#include "OpenGL.hpp" #include "../Compositor.hpp" #include "../helpers/MiscFunctions.hpp" CHyprOpenGLImpl::CHyprOpenGLImpl() { RASSERT(eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), EGL_NO_SURFACE, EGL_NO_SURFACE, wlr_egl_get_context(g_pCompositor->m_sWLREGL)), "Couldn't unset current EGL!"); 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 // End shaders pixman_region32_init(&m_rOriginalDamageRegion); // End RASSERT(eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), 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(CMonitor* pMonitor, pixman_region32_t* pDamage, bool fake) { m_RenderData.pMonitor = pMonitor; if (eglGetCurrentContext() != wlr_egl_get_context(g_pCompositor->m_sWLREGL)) { eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), EGL_NO_SURFACE, EGL_NO_SURFACE, wlr_egl_get_context(g_pCompositor->m_sWLREGL)); } glViewport(0, 0, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); matrixProjection(m_RenderData.projection, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, WL_OUTPUT_TRANSFORM_NORMAL); m_RenderData.pCurrentMonData = &m_mMonitorRenderResources[pMonitor]; 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_RenderData.pCurrentMonData->primaryFB.m_Size != pMonitor->vecPixelSize) { m_RenderData.pCurrentMonData->stencilTex.allocate(); m_RenderData.pCurrentMonData->primaryFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; m_RenderData.pCurrentMonData->mirrorFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; m_RenderData.pCurrentMonData->mirrorSwapFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; m_RenderData.pCurrentMonData->primaryFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); m_RenderData.pCurrentMonData->mirrorFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); m_RenderData.pCurrentMonData->mirrorSwapFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); m_RenderData.pCurrentMonData->monitorMirrorFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); createBGTextureForMonitor(pMonitor); } if (!m_RenderData.pCurrentMonData->m_bShadersInitialized) initShaders(); // bind the primary Hypr Framebuffer m_RenderData.pCurrentMonData->primaryFB.bind(); m_RenderData.pDamage = pDamage; m_bFakeFrame = fake; } void CHyprOpenGLImpl::end() { // end the render, copy the data to the WLR framebuffer if (!m_bFakeFrame) { pixman_region32_copy(m_RenderData.pDamage, &m_rOriginalDamageRegion); if (!m_RenderData.pMonitor->mirrors.empty()) g_pHyprOpenGL->saveBufferForMirror(); // save with original damage region glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb); wlr_box monbox = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; clear(CColor(11, 11, 11, 255)); m_bEndFrame = true; renderTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox, 255.f, 0); m_bEndFrame = false; } // reset our data m_RenderData.pMonitor = nullptr; m_iWLROutputFb = 0; } void CHyprOpenGLImpl::initShaders() { GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC); m_RenderData.pCurrentMonData->m_shQUAD.program = prog; m_RenderData.pCurrentMonData->m_shQUAD.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shQUAD.color = glGetUniformLocation(prog, "color"); m_RenderData.pCurrentMonData->m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft"); m_RenderData.pCurrentMonData->m_shQUAD.bottomRight = glGetUniformLocation(prog, "bottomRight"); m_RenderData.pCurrentMonData->m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize"); m_RenderData.pCurrentMonData->m_shQUAD.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample"); prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA); m_RenderData.pCurrentMonData->m_shRGBA.program = prog; m_RenderData.pCurrentMonData->m_shRGBA.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shRGBA.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shRGBA.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_RenderData.pCurrentMonData->m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft"); m_RenderData.pCurrentMonData->m_shRGBA.bottomRight = glGetUniformLocation(prog, "bottomRight"); m_RenderData.pCurrentMonData->m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize"); m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample"); m_RenderData.pCurrentMonData->m_shRGBA.applyTint = glGetUniformLocation(prog, "applyTint"); m_RenderData.pCurrentMonData->m_shRGBA.tint = glGetUniformLocation(prog, "tint"); prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX); m_RenderData.pCurrentMonData->m_shRGBX.program = prog; m_RenderData.pCurrentMonData->m_shRGBX.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shRGBX.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shRGBX.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_RenderData.pCurrentMonData->m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft"); m_RenderData.pCurrentMonData->m_shRGBX.bottomRight = glGetUniformLocation(prog, "bottomRight"); m_RenderData.pCurrentMonData->m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize"); m_RenderData.pCurrentMonData->m_shRGBX.