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https://github.com/hyprwm/Hyprland
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shadow: alpha treatment improvements
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parent
427153e86a
commit
e44d6de555
2 changed files with 8 additions and 4 deletions
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@ -5,7 +5,7 @@
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class CColor {
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public:
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CColor();
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CColor(float, float, float, float);
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CColor(float r, float g, float b, float a);
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CColor(uint64_t);
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float r = 0, g = 0, b = 0, a = 1.f;
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@ -27,4 +27,8 @@ class CColor {
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bool operator==(const CColor& c2) const {
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return r == c2.r && g == c2.g && b == c2.b && a == c2.a;
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}
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CColor stripA() const {
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return {r, g, b, 1};
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}
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};
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@ -150,8 +150,8 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
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// first, clear with black (fully transparent)
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g_pHyprOpenGL->clear(CColor(0, 0, 0, 1));
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// render white shadow
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, 1), a);
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// render white shadow with the alpha of the shadow color (otherwise we clear with alpha later and shit it to 2 bit)
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, m_pWindow->m_cRealShadowColor.col().a), a);
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// render black window box ("clip")
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g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 1.0), ROUNDING * pMonitor->scale);
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@ -159,7 +159,7 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
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alphaSwapFB.bind();
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// alpha swap just has the shadow color. It will be the "texture" to render.
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g_pHyprOpenGL->clear(m_pWindow->m_cRealShadowColor.col());
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g_pHyprOpenGL->clear(m_pWindow->m_cRealShadowColor.col().stripA());
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LASTFB->bind();
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