Hyprland/src/render/OpenGL.hpp

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#pragma once
#include "../defines.hpp"
#include "../helpers/Monitor.hpp"
#include "../helpers/Color.hpp"
#include <wlr/render/egl.h>
#include <list>
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#include <unordered_map>
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#include "Shaders.hpp"
#include "Shader.hpp"
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#include "Texture.hpp"
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#include "Framebuffer.hpp"
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inline const float matrixFlip180[] = {
1.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
};
inline const float fullVerts[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
inline const float fanVertsFull[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f
};
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struct SCurrentRenderData {
SMonitor* pMonitor = nullptr;
float projection[9];
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pixman_region32_t* pDamage = nullptr;
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};
struct SMonitorRenderData {
CFramebuffer primaryFB;
CFramebuffer mirrorFB;
CFramebuffer mirrorSwapFB;
CTexture stencilTex;
};
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class CHyprOpenGLImpl {
public:
CHyprOpenGLImpl();
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void begin(SMonitor*, pixman_region32_t*);
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void end();
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void renderRect(wlr_box*, const CColor&);
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0);
void renderTexture(const CTexture&, wlr_box*, float a, int round = 0);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0);
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void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
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void makeWindowSnapshot(CWindow*);
void renderSnapshot(CWindow**);
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void clear(const CColor&);
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void clearWithTex();
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void scissor(const wlr_box*);
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void scissor(const pixman_box32*);
void scissor(const int x, const int y, const int w, const int h);
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void destroyMonitorResources(SMonitor*);
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SCurrentRenderData m_RenderData;
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GLint m_iCurrentOutputFb = 0;
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GLint m_iWLROutputFb = 0;
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pixman_region32_t m_rOriginalDamageRegion; // used for storing the pre-expanded region
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std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
std::unordered_map<SMonitor*, SMonitorRenderData> m_mMonitorRenderResources;
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std::unordered_map<SMonitor*, CTexture> m_mMonitorBGTextures;
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private:
std::list<GLuint> m_lBuffers;
std::list<GLuint> m_lTextures;
int m_iDRMFD;
std::string m_szExtensions;
// Shaders
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SQuad m_shQUAD;
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CShader m_shRGBA;
CShader m_shRGBX;
CShader m_shEXT;
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CShader m_shBLUR1;
CShader m_shBLUR2;
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//
GLuint createProgram(const std::string&, const std::string&);
GLuint compileShader(const GLuint&, std::string);
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void createBGTextureForMonitor(SMonitor*);
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0, bool discardOpaque = false);
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void renderTextureWithBlurInternal(const CTexture&, wlr_box*, float a, int round = 0);
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};
inline std::unique_ptr<CHyprOpenGLImpl> g_pHyprOpenGL;