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample"); m_RenderData.pCurrentMonData->m_shRGBX.applyTint = glGetUniformLocation(prog, "applyTint"); m_RenderData.pCurrentMonData->m_shRGBX.tint = glGetUniformLocation(prog, "tint"); prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT); m_RenderData.pCurrentMonData->m_shEXT.program = prog; m_RenderData.pCurrentMonData->m_shEXT.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shEXT.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shEXT.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_shEXT.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_RenderData.pCurrentMonData->m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft"); m_RenderData.pCurrentMonData->m_shEXT.bottomRight = glGetUniformLocation(prog, "bottomRight"); m_RenderData.pCurrentMonData->m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize"); m_RenderData.pCurrentMonData->m_shEXT.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample"); m_RenderData.pCurrentMonData->m_shEXT.applyTint = glGetUniformLocation(prog, "applyTint"); m_RenderData.pCurrentMonData->m_shEXT.tint = glGetUniformLocation(prog, "tint"); prog = createProgram(TEXVERTSRC, FRAGBLUR1); m_RenderData.pCurrentMonData->m_shBLUR1.program = prog; m_RenderData.pCurrentMonData->m_shBLUR1.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_shBLUR1.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shBLUR1.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel = glGetUniformLocation(prog, "halfpixel"); prog = createProgram(TEXVERTSRC, FRAGBLUR2); m_RenderData.pCurrentMonData->m_shBLUR2.program = prog; m_RenderData.pCurrentMonData->m_shBLUR2.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shBLUR2.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_shBLUR2.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shBLUR2.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shBLUR2.halfpixel = glGetUniformLocation(prog, "halfpixel"); prog = createProgram(QUADVERTSRC, FRAGSHADOW); m_RenderData.pCurrentMonData->m_shSHADOW.program = prog; m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft"); m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight"); m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize"); m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range"); m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower"); m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color"); prog = createProgram(QUADVERTSRC, FRAGBORDER1); m_RenderData.pCurrentMonData->m_shBORDER1.program = prog; m_RenderData.pCurrentMonData->m_shBORDER1.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shBORDER1.thick = glGetUniformLocation(prog, "thick"); m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shBORDER1.topLeft = glGetUniformLocation(prog, "topLeft"); m_RenderData.pCurrentMonData->m_shBORDER1.bottomRight = glGetUniformLocation(prog, "bottomRight"); m_RenderData.pCurrentMonData->m_shBORDER1.fullSize = glGetUniformLocation(prog, "fullSize"); m_RenderData.pCurrentMonData->m_shBORDER1.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample"); m_RenderData.pCurrentMonData->m_shBORDER1.color = glGetUniformLocation(prog, "color"); m_RenderData.pCurrentMonData->m_bShadersInitialized = true; Debug::log(LOG, "Shaders initialized successfully."); } 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, bool transform) { RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!"); if (!pBox) { glDisable(GL_SCISSOR_TEST); return; } wlr_box newBox = *pBox; if (transform) { int w, h; wlr_output_transformed_resolution(m_RenderData.pMonitor->output, &w, &h); const auto TR = wlr_output_transform_invert(m_RenderData.pMonitor->transform); wlr_box_transform(&newBox, &newBox, TR, w, h); } glScissor(newBox.x, newBox.y, newBox.width, newBox.height); glEnable(GL_SCISSOR_TEST); } void CHyprOpenGLImpl::scissor(const pixman_box32* pBox, bool transform) { RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!"); if (!pBox) { glDisable(GL_SCISSOR_TEST); return; } wlr_box newBox = {pBox->x1, pBox->y1, pBox->x2 - pBox->x1, pBox->y2 - pBox->y1}; scissor(&newBox, transform); } void CHyprOpenGLImpl::scissor(const int x, const int y, const int w, const int h, bool transform) { wlr_box box = {x,y,w,h}; scissor(&box, transform); } void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col, int round) { renderRectWithDamage(box, col, m_RenderData.pDamage, round); } void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixman_region32_t* damage, int round) { 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, wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 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); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glUseProgram(m_RenderData.pCurrentMonData->m_shQUAD.program); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix); glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f); const