Hyprland/src/render/OpenGL.cpp

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#include "OpenGL.hpp"
#include "../Compositor.hpp"
#include "../helpers/MiscFunctions.hpp"
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CHyprOpenGLImpl::CHyprOpenGLImpl() {
RASSERT(eglMakeCurrent(g_pCompositor->m_sWLREGL->display, EGL_NO_SURFACE, EGL_NO_SURFACE, g_pCompositor->m_sWLREGL->context), "Couldn't make the EGL current!");
auto *const EXTENSIONS = (const char*)glGetString(GL_EXTENSIONS);
RASSERT(EXTENSIONS, "Couldn't retrieve openGL extensions!");
m_iDRMFD = g_pCompositor->m_iDRMFD;
m_szExtensions = EXTENSIONS;
Debug::log(LOG, "Creating the Hypr OpenGL Renderer!");
Debug::log(LOG, "Using: %s", glGetString(GL_VERSION));
Debug::log(LOG, "Vendor: %s", glGetString(GL_VENDOR));
Debug::log(LOG, "Renderer: %s", glGetString(GL_RENDERER));
Debug::log(LOG, "Supported extensions size: %d", std::count(m_szExtensions.begin(), m_szExtensions.end(), ' '));
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#ifdef GLES2
Debug::log(WARN, "!RENDERER: Using the legacy GLES2 renderer!");
#endif
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// Init shaders
GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC);
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m_shQUAD.program = prog;
m_shQUAD.proj = glGetUniformLocation(prog, "proj");
m_shQUAD.color = glGetUniformLocation(prog, "color");
m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
m_shRGBA.program = prog;
m_shRGBA.proj = glGetUniformLocation(prog, "proj");
m_shRGBA.tex = glGetUniformLocation(prog, "tex");
m_shRGBA.alpha = glGetUniformLocation(prog, "alpha");
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m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
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m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
m_shRGBX.program = prog;
m_shRGBX.tex = glGetUniformLocation(prog, "tex");
m_shRGBX.proj = glGetUniformLocation(prog, "proj");
m_shRGBX.alpha = glGetUniformLocation(prog, "alpha");
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m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
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m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT);
m_shEXT.program = prog;
m_shEXT.tex = glGetUniformLocation(prog, "tex");
m_shEXT.proj = glGetUniformLocation(prog, "proj");
m_shEXT.alpha = glGetUniformLocation(prog, "alpha");
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m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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prog = createProgram(TEXVERTSRC, FRAGBLUR1);
m_shBLUR1.program = prog;
m_shBLUR1.tex = glGetUniformLocation(prog, "tex");
m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha");
m_shBLUR1.proj = glGetUniformLocation(prog, "proj");
m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos");
m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord");
prog = createProgram(TEXVERTSRC, FRAGBLUR2);
m_shBLUR2.program = prog;
m_shBLUR2.tex = glGetUniformLocation(prog, "tex");
m_shBLUR2.alpha = glGetUniformLocation(prog, "alpha");
m_shBLUR2.proj = glGetUniformLocation(prog, "proj");
m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos");
m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord");
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Debug::log(LOG, "Shaders initialized successfully.");
// End shaders
RASSERT(eglMakeCurrent(g_pCompositor->m_sWLREGL->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT), "Couldn't unset current EGL!");
// Done!
