#include "OpenGL.hpp" #include "../Compositor.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(), ' ')); // 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"); 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"); 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"); 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) { 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_mMonitorFramebuffers.find(pMonitor) == m_mMonitorFramebuffers.end() || m_mMonitorFramebuffers[pMonitor].m_Size != pMonitor->vecSize) m_mMonitorFramebuffers[pMonitor].alloc(pMonitor->vecSize.x, pMonitor->vecSize.y); // bind the Hypr Framebuffer m_mMonitorFramebuffers[pMonitor].bind(); clear(CColor(11, 11, 11, 255)); } void CHyprOpenGLImpl::end() { // end the render, copy the data to the WLR framebuffer glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb); const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL); float matrix[9]; wlr_box windowBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y}; wlr_matrix_project_box(matrix, &windowBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix); clear(CColor(11, 11, 11, 255)); renderTexture(m_mMonitorFramebuffers[m_RenderData.pMonitor].m_cTex, matrix, 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); glClear(GL_COLOR_BUFFER_BIT); } 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::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()!"); 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,float matrix[9], float alpha, int round) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); renderTexture(CTexture(tex), matrix, alpha, round); } void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float alpha, int round) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!"); 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); // 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); } 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()!"); 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); begin(PMONITOR); 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); g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, !pWindow->m_bX11DoesntWantBorders); // restore original fb glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb); 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) { 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); const auto TRANSFORM = wlr_output_transform_invert(it->second.m_tTransform); float matrix[9]; wlr_box windowBox = {0, 0, PMONITOR->vecSize.x, PMONITOR->vecSize.y}; wlr_matrix_project_box(matrix, &windowBox, TRANSFORM, 0, PMONITOR->output->transform_matrix); renderTexture(it->second.m_cTex, matrix, PWINDOW->m_fAlpha, 0); }