Hyprland/src/render/decorations/CHyprDropShadowDecoration.cpp

246 lines
10 KiB
C++

#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<Hyprlang::INT>("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<Hyprlang::INT>("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(makeUnique<CShadowPassElement>(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<Hyprlang::INT>("decoration:shadow:enabled");
static auto PSHADOWSIZE = CConfigValue<Hyprlang::INT>("decoration:shadow:range");
static auto PSHADOWIGNOREWINDOW = CConfigValue<Hyprlang::INT>("decoration:shadow:ignore_window");
static auto PSHADOWSCALE = CConfigValue<Hyprlang::FLOAT>("decoration:shadow:scale");
static auto PSHADOWOFFSET = CConfigValue<Hyprlang::VEC2>("decoration:shadow:offset");
if (*PSHADOWS != 1)
return; // disabled
const auto BORDERSIZE = PWINDOW->getRealBorderSize();
const auto ROUNDINGBASE = PWINDOW->rounding();
const auto ROUNDINGPOWER = PWINDOW->roundingPower();
const auto CORRECTIONOFFSET = (BORDERSIZE * (M_SQRT2 - 1) * std::max(2.0 - ROUNDINGPOWER, 0.0));
const auto ROUNDING = ROUNDINGBASE > 0 ? (ROUNDINGBASE + BORDERSIZE) - CORRECTIONOFFSET : 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), {.round = 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),
{.round = (ROUNDING + 1 /* This fixes small pixel gaps. */) * pMonitor->m_scale, .roundingPower = 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(), {.round = 0});
LASTFB->bind();
CBox monbox = {0, 0, pMonitor->m_transformedSize.x, pMonitor->m_transformedSize.y};
g_pHyprOpenGL->pushMonitorTransformEnabled(true);
g_pHyprOpenGL->setRenderModifEnabled(false);
g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.getTexture(), monbox, alphaFB);
g_pHyprOpenGL->setRenderModifEnabled(true);
g_pHyprOpenGL->popMonitorTransformEnabled();
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<Hyprlang::INT>("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 = round, .roundingPower = roundingPower});
else
g_pHyprOpenGL->renderRoundedShadow(box, round, roundingPower, range, color, 1.F);
}