246 lines
10 KiB
C++
246 lines
10 KiB
C++
#include "CHyprDropShadowDecoration.hpp"
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#include "../../Compositor.hpp"
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#include "../../config/ConfigValue.hpp"
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#include "../pass/ShadowPassElement.hpp"
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#include "../Renderer.hpp"
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CHyprDropShadowDecoration::CHyprDropShadowDecoration(PHLWINDOW pWindow) : IHyprWindowDecoration(pWindow), m_window(pWindow) {
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;
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}
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eDecorationType CHyprDropShadowDecoration::getDecorationType() {
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return DECORATION_SHADOW;
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}
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SDecorationPositioningInfo CHyprDropShadowDecoration::getPositioningInfo() {
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SDecorationPositioningInfo info;
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info.policy = DECORATION_POSITION_ABSOLUTE;
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info.desiredExtents = m_extents;
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info.edges = DECORATION_EDGE_BOTTOM | DECORATION_EDGE_LEFT | DECORATION_EDGE_RIGHT | DECORATION_EDGE_TOP;
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m_reportedExtents = m_extents;
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return info;
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}
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void CHyprDropShadowDecoration::onPositioningReply(const SDecorationPositioningReply& reply) {
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updateWindow(m_window.lock());
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}
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uint64_t CHyprDropShadowDecoration::getDecorationFlags() {
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return DECORATION_NON_SOLID;
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}
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std::string CHyprDropShadowDecoration::getDisplayName() {
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return "Drop Shadow";
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}
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void CHyprDropShadowDecoration::damageEntire() {
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static auto PSHADOWS = CConfigValue<Hyprlang::INT>("decoration:shadow:enabled");
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if (*PSHADOWS != 1)
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return; // disabled
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const auto PWINDOW = m_window.lock();
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CBox shadowBox = {PWINDOW->m_realPosition->value().x - m_extents.topLeft.x, PWINDOW->m_realPosition->value().y - m_extents.topLeft.y,
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PWINDOW->m_realSize->value().x + m_extents.topLeft.x + m_extents.bottomRight.x,
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PWINDOW->m_realSize->value().y + m_extents.topLeft.y + m_extents.bottomRight.y};
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const auto PWORKSPACE = PWINDOW->m_workspace;
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if (PWORKSPACE && PWORKSPACE->m_renderOffset->isBeingAnimated() && !PWINDOW->m_pinned)
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shadowBox.translate(PWORKSPACE->m_renderOffset->value());
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shadowBox.translate(PWINDOW->m_floatingOffset);
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static auto PSHADOWIGNOREWINDOW = CConfigValue<Hyprlang::INT>("decoration:shadow:ignore_window");
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const auto ROUNDING = PWINDOW->rounding();
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const auto ROUNDINGSIZE = ROUNDING - M_SQRT1_2 * ROUNDING + 1;
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CRegion shadowRegion(shadowBox);
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if (*PSHADOWIGNOREWINDOW) {
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CBox surfaceBox = PWINDOW->getWindowMainSurfaceBox();
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if (PWORKSPACE && PWORKSPACE->m_renderOffset->isBeingAnimated() && !PWINDOW->m_pinned)
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surfaceBox.translate(PWORKSPACE->m_renderOffset->value());
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surfaceBox.translate(PWINDOW->m_floatingOffset);
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surfaceBox.expand(-ROUNDINGSIZE);
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shadowRegion.subtract(CRegion(surfaceBox));
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}
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for (auto const& m : g_pCompositor->m_monitors) {
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if (!g_pHyprRenderer->shouldRenderWindow(PWINDOW, m)) {
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const CRegion monitorRegion({m->m_position, m->m_size});
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shadowRegion.subtract(monitorRegion);
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}
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}
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g_pHyprRenderer->damageRegion(shadowRegion);
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}
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void CHyprDropShadowDecoration::updateWindow(PHLWINDOW pWindow) {
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const auto PWINDOW = m_window.lock();
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m_lastWindowPos = PWINDOW->m_realPosition->value();
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m_lastWindowSize = PWINDOW->m_realSize->value();
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m_lastWindowBox = {m_lastWindowPos.x, m_lastWindowPos.y, m_lastWindowSize.x, m_lastWindowSize.y};
