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https://github.com/hyprwm/Hyprland.git
synced 2025-08-10 17:51:53 -07:00
added drop shadows
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@@ -75,6 +75,12 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos");
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m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord");
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prog = createProgram(QUADVERTSRC, FRAGSHADOW);
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m_shSHADOW.program = prog;
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m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
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m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
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m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
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Debug::log(LOG, "Shaders initialized successfully.");
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// End shaders
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@@ -858,6 +864,68 @@ void CHyprOpenGLImpl::renderSnapshot(SLayerSurface** pLayer) {
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pixman_region32_fini(&fakeDamage);
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}
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void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range) {
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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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static auto *const PSHADOWCOL = &g_pConfigManager->getConfigValuePtr("decoration:col.shadow")->intValue;
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static auto *const PSHADOWPOWER = &g_pConfigManager->getConfigValuePtr("decoration:shadow_render_power")->intValue;
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static auto *const PSHADOWIGNOREWINDOW = &g_pConfigManager->getConfigValuePtr("decoration:shadow_ignore_window")->intValue;
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const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4);
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const auto col = CColor(*PSHADOWCOL);
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float matrix[9];
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wlr_matrix_project_box(matrix, box, wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(m_shSHADOW.program);
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glUniformMatrix3fv(m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(glGetUniformLocation(m_shSHADOW.program, "color"), col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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const auto TOPLEFT = Vector2D(range + round, range + round);
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const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round));
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const auto FULLSIZE = Vector2D(box->width, box->height);
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// Rounded corners
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glUniform2f(glGetUniformLocation(m_shSHADOW.program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(glGetUniformLocation(m_shSHADOW.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(glGetUniformLocation(m_shSHADOW.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(glGetUniformLocation(m_shSHADOW.program, "radius"), range + round);
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glUniform1f(glGetUniformLocation(m_shSHADOW.program, "range"), range);
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glUniform1f(glGetUniformLocation(m_shSHADOW.program, "shadowPower"), SHADOWPOWER);
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glUniform1i(glGetUniformLocation(m_shSHADOW.program, "ignoreWindow"), *PSHADOWIGNOREWINDOW);
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glVertexAttribPointer(m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(m_shSHADOW.posAttrib);
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glEnableVertexAttribArray(m_shSHADOW.texAttrib);
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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
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PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
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const auto RECT = RECTSARR[i];
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scissor(&RECT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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glDisableVertexAttribArray(m_shSHADOW.posAttrib);
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glDisableVertexAttribArray(m_shSHADOW.texAttrib);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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void CHyprOpenGLImpl::createBGTextureForMonitor(SMonitor* pMonitor) {
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RASSERT(m_RenderData.pMonitor, "Tried to createBGTex without begin()!");
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