#include "OpenGL.hpp" #include "../Compositor.hpp" #include "../helpers/MiscFunctions.hpp" 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(), ' ')); #ifdef GLES2 Debug::log(WARN, "!RENDERER: Using the legacy GLES2 renderer!"); #endif // Init shaders GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC); m_shQUAD.program = prog; m_shQUAD.proj = glGetUniformLocation(prog, "proj"); m_shQUAD.color = glGetUniformLocation(prog, "color"); m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos"); 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"); m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord"); m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos"); m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); 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"); m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord"); m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos"); m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); 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"); m_shEXT.posAttrib = glGetAttribLocation(prog, "pos"); m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord"); m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); 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"); 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; } void CHyprOpenGLImpl::begin(SMonitor* pMonitor, pixman_region32_t* pDamage) { m_RenderData.pMonitor = pMonitor; glViewport(0, 0, pMonitor->vecSize.x, pMonitor->vecSize.y); wlr_matrix_projection(m_RenderData.projection, pMonitor->vecSize.x, pMonitor->vecSize.y, WL_OUTPUT_TRANSFORM_NORMAL); // TODO: this is deprecated glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_iCurrentOutputFb); 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); createBGTextureForMonitor(pMonitor); } // bind the primary Hypr Framebuffer m_mMonitorRenderResources[pMonitor].primaryFB.bind(); m_RenderData.pDamage = pDamage; // clear clear(CColor(11, 11, 11, 255)); } void CHyprOpenGLImpl::end() { // 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); renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex, &windowBox, 255.f, 0); // reset our data m_RenderData.pMonitor = nullptr; m_iWLROutputFb = 0; } 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); 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); } } scissor((wlr_box*)nullptr); } void CHyprOpenGLImpl::scissor(const wlr_box* pBox) { RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!"); if (!pBox) { glDisable(GL_SCISSOR_TEST); return; } glScissor(pBox->x, pBox->y, pBox->width, pBox->height); glEnable(GL_SCISSOR_TEST); } 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); } 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()!"); // TODO: respect damage 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); 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); } void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha, int round) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); renderTexture(CTexture(tex), pBox, alpha, round); } void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); // TODO: optimize this, this is bad 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); } } scissor((wlr_box*)nullptr); } void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardOpaque) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!"); // 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); 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); 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); glUniform1i(shader->discardOpaque, (int)discardOpaque); // 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); 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); } // 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) { glDisable(GL_BLEND); glDisable(GL_STENCIL_TEST); // get transforms for the full monitor 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); float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix); wlr_matrix_transpose(glMatrix, glMatrix); // get the config settings const auto BLURSIZE = g_pConfigManager->getInt("decoration:blur_size"); const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes"); 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(); 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); glUseProgram(pShader->program); // prep two shaders 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) 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 glUniform2f(glGetUniformLocation(m_shBLUR2.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecSize.y * 2.f)); 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); } } glDisableVertexAttribArray(pShader->posAttrib); glDisableVertexAttribArray(pShader->texAttrib); if (currentRenderToFB != PMIRRORFB) currentRenderToFB = PMIRRORFB; else currentRenderToFB = PMIRRORSWAPFB; }; // draw the things. // first draw is prim -> mirr PMIRRORSWAPFB->bind(); clear(CColor(0, 0, 0, 0)); PMIRRORFB->bind(); clear(CColor(0, 0, 0, 0)); 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 drawPass(&m_shBLUR1, &tempDamage); // and draw for (int i = 1; i < BLURPASSES; ++i) { wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1))); drawPass(&m_shBLUR1, &tempDamage); // down } 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 } // 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; } // 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 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 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); } } } // disable the stencil, finalize everything glStencilMask(-1); glStencilFunc(GL_ALWAYS, 1, 0xFF); glDisable(GL_STENCIL_TEST); pixman_region32_fini(&damage); scissor((wlr_box*)nullptr); } 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); 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); glDrawArrays(GL_LINE_STRIP, 0, 41); glDisableVertexAttribArray(m_shQUAD.posAttrib); } 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); // 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); 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); g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, !pWindow->m_bX11DoesntWantBorders); g_pConfigManager->setInt("decoration:blur", BLURVAL); // restore original fb #ifndef GLES2 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb); #else glBindFramebuffer(GL_FRAMEBUFFER, m_iCurrentOutputFb); #endif 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) { RASSERT(m_RenderData.pMonitor, "Tried to render snapshot rect without begin()!"); 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}; renderTextureInternal(it->second.m_cTex, &windowBox, PWINDOW->m_fAlpha.fl(), 0); } 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(); Debug::log(LOG, "Allocated texture for BGTex"); // 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); texPath += "8K.png"; } else if (pMonitor->vecSize.x > 3000) { textureSize = Vector2D(3840, 2160); texPath += "4K.png"; } else { textureSize = Vector2D(1920, 1080); texPath += "2K.png"; } // 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); #ifndef GLES2 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED); #endif glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize.x, textureSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, DATA); cairo_surface_destroy(CAIROSURFACE); cairo_destroy(CAIRO); Debug::log(LOG, "Background created for monitor %s", pMonitor->szName.c_str()); } 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}; renderTexture(m_mMonitorBGTextures[m_RenderData.pMonitor], &box, 255, 0); } 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()); }