auto TOPLEFT = Vector2D(round, round); const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round); const auto FULLSIZE = Vector2D(box->width, box->height); static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; // Rounded corners glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform1f(m_RenderData.pCurrentMonData->m_shQUAD.radius, round); glUniform1i(m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0)); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib); if (pixman_region32_not_empty(damage)) { PIXMAN_DAMAGE_FOREACH(damage) { const auto RECT = RECTSARR[i]; scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha, int round, bool allowCustomUV) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); renderTexture(CTexture(tex), pBox, alpha, round, false, allowCustomUV); } void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool allowCustomUV) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, false, allowCustomUV, true); scissor((wlr_box*)nullptr); } void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool noAA, bool allowCustomUV, bool allowDim) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!"); static auto *const PDIMINACTIVE = &g_pConfigManager->getConfigValuePtr("decoration:dim_inactive")->intValue; // get transform const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform); 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); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); switch (tex.m_iType) { case TEXTURE_RGBA: shader = &m_RenderData.pCurrentMonData->m_shRGBA; break; case TEXTURE_RGBX: shader = &m_RenderData.pCurrentMonData->m_shRGBX; break; case TEXTURE_EXTERNAL: shader = &m_RenderData.pCurrentMonData->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(pBox->width - round, pBox->height - round); const auto FULLSIZE = Vector2D(pBox->width, pBox->height); static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; // Rounded corners glUniform2f(shader->topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(shader->bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(shader->fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform1f(shader->radius, round); glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA)); if (allowDim && m_pCurrentWindow && *PDIMINACTIVE && m_pCurrentWindow != g_pCompositor->m_pLastWindow) { glUniform1i(shader->applyTint, 1); const auto DIM = m_pCurrentWindow->m_fDimPercent.fl(); glUniform3f(shader->tint, 1.f - DIM, 1.f - DIM, 1.f - DIM); } else { glUniform1i(shader->applyTint, 0); } glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); const float verts[] = { m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVTopLeft.y, // top right m_RenderData.primarySurfaceUVTopLeft.x, m_RenderData.primarySurfaceUVTopLeft.y, // top left m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVBottomRight.y, // bottom right m_RenderData.primarySurfaceUVTopLeft.x, m_RenderData.primarySurfaceUVBottomRight.y, // bottom left }; if (allowCustomUV && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) { glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, verts); } else { glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); } glEnableVertexAttribArray(shader->posAttrib); glEnableVertexAttribArray(shader->texAttrib); if (pixman_region32_not_empty(m_RenderData.pDamage)) { PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) { const auto RECT = RECTSARR[i]; scissor(&RECT); 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, pixman_region32_t* originalDamage) { glDisable(GL_BLEND); glDisable(GL_STENCIL_TEST); // get transforms for the full monitor const auto TRANSFORM = wlr_output_transform_invert(m_RenderData.pMonitor->transform); float matrix[9]; wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.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 static auto *const PBLURSIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_size")->intValue; static auto *const PBLURPASSES = &g_pConfigManager->getConfigValuePtr("decoration:blur_passes")->intValue; // prep damage pixman_region32_t damage; pixman_region32_init(&damage); pixman_region32_copy(&damage, originalDamage); wlr_region_transform(&damage, &damage, wlr_output_transform_invert(m_RenderData.pMonitor->transform), m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y); wlr_region_expand(&damage, &damage, pow(2, *PBLURPASSES) * *PBLURSIZE); // helper const auto PMIRRORFB = &m_RenderData.pCurrentMonData->mirrorFB; const auto PMIRRORSWAPFB = &m_RenderData.pCurrentMonData->mirrorSwapFB; CFramebuffer* currentRenderToFB = &m_RenderData.pCurrentMonData->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(pShader->radius, *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a if (pShader == &m_RenderData.pCurrentMonData->m_shBLUR1) glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f)); else glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR2.