#include "CHyprDropShadowDecoration.hpp" #include "../../Compositor.hpp" CHyprDropShadowDecoration::CHyprDropShadowDecoration(CWindow* pWindow) : IHyprWindowDecoration(pWindow) { m_pWindow = pWindow; } CHyprDropShadowDecoration::~CHyprDropShadowDecoration() {} eDecorationType CHyprDropShadowDecoration::getDecorationType() { return DECORATION_SHADOW; } SDecorationPositioningInfo CHyprDropShadowDecoration::getPositioningInfo() { SDecorationPositioningInfo info; info.policy = DECORATION_POSITION_ABSOLUTE; info.desiredExtents = m_seExtents; info.edges = DECORATION_EDGE_BOTTOM | DECORATION_EDGE_LEFT | DECORATION_EDGE_RIGHT | DECORATION_EDGE_TOP; m_seReportedExtents = m_seExtents; return info; } void CHyprDropShadowDecoration::onPositioningReply(const SDecorationPositioningReply& reply) { updateWindow(m_pWindow); } void CHyprDropShadowDecoration::damageEntire() { static auto* const PSHADOWS = &g_pConfigManager->getConfigValuePtr("decoration:drop_shadow")->intValue; if (*PSHADOWS != 1) return; // disabled CBox dm = {m_vLastWindowPos.x - m_seExtents.topLeft.x, m_vLastWindowPos.y - m_seExtents.topLeft.y, m_vLastWindowSize.x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x, m_vLastWindowSize.y + m_seExtents.topLeft.y + m_seExtents.bottomRight.y}; g_pHyprRenderer->damageBox(&dm); } void CHyprDropShadowDecoration::updateWindow(CWindow* pWindow) { const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pWindow->m_iWorkspaceID); const auto WORKSPACEOFFSET = PWORKSPACE && !pWindow->m_bPinned ? PWORKSPACE->m_vRenderOffset.vec() : Vector2D(); m_vLastWindowPos = pWindow->m_vRealPosition.vec() + WORKSPACEOFFSET; m_vLastWindowSize = pWindow->m_vRealSize.vec(); m_bLastWindowBox = {m_vLastWindowPos.x, m_vLastWindowPos.y, m_vLastWindowSize.x, m_vLastWindowSize.y}; m_bLastWindowBoxWithDecos = g_pDecorationPositioner->getBoxWithIncludedDecos(pWindow); } void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D& offset) { if (!g_pCompositor->windowValidMapped(m_pWindow)) return; if (m_pWindow->m_cRealShadowColor.col() == CColor(0, 0, 0, 0)) return; // don't draw invisible shadows if (!m_pWindow->m_sSpecialRenderData.decorate) return; if (!m_pWindow->m_sSpecialRenderData.shadow) return; if (m_pWindow->m_sAdditionalConfigData.forceNoShadow) return; static auto* const PSHADOWS = &g_pConfigManager->getConfigValuePtr("decoration:drop_shadow")->intValue; static auto* const PSHADOWSIZE = &g_pConfigManager->getConfigValuePtr("decoration:shadow_range")->intValue; static auto* const PSHADOWIGNOREWINDOW = &g_pConfigManager->getConfigValuePtr("decoration:shadow_ignore_window")->intValue; static auto* const PSHADOWSCALE = &g_pConfigManager->getConfigValuePtr("decoration:shadow_scale")->floatValue; static auto* const PSHADOWOFFSET = &g_pConfigManager->getConfigValuePtr("decoration:shadow_offset")->vecValue; if (*PSHADOWS != 1) return; // disabled const auto ROUNDING = m_pWindow->rounding() + m_pWindow->getRealBorderSize(); // draw the shadow CBox fullBox = m_bLastWindowBoxWithDecos; fullBox.translate(-pMonitor->vecPosition); 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); m_seExtents = {{m_vLastWindowPos.x - fullBox.x - pMonitor->vecPosition.x + 2, m_vLastWindowPos.y - fullBox.y - pMonitor->vecPosition.y + 2}, {fullBox.x + fullBox.width + pMonitor->vecPosition.x - m_vLastWindowPos.x - m_vLastWindowSize.x + 2, fullBox.y + fullBox.height + pMonitor->vecPosition.y - m_vLastWindowPos.y - m_vLastWindowSize.y + 2}}; fullBox.translate(offset); if (fullBox.width < 1 || fullBox.height < 1) return; // don't draw invisible shadows g_pHyprOpenGL->scissor((CBox*)nullptr); // 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->scale).round(); if (*PSHADOWIGNOREWINDOW) { CBox windowBox = m_bLastWindowBox; CBox withDecos = m_bLastWindowBoxWithDecos; // get window box windowBox.translate(-pMonitor->vecPosition).scale(pMonitor->scale).round(); withDecos.translate(-pMonitor->vecPosition).scale(pMonitor->scale).round(); auto scaledDecoExtents = withDecos.extentsFrom(windowBox).round(); // add extents windowBox.addExtents(scaledDecoExtents).round(); if (windowBox.width < 1 || windowBox.height < 1) return; // prevent assert failed alphaFB.bind(); // build the matte // 10-bit formats have dogshit alpha channels, so we have to use the matte to its fullest. // first, clear with black (fully transparent) g_pHyprOpenGL->clear(CColor(0, 0, 0, 1)); // render white shadow with the alpha of the shadow color (otherwise we clear with alpha later and shit it to 2 bit) g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, m_pWindow->m_cRealShadowColor.col().a), a); // render black window box ("clip") g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 1.0), ROUNDING * pMonitor->scale); alphaSwapFB.bind(); // alpha swap just has the shadow color. It will be the "texture" to render. g_pHyprOpenGL->clear(m_pWindow->m_cRealShadowColor.col().stripA()); LASTFB->bind(); CBox monbox = {0, 0, pMonitor->vecTransformedSize.x, pMonitor->vecTransformedSize.y}; g_pHyprOpenGL->setMonitorTransformEnabled(false); g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.m_cTex, &monbox, alphaFB); g_pHyprOpenGL->setMonitorTransformEnabled(true); } else { g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a); } if (m_seExtents != m_seReportedExtents) g_pDecorationPositioner->repositionDeco(this); } eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() { return DECORATION_LAYER_BOTTOM; }