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shadow: avoid using glClear and don't draw behind window if ignore_window
fixes #3860
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@ -126,12 +126,17 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
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if (windowBox.width < 1 || windowBox.height < 1)
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return; // prevent assert failed
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CRegion saveDamage = g_pHyprOpenGL->m_RenderData.damage;
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g_pHyprOpenGL->m_RenderData.damage = fullBox;
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g_pHyprOpenGL->m_RenderData.damage.subtract(windowBox.expand(-ROUNDING * pMonitor->scale)).intersect(saveDamage);
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alphaFB.bind();
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// build the matte
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// 10-bit formats have dogshit alpha channels, so we have to use the matte to its fullest.
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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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// first, clear region of interest with black (fully transparent)
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g_pHyprOpenGL->renderRect(&fullBox, CColor(0, 0, 0, 1), 0);
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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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@ -142,7 +147,7 @@ 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().stripA());
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g_pHyprOpenGL->renderRect(&fullBox, m_pWindow->m_cRealShadowColor.col().stripA(), 0);
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LASTFB->bind();
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@ -150,6 +155,8 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
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g_pHyprOpenGL->setMonitorTransformEnabled(false);
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g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.m_cTex, &monbox, alphaFB);
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g_pHyprOpenGL->setMonitorTransformEnabled(true);
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g_pHyprOpenGL->m_RenderData.damage = saveDamage;
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} else {
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
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}
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