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.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, false /* this region is already transformed */); 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 PMIRRORFB->bind(); glBindTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTarget, m_RenderData.pCurrentMonData->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_RenderData.pCurrentMonData->m_shBLUR1, &tempDamage); // and draw for (int i = 1; i < *PBLURPASSES; ++i) { wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1))); drawPass(&m_RenderData.pCurrentMonData->m_shBLUR1, &tempDamage); // down } for (int i = *PBLURPASSES - 1; i >= 0; --i) { wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big drawPass(&m_RenderData.pCurrentMonData->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::markBlurDirtyForMonitor(CMonitor* pMonitor) { m_mMonitorRenderResources[pMonitor].blurFBDirty = true; } void CHyprOpenGLImpl::preRender(CMonitor* pMonitor) { static auto *const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue; if (!*PBLURNEWOPTIMIZE || !m_mMonitorRenderResources[pMonitor].blurFBDirty) return; bool has = false; for (auto& w : g_pCompositor->m_vWindows) { if (w->m_iWorkspaceID == pMonitor->activeWorkspace && w->m_bIsMapped && !w->m_bHidden && !w->m_bIsFloating) { has = true; break; } } if (has) g_pHyprRenderer->damageMonitor(pMonitor); } void CHyprOpenGLImpl::preBlurForCurrentMonitor() { // make the fake dmg pixman_region32_t fakeDamage; pixman_region32_init_rect(&fakeDamage, 0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y); wlr_box wholeMonitor = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; const auto POUTFB = blurMainFramebufferWithDamage(255, &wholeMonitor, &fakeDamage); // render onto blurFB m_RenderData.pCurrentMonData->blurFB.alloc(m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y); m_RenderData.pCurrentMonData->blurFB.bind(); clear(CColor(0,0,0,0)); m_bEndFrame = true; // fix transformed renderTextureInternalWithDamage(POUTFB->m_cTex, &wholeMonitor, 255, &fakeDamage, 0, false, true, false); m_bEndFrame = false; m_RenderData.pCurrentMonData->primaryFB.bind(); m_RenderData.pCurrentMonData->blurFBDirty = false; } void CHyprOpenGLImpl::preWindowPass() { static auto *const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue; if (!m_RenderData.pCurrentMonData->blurFBDirty || !*PBLURNEWOPTIMIZE) return; bool hasWindows = false; for (auto& w : g_pCompositor->m_vWindows) { if (w->m_iWorkspaceID == m_RenderData.pMonitor->activeWorkspace && !w->m_bHidden && w->m_bIsMapped && !w->m_bIsFloating) { hasWindows = true; break; } } if (!hasWindows) return; // blur the main FB, it will be rendered onto the mirror preBlurForCurrentMonitor(); } void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round) { RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!"); static auto *const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue; static auto *const PNOBLUROVERSIZED = &g_pConfigManager->getConfigValuePtr("decoration:no_blur_on_oversized")->intValue; static auto *const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue; if (*PBLURENABLED == 0 || (*PNOBLUROVERSIZED && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) || (m_pCurrentWindow && m_pCurrentWindow->m_sAdditionalConfigData.forceNoBlur)) { renderTexture(tex, pBox, a, round, false, true); 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 // amazing hack: the surface has an opaque region! pixman_region32_t inverseOpaque; pixman_region32_init(&inverseOpaque); if (a == 255.f) { pixman_box32_t monbox = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; pixman_region32_copy(&inverseOpaque, &pSurface->current.opaque); pixman_region32_translate(&inverseOpaque, pBox->x, pBox->y); pixman_region32_inverse(&inverseOpaque, &inverseOpaque, &monbox); pixman_region32_intersect(&inverseOpaque, &damage, &inverseOpaque); } else { pixman_region32_copy(&inverseOpaque, &damage); } if (!pixman_region32_not_empty(&inverseOpaque)) { renderTexture(tex, pBox, a, round, false, true); // reject blurring a fully opaque window return; } // vvv TODO: layered blur fbs? const bool USENEWOPTIMIZE = (*PBLURNEWOPTIMIZE && m_pCurrentWindow && !m_pCurrentWindow->m_bIsFloating && m_RenderData.pCurrentMonData->blurFB.m_cTex.m_iTexID && m_pCurrentWindow->m_iWorkspaceID != SPECIAL_WORKSPACE_ID); const auto POUTFB = USENEWOPTIMIZE ? &m_RenderData.pCurrentMonData->blurFB : blurMainFramebufferWithDamage(a, pBox, &inverseOpaque); pixman_region32_fini(&inverseOpaque); // bind primary m_RenderData.pCurrentMonData->primaryFB.bind(); // make a stencil for rounded corners to work with blur scissor((wlr_box*)nullptr); // allow the entire window and stencil to render 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); if (USENEWOPTIMIZE) renderRect(pBox, CColor(0,0,0,0), round); else