mirror of
https://github.com/hyprwm/Hyprland.git
synced 2025-08-06 23:21:57 -07:00
shadows: fix on transformed
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@@ -235,8 +235,10 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shRGBA.program = prog;
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m_RenderData.pCurrentMonData->m_shRGBA.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shRGBA.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shRGBA.alphaMatte = glGetUniformLocation(prog, "texMatte");
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m_RenderData.pCurrentMonData->m_shRGBA.alpha = glGetUniformLocation(prog, "alpha");
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m_RenderData.pCurrentMonData->m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shRGBA.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte");
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m_RenderData.pCurrentMonData->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shRGBA.discardAlpha = glGetUniformLocation(prog, "discardAlpha");
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@@ -246,6 +248,7 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shRGBA.applyTint = glGetUniformLocation(prog, "applyTint");
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m_RenderData.pCurrentMonData->m_shRGBA.tint = glGetUniformLocation(prog, "tint");
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m_RenderData.pCurrentMonData->m_shRGBA.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBAPASSTHRU);
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m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.program = prog;
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@@ -254,6 +257,14 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.posAttrib = glGetAttribLocation(prog, "pos");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBAMATTE);
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m_RenderData.pCurrentMonData->m_shMATTE.program = prog;
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m_RenderData.pCurrentMonData->m_shMATTE.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shMATTE.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shMATTE.alphaMatte = glGetUniformLocation(prog, "texMatte");
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m_RenderData.pCurrentMonData->m_shMATTE.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shMATTE.posAttrib = glGetAttribLocation(prog, "pos");
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prog = createProgram(TEXVERTSRC, FRAGGLITCH);
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m_RenderData.pCurrentMonData->m_shGLITCH.program = prog;
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m_RenderData.pCurrentMonData->m_shGLITCH.proj = glGetUniformLocation(prog, "proj");
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@@ -821,6 +832,64 @@ void CHyprOpenGLImpl::renderTexturePrimitive(const CTexture& tex, CBox* pBox) {
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glBindTexture(tex.m_iTarget, 0);
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}
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void CHyprOpenGLImpl::renderTextureMatte(const CTexture& tex, CBox* pBox, CFramebuffer& matte) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
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TRACY_GPU_ZONE("RenderTextureMatte");
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if (m_RenderData.damage.empty())
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return;
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CBox newBox = *pBox;
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newBox.scale(m_RenderData.renderModif.scale).translate(m_RenderData.renderModif.translate);
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// get transform
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const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform);
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float matrix[9];
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wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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CShader* shader = &m_RenderData.pCurrentMonData->m_shMATTE;
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glUseProgram(shader->program);
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#ifndef GLES2
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glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix);
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#else
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wlr_matrix_transpose(glMatrix, glMatrix);
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
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#endif
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glUniform1i(shader->tex, 0);
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glUniform1i(shader->alphaMatte, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tex.m_iTarget, tex.m_iTexID);
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glActiveTexture(GL_TEXTURE0 + 1);
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glBindTexture(matte.m_cTex.m_iTarget, matte.m_cTex.m_iTexID);
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glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(shader->posAttrib);
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glEnableVertexAttribArray(shader->texAttrib);
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for (auto& RECT : m_RenderData.damage.getRects()) {
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scissor(&RECT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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scissor((CBox*)nullptr);
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glDisableVertexAttribArray(shader->posAttrib);
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glDisableVertexAttribArray(shader->texAttrib);
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glBindTexture(tex.m_iTarget, 0);
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}
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// This probably isn't the fastest
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// but it works... well, I guess?
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//
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@@ -1629,7 +1698,7 @@ void CHyprOpenGLImpl::renderSnapshot(SLayerSurface** pLayer) {
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m_bEndFrame = false;
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}
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void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float a, CFramebuffer* matte) {
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void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float a) {
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RASSERT(m_RenderData.pMonitor, "Tried to render shadow without begin()!");
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RASSERT((box->width > 0 && box->height > 0), "Tried to render shadow with width/height < 0!");
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RASSERT(m_pCurrentWindow, "Tried to render shadow without a window!");
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@@ -1647,7 +1716,6 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float
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static auto* const PSHADOWPOWER = &g_pConfigManager->getConfigValuePtr("decoration:shadow_render_power")->intValue;
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const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4);
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const auto USEMATTE = matte;
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const auto col = m_pCurrentWindow->m_cRealShadowColor.col();
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@@ -1682,33 +1750,11 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float
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glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.range, range);
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glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower, SHADOWPOWER);
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if (USEMATTE) {
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glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte, 1);
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glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.alphaMatte, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(matte->m_cTex.m_iTarget, matte->m_cTex.m_iTexID);
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} else {
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glUniform1i(m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte, 0);
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}
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const float texVerts[] = {
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((float)(box->x + box->width) / m_RenderData.pMonitor->vecPixelSize.x),
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((float)box->y / m_RenderData.pMonitor->vecPixelSize.y), // top right
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((float)box->x / m_RenderData.pMonitor->vecPixelSize.x),
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((float)box->y / m_RenderData.pMonitor->vecPixelSize.y), // top left
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((float)(box->x + box->width) / m_RenderData.pMonitor->vecPixelSize.x),
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((float)(box->y + box->height) / m_RenderData.pMonitor->vecPixelSize.y), // bottom right
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((float)box->x / m_RenderData.pMonitor->vecPixelSize.x),
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((float)(box->y + box->height) / m_RenderData.pMonitor->vecPixelSize.y), // bottom left
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};
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib, 2, GL_FLOAT, GL_FALSE, 0, texVerts);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib);
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if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) {
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CRegion damageClip{m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height};
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@@ -1727,7 +1773,6 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float
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}
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}
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib);
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
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}
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