#pragma once #include "../defines.hpp" #include "../helpers/Monitor.hpp" #include "../helpers/Color.hpp" #include "../helpers/Timer.hpp" #include "../helpers/Region.hpp" #include #include #include #include "Shader.hpp" #include "Texture.hpp" #include "Framebuffer.hpp" #include "../debug/TracyDefines.hpp" class CHyprRenderer; 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}; enum eDiscardMode { DISCARD_OPAQUE = 1, DISCARD_ALPHA = 1 << 1 }; struct SRenderModifData { Vector2D translate = {}; float scale = 1.f; }; struct SMonitorRenderData { CFramebuffer primaryFB; CFramebuffer mirrorFB; // these are used for some effects, CFramebuffer mirrorSwapFB; // etc CFramebuffer monitorMirrorFB; // used for mirroring outputs CTexture stencilTex; CFramebuffer blurFB; bool blurFBDirty = true; bool blurFBShouldRender = false; wlr_box backgroundTexBox; // Shaders bool m_bShadersInitialized = false; CShader m_shQUAD; CShader m_shRGBA; CShader m_shPASSTHRURGBA; CShader m_shRGBX; CShader m_shEXT; CShader m_shBLUR1; CShader m_shBLUR2; CShader m_shSHADOW; CShader m_shBORDER1; CShader m_shGLITCH; // }; struct SCurrentRenderData { CMonitor* pMonitor = nullptr; CWorkspace* pWorkspace = nullptr; float projection[9]; float savedProjection[9]; SMonitorRenderData* pCurrentMonData = nullptr; CRegion damage; SRenderModifData renderModif; float mouseZoomFactor = 1.f; bool mouseZoomUseMouse = true; // true by default bool useNearestNeighbor = false; Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1); Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1); wlr_box clipBox = {}; uint32_t discardMode = DISCARD_OPAQUE; float discardOpacity = 0.f; }; class CGradientValueData; class CHyprOpenGLImpl { public: CHyprOpenGLImpl(); void begin(CMonitor*, CRegion*, bool fake = false); void end(); void bindWlrOutputFb(); void renderRect(wlr_box*, const CColor&, int round = 0); void renderRectWithDamage(wlr_box*, const CColor&, CRegion* damage, int round = 0); void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false); void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false); void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false); void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0); void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0); void saveMatrix(); void setMatrixScaleTranslate(const Vector2D& translate, const float& scale); void restoreMatrix(); void blend(bool enabled); void makeWindowSnapshot(CWindow*); void makeRawWindowSnapshot(CWindow*, CFramebuffer*); void makeLayerSnapshot(SLayerSurface*); void renderSnapshot(CWindow**); void renderSnapshot(SLayerSurface**); void clear(const CColor&); void clearWithTex(); void scissor(const wlr_box*, bool transform = true); void scissor(const pixman_box32*, bool transform = true); void scissor(const int x, const int y, const int w, const int h, bool transform = true); void destroyMonitorResources(CMonitor*); void markBlurDirtyForMonitor(CMonitor*); void preWindowPass(); bool preBlurQueued(); void preRender(CMonitor*); void saveBufferForMirror(); void renderMirrored(); void applyScreenShader(const std::string& path); SCurrentRenderData m_RenderData; GLint m_iCurrentOutputFb = 0; GLint m_iWLROutputFb = 0; bool m_bReloadScreenShader = true; // at launch it can be set CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window std::unordered_map m_mWindowFramebuffers; std::unordered_map m_mLayerFramebuffers; std::unordered_map m_mMonitorRenderResources; std::unordered_map m_mMonitorBGTextures; private: std::list m_lBuffers; std::list m_lTextures; int m_iDRMFD; std::string m_szExtensions; bool m_bFakeFrame = false; bool m_bEndFrame = false; bool m_bApplyFinalShader = false; bool m_bBlend = false; CShader m_sFinalScreenShader; CTimer m_tGlobalTimer; GLuint createProgram(const std::string&, const std::string&, bool dynamic = false); GLuint compileShader(const GLuint&, std::string, bool dynamic = false); void createBGTextureForMonitor(CMonitor*); void initShaders(); // returns the out FB, can be either Mirror or MirrorSwap CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, CRegion* damage); void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, CRegion* damage, int round = 0, bool discardOpaque = false, bool noAA = false, bool allowCustomUV = false, bool allowDim = false); void renderTexturePrimitive(const CTexture& tex, wlr_box* pBox); void renderSplash(cairo_t* const, cairo_surface_t* const, double); void preBlurForCurrentMonitor(); friend class CHyprRenderer; }; inline std::unique_ptr g_pHyprOpenGL;