renderTexture(tex, pBox, a, round, true, 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->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; if (pixman_region32_not_empty(&damage)) { // render our great blurred FB static auto *const PBLURIGNOREOPACITY = &g_pConfigManager->getConfigValuePtr("decoration:blur_ignore_opacity")->intValue; m_bEndFrame = true; // fix transformed renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage, 0, false, false, false); m_bEndFrame = false; // render the window, but clear stencil glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); // draw window glDisable(GL_STENCIL_TEST); renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true, true); } glStencilMask(-1); glStencilFunc(GL_ALWAYS, 1, 0xFF); 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 round) { 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()!"); static auto *const PBORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue; static auto *const PMULTISAMPLE = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; if (*PBORDERSIZE < 1) return; if (round < 1) { // zero rounding, just lines wlr_box borderbox = {box->x - *PBORDERSIZE, box->y - *PBORDERSIZE, *PBORDERSIZE, box->height + 2 * *PBORDERSIZE}; renderRect(&borderbox, col, 0); // left borderbox = {box->x, box->y - (int)*PBORDERSIZE, box->width + (int)*PBORDERSIZE, (int)*PBORDERSIZE}; renderRect(&borderbox, col, 0); // top borderbox = {box->x + box->width, box->y, (int)*PBORDERSIZE, box->height + (int)*PBORDERSIZE}; renderRect(&borderbox, col, 0); // right borderbox = {box->x, box->y + box->height, box->width, (int)*PBORDERSIZE}; renderRect(&borderbox, col, 0); // bottom return; } // adjust box box->x -= *PBORDERSIZE; box->y -= *PBORDERSIZE; box->width += 2 * *PBORDERSIZE; box->height += 2 * *PBORDERSIZE; round += *PBORDERSIZE; float matrix[9]; wlr_matrix_project_box(matrix, box, wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 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); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glUseProgram(m_RenderData.pCurrentMonData->m_shBORDER1.program); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_FALSE, glMatrix); glUniform4f(m_RenderData.pCurrentMonData->m_shBORDER1.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f); const auto TOPLEFT = Vector2D(round, round); const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round); const auto FULLSIZE = Vector2D(box->width, box->height); glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radius, round); glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, *PBORDERSIZE); glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample, *PMULTISAMPLE); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib); if (pixman_region32_not_empty(m_RenderData.pDamage)) { PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) { const auto RECT = RECTSARR[i]; scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } 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->vecTransformedSize.x, (int)PMONITOR->vecTransformedSize.y); begin(PMONITOR, &fakeDamage, true); 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); // render onto the window fb const auto PFRAMEBUFFER = &m_mWindowFramebuffers[pWindow]; glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y); PFRAMEBUFFER->m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; PFRAMEBUFFER->alloc(PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y); PFRAMEBUFFER->bind(); clear(CColor(0, 0, 0, 0)); // JIC g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, !pWindow->m_bX11DoesntWantBorders, RENDER_PASS_ALL); g_pConfigManager->setInt("decoration:blur", BLURVAL); // restore original fb #ifndef GLES2 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb); #else glBindFramebuffer(GL_FRAMEBUFFER, m_iCurrentOutputFb); #endif end(); pixman_region32_fini(&fakeDamage); wlr_output_rollback(PMONITOR->output); } void CHyprOpenGLImpl::makeLayerSnapshot(SLayerSurface* pLayer) { // we trust the window is valid. const auto PMONITOR = g_pCompositor->getMonitorFromID(pLayer->monitorID); 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->vecTransformedSize.x, (int)PMONITOR->vecTransformedSize.y); begin(PMONITOR, &fakeDamage, true); const auto PFRAMEBUFFER = &m_mLayerFramebuffers[pLayer]; glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y); PFRAMEBUFFER->alloc(PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y); PFRAMEBUFFER->bind(); clear(CColor(0, 0, 0, 0)); // JIC timespec now; clock_gettime(CLOCK_MONOTONIC, &now); // draw the layer g_pHyprRenderer->renderLayer(pLayer, PMONITOR, &now); // TODO: WARN: // revise if any stencil-requiring rendering is done to the layers. // restore original fb #ifndef GLES2 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb); #else glBindFramebuffer(GL_FRAMEBUFFER, m_iCurrentOutputFb); #endif end(); pixman_region32_fini(&fakeDamage); 