fix border rendering on certain windows

oversized subsurfaces had a tendency to be above borders, now they wont be
This commit is contained in:
vaxerski 2022-07-16 20:57:59 +02:00
parent edcecae7a0
commit 16afa2c422

View file

@ -40,12 +40,6 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding); g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding);
else else
g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, true); g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, true);
if (RDATA->decorate) {
auto col = g_pHyprOpenGL->m_pCurrentWindow->m_cRealBorderColor.col();
col.a *= RDATA->fadeAlpha * RDATA->alpha / 255.f;
g_pHyprOpenGL->renderBorder(&windowBox, col, rounding);
}
} }
else { else {
if (RDATA->surface && wlr_surface_is_xdg_surface(RDATA->surface)) { if (RDATA->surface && wlr_surface_is_xdg_surface(RDATA->surface)) {
@ -241,6 +235,19 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
wlr_surface_for_each_surface(g_pXWaylandManager->getWindowSurface(pWindow), renderSurface, &renderdata); wlr_surface_for_each_surface(g_pXWaylandManager->getWindowSurface(pWindow), renderSurface, &renderdata);
if (renderdata.decorate) {
static auto *const PROUNDING = &g_pConfigManager->getConfigValuePtr("decoration:rounding")->intValue;
float rounding = renderdata.dontRound ? 0 : renderdata.rounding == -1 ? *PROUNDING : renderdata.rounding;
auto col = g_pHyprOpenGL->m_pCurrentWindow->m_cRealBorderColor.col();
col.a *= renderdata.fadeAlpha * renderdata.alpha / 255.f;
wlr_box windowBox = {renderdata.x - pMonitor->vecPosition.x, renderdata.y - pMonitor->vecPosition.y, renderdata.w, renderdata.h};
g_pHyprOpenGL->renderBorder(&windowBox, col, rounding);
}
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1); g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1); g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1);
} }