}
GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string& frag) {
auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert);
RASSERT(vertCompiled, "Compiling shader failed. VERTEX NULL! Shader source:\n\n%s", vert.c_str());
auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag);
RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT NULL! Shader source:\n\n%s", frag.c_str());
auto prog = glCreateProgram();
glAttachShader(prog, vertCompiled);
glAttachShader(prog, fragCompiled);
glLinkProgram(prog);
glDetachShader(prog, vertCompiled);
glDetachShader(prog, fragCompiled);
glDeleteShader(vertCompiled);
glDeleteShader(fragCompiled);
GLint ok;
glGetProgramiv(prog, GL_LINK_STATUS, &ok);
RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!");
return prog;
}
GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src) {
auto shader = glCreateShader(type);
auto shaderSource = src.c_str();
glShaderSource(shader, 1, (const GLchar**)&shaderSource, nullptr);
glCompileShader(shader);
GLint ok;
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!");
return shader;
}
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void CHyprOpenGLImpl::begin(SMonitor* pMonitor, pixman_region32_t* pDamage) {
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m_RenderData.pMonitor = pMonitor;
glViewport(0, 0, pMonitor->vecSize.x, pMonitor->vecSize.y);
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wlr_matrix_projection(m_RenderData.projection, pMonitor->vecSize.x, pMonitor->vecSize.y, WL_OUTPUT_TRANSFORM_NORMAL); // TODO: this is deprecated
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_iCurrentOutputFb);
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m_iWLROutputFb = m_iCurrentOutputFb;
// ensure a framebuffer for the monitor exists
if (m_mMonitorRenderResources.find(pMonitor) == m_mMonitorRenderResources.end() || m_mMonitorRenderResources[pMonitor].primaryFB.m_Size != pMonitor->vecSize) {
m_mMonitorRenderResources[pMonitor].stencilTex.allocate();
m_mMonitorRenderResources[pMonitor].primaryFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
m_mMonitorRenderResources[pMonitor].mirrorFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
m_mMonitorRenderResources[pMonitor].mirrorSwapFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
m_mMonitorRenderResources[pMonitor].primaryFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
m_mMonitorRenderResources[pMonitor].mirrorFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
m_mMonitorRenderResources[pMonitor].mirrorSwapFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
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createBGTextureForMonitor(pMonitor);
}
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// bind the primary Hypr Framebuffer
m_mMonitorRenderResources[pMonitor].primaryFB.bind();
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m_RenderData.pDamage = pDamage;
// clear
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clear(CColor(11, 11, 11, 255));
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}
void CHyprOpenGLImpl::end() {
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// end the render, copy the data to the WLR framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb);
wlr_box windowBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
clear(CColor(11, 11, 11, 255));
scaleBox(&windowBox, m_RenderData.pMonitor->scale);
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renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex, &windowBox, 255.f, 0);
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// reset our data
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m_RenderData.pMonitor = nullptr;
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m_iWLROutputFb = 0;
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}
void CHyprOpenGLImpl::clear(const CColor& color) {
RASSERT(m_RenderData.pMonitor, "Tried to render without begin()!");
glClearColor(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
glClear(GL_COLOR_BUFFER_BIT);
}
}
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scissor((wlr_box*)nullptr);
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}
void CHyprOpenGLImpl::scissor(const wlr_box* pBox) {
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RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!");
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if (!pBox) {
glDisable(GL_SCISSOR_TEST);
return;
}
glScissor(pBox->x, pBox->y, pBox->width, pBox->height);
glEnable(GL_SCISSOR_TEST);
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}
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void CHyprOpenGLImpl::scissor(const pixman_box32* pBox) {
RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!");
if (!pBox) {
glDisable(GL_SCISSOR_TEST);
return;
}
glScissor(pBox->x1, pBox->y1, pBox->x2 - pBox->x1, pBox->y2 - pBox->y1);
glEnable(GL_SCISSOR_TEST);
}
void CHyprOpenGLImpl::scissor(const int x, const int y, const int w, const int h) {
wlr_box box = {x,y,w,h};
scissor(&box);
}
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void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
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// TODO: respect damage
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float matrix[9];
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wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
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float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
if (col.a == 255.f)
glDisable(GL_BLEND);
else
glEnable(GL_BLEND);
glUseProgram(m_shQUAD.program);
glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(m_shQUAD.posAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(m_shQUAD.posAttrib);
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}
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void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha, int round) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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renderTexture(CTexture(tex), pBox, alpha, round);
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}
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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// TODO: optimize this, this is bad
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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
renderTextureInternal(tex, pBox, alpha, round);
}
}
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scissor((wlr_box*)nullptr);
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}
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void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardOpaque) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
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// get transform
const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
float matrix[9];
wlr_matrix_project_box(matrix, pBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
CShader* shader = nullptr;
glEnable(GL_BLEND);
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switch (tex.m_iType) {
case TEXTURE_RGBA:
shader = &m_shRGBA;
break;
case TEXTURE_RGBX:
shader = &m_shRGBX;
break;
case TEXTURE_EXTERNAL:
shader = &m_shEXT;
break;
default:
RASSERT(false, "tex.m_iTarget unsupported!");
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex.m_iTarget, tex.m_iTexID);
glTexParameteri(tex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(shader->program);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha / 255.f);
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glUniform1i(shader->discardOpaque, (int)discardOpaque);
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// round is in px
// so we need to do some maf
const auto TOPLEFT = Vector2D(round, round);
const auto BOTTOMRIGHT = Vector2D(tex.m_vSize.x - round, tex.m_vSize.y - round);
const auto FULLSIZE = tex.m_vSize;
// Rounded corners
glUniform2f(glGetUniformLocation(shader->program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(glGetUniformLocation(shader->program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(glGetUniformLocation(shader->program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(glGetUniformLocation(shader->program, "radius"), round);
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glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->posAttrib);
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex.m_iTarget, 0);
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}
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// This probably isn't the fastest
// but it works... well, I guess?
