opengl/shadow: fix shadow offset rendering (#14156)

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Vaxry 2026-04-24 15:21:16 +01:00 committed by GitHub
parent b65714e3b8
commit e3c9b64812
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GPG key ID: B5690EEEBB952194
5 changed files with 74 additions and 36 deletions

View file

@ -2259,6 +2259,9 @@ void CHyprOpenGLImpl::renderRoundedShadow(const CBox& box, int round, float roun
shader->setUniformFloat(SHADER_ROUNDING_POWER, roundingPower);
shader->setUniformFloat(SHADER_RANGE, range);
shader->setUniformFloat(SHADER_SHADOW_POWER, SHADOWPOWER);
shader->setUniformFloat2(SHADER_WINDOW_TOP_LEFT, -1.F, -1.F);
shader->setUniformFloat2(SHADER_WINDOW_BOTTOM_RIGHT, -1.F, -1.F);
shader->setUniformFloat(SHADER_THICK, 0.F);
glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
@ -2272,9 +2275,33 @@ void CHyprOpenGLImpl::renderRoundedShadow(const CBox& box, int round, float roun
drawRegion = g_pHyprRenderer->m_renderData.damage;
if (g_pHyprRenderer->m_renderData.currentWindow) {
auto PWINDOW = g_pHyprRenderer->m_renderData.currentWindow.lock();
shader->setUniformFloat(SHADER_THICK, PWINDOW->getRealBorderSize() + PWINDOW->rounding());
drawRegion.subtract(PWINDOW->surfaceLogicalBox().value().copy().scale(g_pHyprRenderer->m_renderData.pMonitor->m_scale).expand(-PWINDOW->rounding()));
const auto PWINDOW = g_pHyprRenderer->m_renderData.currentWindow.lock();
if (PWINDOW) {
if (const auto WINDOWBOX = PWINDOW->surfaceLogicalBox(); WINDOWBOX.has_value()) {
CBox scaledWindowBox = WINDOWBOX.value();
const auto PWORKSPACE = PWINDOW->m_workspace;
if (PWORKSPACE && !PWINDOW->m_pinned)
scaledWindowBox.translate(PWORKSPACE->m_renderOffset->value());
scaledWindowBox.translate(PWINDOW->m_floatingOffset);
scaledWindowBox.translate(-m_renderData.pMonitor->m_position);
scaledWindowBox.scale(m_renderData.pMonitor->m_scale).round();
m_renderData.renderModif.applyToBox(scaledWindowBox);
const auto cutoutTopLeft = scaledWindowBox.pos() - newBox.pos();
const auto cutoutBottomRight = cutoutTopLeft + scaledWindowBox.size();
float cutoutRadius = std::max(0.F, sc<float>(PWINDOW->rounding() * m_renderData.pMonitor->m_scale));
cutoutRadius = std::round(cutoutRadius * m_renderData.renderModif.combinedScale());
shader->setUniformFloat2(SHADER_WINDOW_TOP_LEFT, sc<float>(cutoutTopLeft.x), sc<float>(cutoutTopLeft.y));
shader->setUniformFloat2(SHADER_WINDOW_BOTTOM_RIGHT, sc<float>(cutoutBottomRight.x), sc<float>(cutoutBottomRight.y));
shader->setUniformFloat(SHADER_THICK, cutoutRadius);
drawRegion.subtract(scaledWindowBox.copy().expand(-sc<int>(std::round(cutoutRadius))));
}
}
}
if (!drawRegion.empty())

View file

@ -161,8 +161,10 @@ void CShader::getUniformLocations() {
m_uniformLocations[SHADER_SHADER_VBO_POS]
m_uniformLocations[SHADER_SHADER_VBO_UV]
*/
m_uniformLocations[SHADER_TOP_LEFT] = getUniform("topLeft");
m_uniformLocations[SHADER_BOTTOM_RIGHT] = getUniform("bottomRight");
m_uniformLocations[SHADER_TOP_LEFT] = getUniform("topLeft");
m_uniformLocations[SHADER_BOTTOM_RIGHT] = getUniform("bottomRight");
m_uniformLocations[SHADER_WINDOW_TOP_LEFT] = getUniform("windowTopLeft");
m_uniformLocations[SHADER_WINDOW_BOTTOM_RIGHT] = getUniform("windowBottomRight");
// compat for screenshaders
auto fullSize = getUniform("fullSize");

View file

@ -33,6 +33,8 @@ enum eShaderUniform : uint8_t {
SHADER_SHADER_VBO,
SHADER_TOP_LEFT,
SHADER_BOTTOM_RIGHT,
SHADER_WINDOW_TOP_LEFT,
SHADER_WINDOW_BOTTOM_RIGHT,
SHADER_FULL_SIZE,
SHADER_FULL_SIZE_UNTRANSFORMED,
SHADER_RADIUS,

