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36 lines
1.3 KiB
C++
36 lines
1.3 KiB
C++
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#include "Shadowable.hpp"
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#include "../Renderer.hpp"
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CShadowable::CShadowable(IWidget* widget_, const std::unordered_map<std::string, std::any>& props, const Vector2D& viewport_) : widget(widget_), viewport(viewport_) {
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size = std::any_cast<Hyprlang::INT>(props.at("shadow_size"));
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passes = std::any_cast<Hyprlang::INT>(props.at("shadow_passes"));
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color = std::any_cast<Hyprlang::INT>(props.at("shadow_color"));
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boostA = std::any_cast<Hyprlang::FLOAT>(props.at("shadow_boost"));
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}
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void CShadowable::markShadowDirty() {
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if (!shadowFB.isAllocated())
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shadowFB.alloc(viewport.x, viewport.y, true);
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g_pRenderer->pushFb(shadowFB.m_iFb);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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ignoreDraw = true;
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widget->draw(IWidget::SRenderData{.opacity = 1.0});
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ignoreDraw = false;
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g_pRenderer->blurFB(shadowFB, CRenderer::SBlurParams{.size = size, .passes = passes, .colorize = color, .boostA = boostA});
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g_pRenderer->popFb();
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}
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bool CShadowable::draw(const IWidget::SRenderData& data) {
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if (!shadowFB.isAllocated() || ignoreDraw)
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return true;
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CBox box = {0, 0, viewport.x, viewport.y};
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g_pRenderer->renderTexture(box, shadowFB.m_cTex, 1.0, 0, WL_OUTPUT_TRANSFORM_NORMAL);
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return true;
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}
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