//
// Dual (or more) kawase blur
CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* pBox) {
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glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
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// get transforms for the full monitor
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const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
float matrix[9];
wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
wlr_matrix_project_box(matrix, &MONITORBOX, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
// get the config settings
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const auto BLURSIZE = g_pConfigManager->getInt("decoration:blur_size");
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const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
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const auto BLURRADIUS = BLURSIZE * BLURPASSES;
// now, prep the damage, get the extended damage region
pixman_region32_t damage;
pixman_region32_init(&damage);
pixman_region32_intersect_rect(&damage, m_RenderData.pDamage, pBox->x, pBox->y, pBox->width, pBox->height); // clip it to the box
wlr_region_expand(&damage, &damage, BLURRADIUS); // expand for proper blurring
pixman_region32_intersect_rect(&damage, &damage, 0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y); // clip it to the monitor
// helper
const auto PMIRRORFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB;
const auto PMIRRORSWAPFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorSwapFB;
CFramebuffer* currentRenderToFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB;
// declare the draw func
auto drawPass = [&](CShader* pShader, pixman_region32_t* pDamage) {
if (currentRenderToFB == PMIRRORFB)
PMIRRORSWAPFB->bind();
else
PMIRRORFB->bind();
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glActiveTexture(GL_TEXTURE0);
glBindTexture(currentRenderToFB->m_cTex.m_iTarget, currentRenderToFB->m_cTex.m_iTexID);
glTexParameteri(currentRenderToFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUseProgram(pShader->program);
// prep two shaders
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glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
glUniform1f(glGetUniformLocation(pShader->program, "radius"), BLURSIZE * (a / 255.f)); // this makes the blursize change with a
if (pShader == &m_shBLUR1)
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glUniform2f(glGetUniformLocation(m_shBLUR1.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecSize.y / 2.f));
else
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glUniform2f(glGetUniformLocation(m_shBLUR2.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecSize.y * 2.f));
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glUniform1i(pShader->tex, 0);
glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(pShader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(pShader->posAttrib);
glEnableVertexAttribArray(pShader->texAttrib);
if (pixman_region32_not_empty(pDamage)) {
PIXMAN_DAMAGE_FOREACH(pDamage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
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glDisableVertexAttribArray(pShader->posAttrib);
glDisableVertexAttribArray(pShader->texAttrib);
if (currentRenderToFB != PMIRRORFB)
currentRenderToFB = PMIRRORFB;
else
currentRenderToFB = PMIRRORSWAPFB;
};
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// draw the things.
// first draw is prim -> mirr
PMIRRORSWAPFB->bind();
clear(CColor(0, 0, 0, 0));
PMIRRORFB->bind();
clear(CColor(0, 0, 0, 0));
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glBindTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTarget, m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTexID);
// damage region will be scaled, make a temp
pixman_region32_t tempDamage;
pixman_region32_init(&tempDamage);
wlr_region_scale(&tempDamage, &damage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET
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drawPass(&m_shBLUR1, &tempDamage);
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// and draw
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for (int i = 1; i < BLURPASSES; ++i) {
wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1)));
drawPass(&m_shBLUR1, &tempDamage); // down
}
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for (int i = BLURPASSES - 1; i >= 0; --i) {
wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big
drawPass(&m_shBLUR2, &tempDamage); // up
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}
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// finish
pixman_region32_fini(&tempDamage);
pixman_region32_fini(&damage);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(PMIRRORFB->m_cTex.m_iTarget, 0);
return currentRenderToFB;
}
void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, int round) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
if (g_pConfigManager->getInt("decoration:blur") == 0) {
renderTexture(tex, pBox, a, round);
return;
}
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// make a damage region for this window
pixman_region32_t damage;
pixman_region32_init(&damage);
pixman_region32_intersect_rect(&damage, m_RenderData.pDamage, pBox->x, pBox->y, pBox->width, pBox->height); // clip it to the box
if (!pixman_region32_not_empty(&damage))
return; // if its empty, reject.
