mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-22 16:05:58 +01:00
opengl: switch to black-and-white for alpha mattes
also fixes shadows on 10b
This commit is contained in:
parent
11432f69b9
commit
14195835ef
4 changed files with 17 additions and 10 deletions
|
@ -1718,7 +1718,7 @@ void CHyprOpenGLImpl::renderSnapshot(SLayerSurface** pLayer) {
|
|||
m_bEndFrame = false;
|
||||
}
|
||||
|
||||
void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float a) {
|
||||
void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, const CColor& color, float a) {
|
||||
RASSERT(m_RenderData.pMonitor, "Tried to render shadow without begin()!");
|
||||
RASSERT((box->width > 0 && box->height > 0), "Tried to render shadow with width/height < 0!");
|
||||
RASSERT(m_pCurrentWindow, "Tried to render shadow without a window!");
|
||||
|
@ -1737,7 +1737,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float
|
|||
|
||||
const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4);
|
||||
|
||||
const auto col = m_pCurrentWindow->m_cRealShadowColor.col();
|
||||
const auto col = color;
|
||||
|
||||
float matrix[9];
|
||||
wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0,
|
||||
|
|
|
@ -113,7 +113,7 @@ class CHyprOpenGLImpl {
|
|||
void renderTexture(wlr_texture*, CBox*, float a, int round = 0, bool allowCustomUV = false);
|
||||
void renderTexture(const CTexture&, CBox*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
|
||||
void renderTextureWithBlur(const CTexture&, CBox*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
|
||||
void renderRoundedShadow(CBox*, int round, int range, float a = 1.0);
|
||||
void renderRoundedShadow(CBox*, int round, int range, const CColor& color, float a = 1.0);
|
||||
void renderBorder(CBox*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
|
||||
void renderTextureMatte(const CTexture& tex, CBox* pBox, CFramebuffer& matte);
|
||||
|
||||
|
|
|
@ -140,19 +140,26 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
|
|||
|
||||
windowBox.addExtents(SWindowDecorationExtents{m_eLastExtents * pMonitor->scale}.floor()).round();
|
||||
|
||||
if (windowBox.width < 1 || windowBox.height < 1) {
|
||||
if (windowBox.width < 1 || windowBox.height < 1)
|
||||
return; // prevent assert failed
|
||||
}
|
||||
|
||||
alphaFB.bind();
|
||||
g_pHyprOpenGL->clear(CColor(0, 0, 0, 0));
|
||||
|
||||
g_pHyprOpenGL->renderRect(&windowBox, CColor(1.0, 1.0, 1.0, 1.0), ROUNDING * pMonitor->scale);
|
||||
// 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
|
||||
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, 1), a);
|
||||
|
||||
// render black window box ("clip")
|
||||
g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 1.0), ROUNDING * pMonitor->scale);
|
||||
|
||||
alphaSwapFB.bind();
|
||||
g_pHyprOpenGL->clear(CColor(0, 0, 0, 0));
|
||||
|
||||
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
|
||||
// alpha swap just has the shadow color. It will be the "texture" to render.
|
||||
g_pHyprOpenGL->clear(m_pWindow->m_cRealShadowColor.col());
|
||||
|
||||
LASTFB->bind();
|
||||
|
||||
|
|
|
@ -137,7 +137,7 @@ uniform sampler2D tex;
|
|||
uniform sampler2D texMatte;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = texture2D(tex, v_texcoord) * (1.0 - texture2D(texMatte, v_texcoord)[3]);
|
||||
gl_FragColor = texture2D(tex, v_texcoord) * texture2D(texMatte, v_texcoord)[0]; // I know it only uses R, but matte should be black/white anyways.
|
||||
})#";
|
||||
|
||||
inline const std::string TEXFRAGSRCRGBX = R"#(
|
||||
|
|
Loading…
Reference in a new issue