View file

@ -14,6 +14,8 @@ uniform mat3 targetPrimariesXYZ;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 windowTopLeft;
uniform vec2 windowBottomRight;
uniform vec2 fullSize;
uniform float radius;
uniform float roundingPower;
@ -39,7 +41,7 @@ void main() {
#else
fragColor =
#endif
getShadow(pixColor, v_texcoord, radius, roundingPower, topLeft, fullSize, range, shadowPower, bottomRight, thick
getShadow(pixColor, v_texcoord, radius, roundingPower, topLeft, fullSize, range, shadowPower, bottomRight, windowTopLeft, windowBottomRight, thick
#if USE_CM
,
sourceTF, targetTF, convertMatrix, srcTFRange, dstTFRange
@ -66,4 +68,4 @@ void main() {
fragColor = pixColors[0];
mirrorColor = pixColors[1];
#endif
}
}

View file

@ -24,13 +24,38 @@ float modifiedLength(vec2 a, float roundingPower) {
return pow(pow(abs(a.x), roundingPower) + pow(abs(a.y), roundingPower), 1.0 / roundingPower);
}
bool pointInRoundedRect(vec2 pixCoord, vec2 tl, vec2 br, float radius, float roundingPower) {
if (pixCoord.x < tl.x || pixCoord.x > br.x || pixCoord.y < tl.y || pixCoord.y > br.y)
return false;
if (radius <= 0.0)
return true;
radius = min(radius, min((br.x - tl.x) * 0.5, (br.y - tl.y) * 0.5));
vec2 innerTL = tl + vec2(radius, radius);
vec2 innerBR = br - vec2(radius, radius);
if (pixCoord.x >= innerTL.x && pixCoord.x <= innerBR.x)
return true;
if (pixCoord.y >= innerTL.y && pixCoord.y <= innerBR.y)
return true;
vec2 delta = vec2(0.0, 0.0);
delta.x = pixCoord.x < innerTL.x ? innerTL.x - pixCoord.x : pixCoord.x - innerBR.x;
delta.y = pixCoord.y < innerTL.y ? innerTL.y - pixCoord.y : pixCoord.y - innerBR.y;
return distanceWithRounding(delta, roundingPower) <= radius;
}
#if USE_MIRROR
vec4[2]
#else
vec4
#endif
getShadow(vec4 pixColor, vec2 v_texcoord, float borderRadius, float roundingPower, vec2 topLeft, vec2 fullSize, float range, float shadowPower, vec2 bottomRight,
float decoWidth
vec2 windowTopLeft, vec2 windowBottomRight, float windowRadius
#if USE_CM
,
int sourceTF, int targetTF, mat3 convertMatrix, vec2 srcTFRange, vec2 dstTFRange
@ -65,41 +90,21 @@ vec4
if (pixCoord[0] < topLeft[0]) {
if (pixCoord[1] < topLeft[1]) {
// top left
float distance = distanceWithRounding(vec2(topLeft.x - pixCoord.x, topLeft.y - pixCoord.y), roundingPower);
if (borderRadius > 0.0 && distance < decoWidth) {
pixColor[3] = 0.0;
} else {
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - topLeft, roundingPower), radius, range, shadowPower);
}
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - topLeft, roundingPower), radius, range, shadowPower);
done = true;
} else if (pixCoord[1] > bottomRight[1]) {
// bottom left
float distance = distanceWithRounding(vec2(topLeft.x - pixCoord.x, pixCoord.y - bottomRight.y), roundingPower);
if (borderRadius > 0.0 && distance < decoWidth) {
pixColor[3] = 0.0;
} else {
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(topLeft[0], bottomRight[1]), roundingPower), radius, range, shadowPower);
}
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(topLeft[0], bottomRight[1]), roundingPower), radius, range, shadowPower);
done = true;
}
} else if (pixCoord[0] > bottomRight[0]) {
if (pixCoord[1] < topLeft[1]) {
// top right
float distance = distanceWithRounding(vec2(pixCoord.x - bottomRight.x, topLeft.y - pixCoord.y), roundingPower);
if (borderRadius > 0.0 && distance < decoWidth) {
pixColor[3] = 0.0;
} else {
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(bottomRight[0], topLeft[1]), roundingPower), radius, range, shadowPower);
}
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(bottomRight[0], topLeft[1]), roundingPower), radius, range, shadowPower);
done = true;
} else if (pixCoord[1] > bottomRight[1]) {
// bottom right
float distance = distanceWithRounding(vec2(pixCoord.x - bottomRight.x, pixCoord.y - bottomRight.y), roundingPower);
if (borderRadius > 0.0 && distance < decoWidth) {
pixColor[3] = 0.0;
} else {
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - bottomRight, roundingPower), radius, range, shadowPower);
}
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - bottomRight, roundingPower), radius, range, shadowPower);
done = true;
}
}
@ -118,12 +123,12 @@ vec4
if (smallest < range) {
// between border and max shadow distance
pixColor[3] = pixColor[3] * pow((smallest / range), shadowPower);
} else {
// inside border or window
pixColor[3] = 0.0;
}
}
if (pointInRoundedRect(pixCoord, windowTopLeft, windowBottomRight, windowRadius, roundingPower))
pixColor[3] = 0.0;
if (pixColor[3] == 0.0) {
discard;
#if USE_MIRROR
@ -171,4 +176,4 @@ vec4
return pixColor;
#endif
}
#endif
#endif