// blur the main FB, it will be rendered onto the mirror
const auto POUTFB = blurMainFramebufferWithDamage(a, pBox);
// bind primary
m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.bind();
// make a stencil for rounded corners to work with blur
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glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
renderTextureInternal(tex, pBox, a, round, true); // discard opaque
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// stencil done. Render everything.
wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
if (pixman_region32_not_empty(&damage)) {
{
PIXMAN_DAMAGE_FOREACH(&damage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
// render our great blurred FB
renderTextureInternal(POUTFB->m_cTex, &MONITORBOX, 255.f); // 255.f because we adjusted blur strength to a
}
}
// render the window, but disable stencil for it
// because stencil has ignoreopaque
glDisable(GL_STENCIL_TEST);
{
PIXMAN_DAMAGE_FOREACH(&damage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
renderTextureInternal(tex, pBox, a, round);
}
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}
}
// disable the stencil, finalize everything
glStencilMask(-1);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
glDisable(GL_STENCIL_TEST);
pixman_region32_fini(&damage);
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scissor((wlr_box*)nullptr);
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}
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void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) {
// 0-1 space god damnit
arr[counter * 2 + 0] = x / box->width;
arr[counter * 2 + 1] = y / box->height;
counter++;
}
void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int thick, int radius) {
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
scaleBox(box, m_RenderData.pMonitor->scale);
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float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
if (col.a == 255.f)
glDisable(GL_BLEND);
else
glEnable(GL_BLEND);
glUseProgram(m_shQUAD.program);
glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
// Sides are ONLY for corners meaning they have to be divisible by 4.
// 32 sides shouldn't be taxing at all on the performance.
const int SIDES = 32; // sides
const int SIDES34 = 24; // 3/4th of the sides
float verts[(SIDES + 8 + 1) * 4]; // 8 for the connections and 1 because last is doubled (begin/end)
int vertNo = 0;
// start from 0,0 tex coord space
float x = 0, y = 0, w = box->width, h = box->height;
pushVert2D(x + radius, y + h, verts, vertNo, box);
pushVert2D(x + w - radius, y + h, verts, vertNo, box);
float x1 = x + w - radius;
float y1 = y + h - radius;
for (int i = 0; i <= SIDES / 4; i++) {
pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
}
// Right Line
pushVert2D(x + w, y + radius, verts, vertNo, box);
x1 = x + w - radius;
y1 = y + radius;
for (int i = SIDES / 4; i <= SIDES / 2; i++) {
pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
}
// Top Line
pushVert2D(x + radius, y, verts, vertNo, box);
x1 = x + radius;
y1 = y + radius;
for (int i = SIDES / 2; i <= SIDES34; i++) {
pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
}
// Left Line
pushVert2D(x, y + h - radius, verts, vertNo, box);
x1 = x + radius;
y1 = y + h - radius;
for (int i = SIDES34; i <= SIDES; i++) {
pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
}
glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
glEnableVertexAttribArray(m_shQUAD.posAttrib);
glLineWidth(thick);
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// draw with damage
if (pixman_region32_not_empty(m_RenderData.pDamage)) {
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
glDrawArrays(GL_LINE_STRIP, 0, 41);
}
}
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glDisableVertexAttribArray(m_shQUAD.posAttrib);
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}
void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) {
// we trust the window is valid.
const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID);
wlr_output_attach_render(PMONITOR->output, nullptr);
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// we need to "damage" the entire monitor
// so that we render the entire window
// this is temporary, doesnt mess with the actual wlr damage
pixman_region32_t fakeDamage;
pixman_region32_init(&fakeDamage);
pixman_region32_union_rect(&fakeDamage, &fakeDamage, 0, 0, (int)PMONITOR->vecSize.x, (int)PMONITOR->vecSize.y);
begin(PMONITOR, &fakeDamage);
pixman_region32_fini(&fakeDamage);
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const auto PFRAMEBUFFER = &m_mWindowFramebuffers[pWindow];
PFRAMEBUFFER->m_tTransform = g_pXWaylandManager->getWindowSurface(pWindow)->current.transform;
PFRAMEBUFFER->alloc(PMONITOR->vecSize.x, PMONITOR->vecSize.y);
PFRAMEBUFFER->bind();
clear(CColor(0,0,0,0)); // JIC
timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
// this is a hack but it works :P
// we need to disable blur or else we will get a black background, as the shader
// will try to copy the bg to apply blur.