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m_lastWindowBoxWithDecos = g_pDecorationPositioner->getBoxWithIncludedDecos(pWindow);
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}
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void CHyprDropShadowDecoration::draw(PHLMONITOR pMonitor, float const& a) {
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CShadowPassElement::SShadowData data;
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data.deco = this;
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data.a = a;
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g_pHyprRenderer->m_renderPass.add(makeUnique<CShadowPassElement>(data));
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}
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void CHyprDropShadowDecoration::render(PHLMONITOR pMonitor, float const& a) {
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const auto PWINDOW = m_window.lock();
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if (!validMapped(PWINDOW))
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return;
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if (PWINDOW->m_realShadowColor->value() == CHyprColor(0, 0, 0, 0))
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return; // don't draw invisible shadows
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if (!PWINDOW->m_windowData.decorate.valueOrDefault())
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return;
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if (PWINDOW->m_windowData.noShadow.valueOrDefault())
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return;
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static auto PSHADOWS = CConfigValue<Hyprlang::INT>("decoration:shadow:enabled");
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static auto PSHADOWSIZE = CConfigValue<Hyprlang::INT>("decoration:shadow:range");
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static auto PSHADOWIGNOREWINDOW = CConfigValue<Hyprlang::INT>("decoration:shadow:ignore_window");
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static auto PSHADOWSCALE = CConfigValue<Hyprlang::FLOAT>("decoration:shadow:scale");
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static auto PSHADOWOFFSET = CConfigValue<Hyprlang::VEC2>("decoration:shadow:offset");
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if (*PSHADOWS != 1)
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return; // disabled
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const auto BORDERSIZE = PWINDOW->getRealBorderSize();
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const auto ROUNDINGBASE = PWINDOW->rounding();
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const auto ROUNDINGPOWER = PWINDOW->roundingPower();
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const auto CORRECTIONOFFSET = (BORDERSIZE * (M_SQRT2 - 1) * std::max(2.0 - ROUNDINGPOWER, 0.0));
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const auto ROUNDING = ROUNDINGBASE > 0 ? (ROUNDINGBASE + BORDERSIZE) - CORRECTIONOFFSET : 0;
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const auto PWORKSPACE = PWINDOW->m_workspace;
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const auto WORKSPACEOFFSET = PWORKSPACE && !PWINDOW->m_pinned ? PWORKSPACE->m_renderOffset->value() : Vector2D();
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// draw the shadow
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CBox fullBox = m_lastWindowBoxWithDecos;
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fullBox.translate(-pMonitor->m_position + WORKSPACEOFFSET);
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fullBox.x -= *PSHADOWSIZE;
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fullBox.y -= *PSHADOWSIZE;
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fullBox.w += 2 * *PSHADOWSIZE;
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fullBox.h += 2 * *PSHADOWSIZE;
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const float SHADOWSCALE = std::clamp(*PSHADOWSCALE, 0.f, 1.f);
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// scale the box in relation to the center of the box
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fullBox.scaleFromCenter(SHADOWSCALE).translate({(*PSHADOWOFFSET).x, (*PSHADOWOFFSET).y});
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updateWindow(PWINDOW);
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m_lastWindowPos += WORKSPACEOFFSET;
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m_extents = {{m_lastWindowPos.x - fullBox.x - pMonitor->m_position.x + 2, m_lastWindowPos.y - fullBox.y - pMonitor->m_position.y + 2},
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{fullBox.x + fullBox.width + pMonitor->m_position.x - m_lastWindowPos.x - m_lastWindowSize.x + 2,
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fullBox.y + fullBox.height + pMonitor->m_position.y - m_lastWindowPos.y - m_lastWindowSize.y + 2}};
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fullBox.translate(PWINDOW->m_floatingOffset);
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if (fullBox.width < 1 || fullBox.height < 1)
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return; // don't draw invisible shadows
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g_pHyprOpenGL->scissor(nullptr);
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g_pHyprOpenGL->m_renderData.currentWindow = m_window;
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// we'll take the liberty of using this as it should not be used rn
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CFramebuffer& alphaFB = g_pHyprOpenGL->m_renderData.pCurrentMonData->mirrorFB;
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CFramebuffer& alphaSwapFB = g_pHyprOpenGL->m_renderData.pCurrentMonData->mirrorSwapFB;
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auto* LASTFB = g_pHyprOpenGL->m_renderData.currentFB;
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fullBox.scale(pMonitor->m_scale).round();
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if (*PSHADOWIGNOREWINDOW) {
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CBox windowBox = m_lastWindowBox;
