#pragma once #include "../defines.hpp" #include "../helpers/Monitor.hpp" #include "../helpers/Color.hpp" #include #include #include #include "Shaders.hpp" #include "Shader.hpp" #include "Texture.hpp" #include "Framebuffer.hpp" 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 }; struct SCurrentRenderData { SMonitor* pMonitor = nullptr; float projection[9]; pixman_region32_t* pDamage = nullptr; }; struct SMonitorRenderData { CFramebuffer primaryFB; CFramebuffer mirrorFB; CFramebuffer mirrorSwapFB; CTexture stencilTex; }; class CHyprOpenGLImpl { public: CHyprOpenGLImpl(); void begin(SMonitor*, pixman_region32_t*); void end(); void renderRect(wlr_box*, const CColor&); void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0); void renderTexture(const CTexture&, wlr_box*, float a, int round = 0); void renderTextureWithBlur(const CTexture&, wlr_box*, float a, int round = 0); void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0); void makeWindowSnapshot(CWindow*); void renderSnapshot(CWindow**); void clear(const CColor&); void clearWithTex(); void scissor(const wlr_box*); void scissor(const pixman_box32*); void scissor(const int x, const int y, const int w, const int h); void destroyMonitorResources(SMonitor*); SCurrentRenderData m_RenderData; GLint m_iCurrentOutputFb = 0; GLint m_iWLROutputFb = 0; std::unordered_map m_mWindowFramebuffers; 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; // Shaders SQuad m_shQUAD; CShader m_shRGBA; CShader m_shRGBX; CShader m_shEXT; CShader m_shBLUR1; CShader m_shBLUR2; // GLuint createProgram(const std::string&, const std::string&); GLuint compileShader(const GLuint&, std::string); void createBGTextureForMonitor(SMonitor*); // returns the out FB, can be either Mirror or MirrorSwap CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox); void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0, bool discardOpaque = false); void renderTextureWithBlurInternal(const CTexture&, wlr_box*, float a, int round = 0); }; inline std::unique_ptr g_pHyprOpenGL;