// this isn't entirely correct, but like, oh well.
// small todo: maybe make this correct? :P
const auto BLURVAL = g_pConfigManager->getInt("decoration:blur");
g_pConfigManager->setInt("decoration:blur", 0);
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g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, !pWindow->m_bX11DoesntWantBorders);
g_pConfigManager->setInt("decoration:blur", BLURVAL);
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// restore original fb
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#ifndef GLES2
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb);
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#else
glBindFramebuffer(GL_FRAMEBUFFER, m_iCurrentOutputFb);
#endif
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glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.y);
end();
wlr_output_rollback(PMONITOR->output);
}
void CHyprOpenGLImpl::renderSnapshot(CWindow** pWindow) {
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RASSERT(m_RenderData.pMonitor, "Tried to render snapshot rect without begin()!");
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const auto PWINDOW = *pWindow;
auto it = m_mWindowFramebuffers.begin();
for (;it != m_mWindowFramebuffers.end(); it++) {
if (it->first == PWINDOW) {
break;
}
}
if (it == m_mWindowFramebuffers.end() || !it->second.m_cTex.m_iTexID)
return;
const auto PMONITOR = g_pCompositor->getMonitorFromID(PWINDOW->m_iMonitorID);
wlr_box windowBox = {0, 0, PMONITOR->vecSize.x, PMONITOR->vecSize.y};
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renderTextureInternal(it->second.m_cTex, &windowBox, PWINDOW->m_fAlpha.fl(), 0);
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}
void CHyprOpenGLImpl::createBGTextureForMonitor(SMonitor* pMonitor) {
RASSERT(m_RenderData.pMonitor, "Tried to createBGTex without begin()!");
// release the last tex if exists
const auto PTEX = &m_mMonitorBGTextures[pMonitor];
PTEX->destroyTexture();
PTEX->allocate();
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Debug::log(LOG, "Allocated texture for BGTex");
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// check if wallpapers exist
if (!std::filesystem::exists("/usr/share/hyprland/wall_8K.png"))
return; // the texture will be empty, oh well. We'll clear with a solid color anyways.
// get the adequate tex
std::string texPath = "/usr/share/hyprland/wall_";
Vector2D textureSize;
if (pMonitor->vecSize.x > 7000) {
textureSize = Vector2D(7680, 4320);
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texPath += "8K.png";
} else if (pMonitor->vecSize.x > 3000) {
textureSize = Vector2D(3840, 2160);
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texPath += "4K.png";
} else {
textureSize = Vector2D(1920, 1080);
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texPath += "2K.png";
}
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// create a new one with cairo
const auto CAIROSURFACE = cairo_image_surface_create_from_png(texPath.c_str());
const auto CAIRO = cairo_create(CAIROSURFACE);
// copy the data to an OpenGL texture we have
const auto DATA = cairo_image_surface_get_data(CAIROSURFACE);
glBindTexture(GL_TEXTURE_2D, PTEX->m_iTexID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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#ifndef GLES2
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
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#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize.x, textureSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, DATA);
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cairo_surface_destroy(CAIROSURFACE);
cairo_destroy(CAIRO);
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Debug::log(LOG, "Background created for monitor %s", pMonitor->szName.c_str());
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}
void CHyprOpenGLImpl::clearWithTex() {
RASSERT(m_RenderData.pMonitor, "Tried to render BGtex without begin()!");
wlr_box box = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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renderTexture(m_mMonitorBGTextures[m_RenderData.pMonitor], &box, 255, 0);
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}
void CHyprOpenGLImpl::destroyMonitorResources(SMonitor* pMonitor) {
g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].mirrorFB.release();
g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].primaryFB.release();
g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].stencilTex.destroyTexture();
g_pHyprOpenGL->m_mMonitorBGTextures[pMonitor].destroyTexture();
g_pHyprOpenGL->m_mMonitorRenderResources.erase(pMonitor);
g_pHyprOpenGL->m_mMonitorBGTextures.erase(pMonitor);
Debug::log(LOG, "Monitor %s -> destroyed all render data", pMonitor->szName.c_str());
}