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CBox withDecos = m_lastWindowBoxWithDecos;
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// get window box
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windowBox.translate(-pMonitor->m_position + WORKSPACEOFFSET);
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withDecos.translate(-pMonitor->m_position + WORKSPACEOFFSET);
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windowBox.translate(PWINDOW->m_floatingOffset);
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withDecos.translate(PWINDOW->m_floatingOffset);
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auto scaledExtentss = withDecos.extentsFrom(windowBox);
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scaledExtentss = scaledExtentss * pMonitor->m_scale;
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scaledExtentss = scaledExtentss.round();
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// add extents
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windowBox.scale(pMonitor->m_scale).round().addExtents(scaledExtentss);
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if (windowBox.width < 1 || windowBox.height < 1)
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return; // prevent assert failed
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CRegion saveDamage = g_pHyprOpenGL->m_renderData.damage;
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g_pHyprOpenGL->m_renderData.damage = fullBox;
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g_pHyprOpenGL->m_renderData.damage.subtract(windowBox.copy().expand(-ROUNDING * pMonitor->m_scale)).intersect(saveDamage);
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g_pHyprOpenGL->m_renderData.renderModif.applyToRegion(g_pHyprOpenGL->m_renderData.damage);
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alphaFB.bind();
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// build the matte
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// 10-bit formats have dogshit alpha channels, so we have to use the matte to its fullest.
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// first, clear region of interest with black (fully transparent)
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g_pHyprOpenGL->renderRect(fullBox, CHyprColor(0, 0, 0, 1), {.round = 0});
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// render white shadow with the alpha of the shadow color (otherwise we clear with alpha later and shit it to 2 bit)
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drawShadowInternal(fullBox, ROUNDING * pMonitor->m_scale, ROUNDINGPOWER, *PSHADOWSIZE * pMonitor->m_scale, CHyprColor(1, 1, 1, PWINDOW->m_realShadowColor->value().a), a);
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// render black window box ("clip")
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g_pHyprOpenGL->renderRect(windowBox, CHyprColor(0, 0, 0, 1.0),
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{.round = (ROUNDING + 1 /* This fixes small pixel gaps. */) * pMonitor->m_scale, .roundingPower = ROUNDINGPOWER});
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alphaSwapFB.bind();
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// alpha swap just has the shadow color. It will be the "texture" to render.
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g_pHyprOpenGL->renderRect(fullBox, PWINDOW->m_realShadowColor->value().stripA(), {.round = 0});
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LASTFB->bind();
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CBox monbox = {0, 0, pMonitor->m_transformedSize.x, pMonitor->m_transformedSize.y};
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g_pHyprOpenGL->pushMonitorTransformEnabled(true);
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g_pHyprOpenGL->setRenderModifEnabled(false);
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g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.getTexture(), monbox, alphaFB);
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g_pHyprOpenGL->setRenderModifEnabled(true);
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g_pHyprOpenGL->popMonitorTransformEnabled();
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g_pHyprOpenGL->m_renderData.damage = saveDamage;
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} else
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drawShadowInternal(fullBox, ROUNDING * pMonitor->m_scale, ROUNDINGPOWER, *PSHADOWSIZE * pMonitor->m_scale, PWINDOW->m_realShadowColor->value(), a);
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if (m_extents != m_reportedExtents)
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g_pDecorationPositioner->repositionDeco(this);
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g_pHyprOpenGL->m_renderData.currentWindow.reset();
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}
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eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() {
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return DECORATION_LAYER_BOTTOM;
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}
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void CHyprDropShadowDecoration::drawShadowInternal(const CBox& box, int round, float roundingPower, int range, CHyprColor color, float a) {
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static auto PSHADOWSHARP = CConfigValue<Hyprlang::INT>("decoration:shadow:sharp");
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if (box.w < 1 || box.h < 1)
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return;
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g_pHyprOpenGL->blend(true);
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color.a *= a;
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if (*PSHADOWSHARP)
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g_pHyprOpenGL->renderRect(box, color, {.round = round, .roundingPower = roundingPower});
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else
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g_pHyprOpenGL->renderRoundedShadow(box, round, roundingPower, range, color, 1.F);
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}
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