#include "CHyprDropShadowDecoration.hpp" #include "../../Compositor.hpp" #include "../../config/ConfigValue.hpp" CHyprDropShadowDecoration::CHyprDropShadowDecoration(PHLWINDOW 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.lock()); } uint64_t CHyprDropShadowDecoration::getDecorationFlags() { return DECORATION_NON_SOLID; } std::string CHyprDropShadowDecoration::getDisplayName() { return "Drop Shadow"; } void CHyprDropShadowDecoration::damageEntire() { static auto PSHADOWS = CConfigValue("decoration:drop_shadow"); if (*PSHADOWS != 1) return; // disabled const auto PWINDOW = m_pWindow.lock(); CBox shadowBox = {PWINDOW->m_vRealPosition.value().x - m_seExtents.topLeft.x, PWINDOW->m_vRealPosition.value().y - m_seExtents.topLeft.y, PWINDOW->m_vRealSize.value().x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x, PWINDOW->m_vRealSize.value().y + m_seExtents.topLeft.y + m_seExtents.bottomRight.y}; const auto PWORKSPACE = PWINDOW->m_pWorkspace; if (PWORKSPACE && PWORKSPACE->m_vRenderOffset.isBeingAnimated() && !PWINDOW->m_bPinned) shadowBox.translate(PWORKSPACE->m_vRenderOffset.value()); shadowBox.translate(PWINDOW->m_vFloatingOffset); 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_vRenderOffset.isBeingAnimated() && !PWINDOW->m_bPinned) surfaceBox.translate(PWORKSPACE->m_vRenderOffset.value()); surfaceBox.translate(PWINDOW->m_vFloatingOffset); surfaceBox.expand(-ROUNDINGSIZE); shadowRegion.subtract(CRegion(surfaceBox)); } for (auto& m : g_pCompositor->m_vMonitors) { if (!g_pHyprRenderer->shouldRenderWindow(PWINDOW, m.get())) { const CRegion monitorRegion({m->vecPosition, m->vecSize}); shadowRegion.subtract(monitorRegion); } } g_pHyprRenderer->damageRegion(shadowRegion); } void CHyprDropShadowDecoration::updateWindow(PHLWINDOW pWindow) { const auto PWINDOW = m_pWindow.lock(); m_vLastWindowPos = PWINDOW->m_vRealPosition.value(); m_vLastWindowSize = PWINDOW->m_vRealSize.value(); 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 auto PWINDOW = m_pWindow.lock(); if (!validMapped(PWINDOW)) return; if (PWINDOW->m_cRealShadowColor.value() == CColor(0, 0, 0, 0)) return; // don't draw invisible shadows if (!PWINDOW->m_sSpecialRenderData.decorate) return; if (!PWINDOW->m_sSpecialRenderData.shadow) return; if (PWINDOW->m_sAdditionalConfigData.forceNoShadow) return; static auto PSHADOWS = CConfigValue("decoration:drop_shadow"); 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 ROUNDING = ROUNDINGBASE > 0 ? ROUNDINGBASE + PWINDOW->getRealBorderSize() : 0; const auto PWORKSPACE = PWINDOW->m_pWorkspace; const auto WORKSPACEOFFSET = PWORKSPACE && !PWINDOW->m_bPinned ? PWORKSPACE->m_vRenderOffset.value() : Vector2D(); // draw the shadow CBox fullBox = m_bLastWindowBoxWithDecos; fullBox.translate(-pMonitor->vecPosition + 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); updateWindow(PWINDOW); m_vLastWindowPos += WORKSPACEOFFSET; 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(PWINDOW->m_vFloatingOffset); 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 + WORKSPACEOFFSET); withDecos.translate(-pMonitor->vecPosition + WORKSPACEOFFSET); windowBox.translate(PWINDOW->m_vFloatingOffset); withDecos.translate(PWINDOW->m_vFloatingOffset); auto scaledExtentss = withDecos.extentsFrom(windowBox); scaledExtentss = scaledExtentss * pMonitor->scale; scaledExtentss = scaledExtentss.round(); // add extents windowBox.scale(pMonitor->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->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, CColor(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) g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, PWINDOW->m_cRealShadowColor.value().a), a); // render black window box ("clip") g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 1.0), (ROUNDING + 1 /* This fixes small pixel gaps. */) * pMonitor->scale); alphaSwapFB.bind(); // alpha swap just has the shadow color. It will be the "texture" to render. g_pHyprOpenGL->renderRect(&fullBox, PWINDOW->m_cRealShadowColor.value().stripA(), 0); LASTFB->bind(); CBox monbox = {0, 0, pMonitor->vecTransformedSize.x, pMonitor->vecTransformedSize.y}; g_pHyprOpenGL->setMonitorTransformEnabled(true); g_pHyprOpenGL->setRenderModifEnabled(false); g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.m_cTex, &monbox, alphaFB); g_pHyprOpenGL->setRenderModifEnabled(true); g_pHyprOpenGL->setMonitorTransformEnabled(false); g_pHyprOpenGL->m_RenderData.damage = saveDamage; } else { g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, PWINDOW->m_cRealShadowColor.value(), a); } if (m_seExtents != m_seReportedExtents) g_pDecorationPositioner->repositionDeco(this); } eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() { return DECORATION_LAYER_BOTTOM; }