINDOW->m_realShadowColor->value(), a); if (m_extents != m_reportedExtents) g_pDecorationPositioner->repositionDeco(this); g_pHyprOpenGL->m_renderData.currentWindow.reset(); } eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() { return DECORATION_LAYER_BOTTOM; } void CHyprDropShadowDecoration::drawShadowInternal(const CBox& box, int round, float roundingPower, int range, CHyprColor color, float a) { static auto PSHADOWSHARP = CConfigValue("decoration:shadow:sharp"); if (box.w < 1 || box.h < 1) return; g_pHyprOpenGL->blend(true); color.a *= a; if (*PSHADOWSHARP) g_pHyprOpenGL->renderRect(box, color, round, roundingPower); else g_pHyprOpenGL->renderRoundedShadow(box, round, roundingPower, range, color, 1.F); }