shadow: avoid using glClear and don't draw behind window if ignore_window

fixes #3860
This commit is contained in:
Vaxry 2023-11-16 11:42:53 +00:00
parent 91d6be1f09
commit 28ef18a921

View file

@ -126,12 +126,17 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
if (windowBox.width < 1 || windowBox.height < 1) if (windowBox.width < 1 || windowBox.height < 1)
return; // prevent assert failed return; // prevent assert failed
CRegion saveDamage = g_pHyprOpenGL->m_RenderData.damage;
g_pHyprOpenGL->m_RenderData.damage = fullBox;
g_pHyprOpenGL->m_RenderData.damage.subtract(windowBox.expand(-ROUNDING * pMonitor->scale)).intersect(saveDamage);
alphaFB.bind(); alphaFB.bind();
// build the matte // build the matte
// 10-bit formats have dogshit alpha channels, so we have to use the matte to its fullest. // 10-bit formats have dogshit alpha channels, so we have to use the matte to its fullest.
// first, clear with black (fully transparent) // first, clear region of interest with black (fully transparent)
g_pHyprOpenGL->clear(CColor(0, 0, 0, 1)); 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) // 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, m_pWindow->m_cRealShadowColor.col().a), a); g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, m_pWindow->m_cRealShadowColor.col().a), a);
@ -142,7 +147,7 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
alphaSwapFB.bind(); alphaSwapFB.bind();
// alpha swap just has the shadow color. It will be the "texture" to render. // alpha swap just has the shadow color. It will be the "texture" to render.
g_pHyprOpenGL->clear(m_pWindow->m_cRealShadowColor.col().stripA()); g_pHyprOpenGL->renderRect(&fullBox, m_pWindow->m_cRealShadowColor.col().stripA(), 0);
LASTFB->bind(); LASTFB->bind();
@ -150,6 +155,8 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
g_pHyprOpenGL->setMonitorTransformEnabled(false); g_pHyprOpenGL->setMonitorTransformEnabled(false);
g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.m_cTex, &monbox, alphaFB); g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.m_cTex, &monbox, alphaFB);
g_pHyprOpenGL->setMonitorTransformEnabled(true); g_pHyprOpenGL->setMonitorTransformEnabled(true);
g_pHyprOpenGL->m_RenderData.damage = saveDamage;
} else { } else {
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a); g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
} }