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; // some mafs to figure out the correct box // the originalClosedPos is relative to the monitor's pos Vector2D scaleXY = Vector2D((PMONITOR->scale * PWINDOW->m_vRealSize.vec().x / (PWINDOW->m_vOriginalClosedSize.x * PMONITOR->scale)), (PMONITOR->scale * PWINDOW->m_vRealSize.vec().y / (PWINDOW->m_vOriginalClosedSize.y * PMONITOR->scale))); windowBox.width = PMONITOR->vecTransformedSize.x * scaleXY.x; windowBox.height = PMONITOR->vecTransformedSize.y * scaleXY.y; windowBox.x = ((PWINDOW->m_vRealPosition.vec().x - PMONITOR->vecPosition.x) * PMONITOR->scale) - ((PWINDOW->m_vOriginalClosedPos.x * PMONITOR->scale) * scaleXY.x); windowBox.y = ((PWINDOW->m_vRealPosition.vec().y - PMONITOR->vecPosition.y) * PMONITOR->scale) - ((PWINDOW->m_vOriginalClosedPos.y * PMONITOR->scale) * scaleXY.y); pixman_region32_t fakeDamage; pixman_region32_init_rect(&fakeDamage, 0, 0, PMONITOR->vecTransformedSize.x, PMONITOR->vecTransformedSize.y); m_bEndFrame = true; renderTextureInternalWithDamage(it->second.m_cTex, &windowBox, PWINDOW->m_fAlpha.fl(), &fakeDamage, 0); m_bEndFrame = false; pixman_region32_fini(&fakeDamage); static auto *const PDAMAGEMON = &g_pConfigManager->getConfigValuePtr("misc:damage_entire_on_snapshot")->intValue; if (*PDAMAGEMON) PMONITOR->forceFullFrames += 1; } void CHyprOpenGLImpl::renderSnapshot(SLayerSurface** pLayer) { RASSERT(m_RenderData.pMonitor, "Tried to render snapshot rect without begin()!"); const auto PLAYER = *pLayer; auto it = m_mLayerFramebuffers.begin(); for (; it != m_mLayerFramebuffers.end(); it++) { if (it->first == PLAYER) { break; } } if (it == m_mLayerFramebuffers.end() || !it->second.m_cTex.m_iTexID) return; const auto PMONITOR = g_pCompositor->getMonitorFromID(PLAYER->monitorID); wlr_box monbox = {0, 0, PMONITOR->vecTransformedSize.x, PMONITOR->vecTransformedSize.y}; pixman_region32_t fakeDamage; pixman_region32_init_rect(&fakeDamage, 0, 0, PMONITOR->vecTransformedSize.x, PMONITOR->vecTransformedSize.y); m_bEndFrame = true; renderTextureInternalWithDamage(it->second.m_cTex, &monbox, PLAYER->alpha.fl(), &fakeDamage, 0); m_bEndFrame = false; pixman_region32_fini(&fakeDamage); static auto *const PDAMAGEMON = &g_pConfigManager->getConfigValuePtr("misc:damage_entire_on_snapshot")->intValue; if (*PDAMAGEMON) PMONITOR->forceFullFrames += 1; } void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, float a) { RASSERT(m_RenderData.pMonitor, "Tried to render shadow without begin()!"); RASSERT((box->width > 0 && box->height > 0), "Tried to render shadow with width/height < 0!"); RASSERT(m_pCurrentWindow, "Tried to render shadow without a window!"); static auto *const PSHADOWPOWER = &g_pConfigManager->getConfigValuePtr("decoration:shadow_render_power")->intValue; const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4); const auto col = m_pCurrentWindow->m_cRealShadowColor.col(); float matrix[9]; wlr_matrix_project_box(matrix, box, wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 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); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glUseProgram(m_RenderData.pCurrentMonData->m_shSHADOW.program); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix); glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a); const auto TOPLEFT = Vector2D(range + round, range + round); const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round)); const auto FULLSIZE = Vector2D(box->width, box->height); // Rounded corners glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.radius, range + round); glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.range, range); glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower, SHADOWPOWER); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib); if (pixman_region32_not_empty(m_RenderData.pDamage)) { PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) { const auto RECT = RECTSARR[i]; scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } void CHyprOpenGLImpl::saveBufferForMirror() { m_RenderData.pCurrentMonData->monitorMirrorFB.bind(); wlr_box monbox = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y}; renderTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox, 255.f, 0, false, false); m_RenderData.pCurrentMonData->primaryFB.bind(); } void CHyprOpenGLImpl::renderMirrored() { wlr_box monbox = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y}; const auto PFB = &m_mMonitorRenderResources[m_RenderData.pMonitor->pMirrorOf].monitorMirrorFB; if (PFB->m_cTex.m_iTexID <= 0) return; renderTexture(PFB->m_cTex, &monbox, 255.f, 0, false, false); } void CHyprOpenGLImpl::renderSplash(cairo_t *const CAIRO, cairo_surface_t *const CAIROSURFACE) { cairo_select_font_face(CAIRO, "Sans", CAIRO_FONT_SLANT_NORMAL, CAIRO_FONT_WEIGHT_NORMAL); const auto FONTSIZE = (int)(m_RenderData.pMonitor->vecPixelSize.y / 76); cairo_set_font_size(CAIRO, FONTSIZE); cairo_set_source_rgba(CAIRO, 1.f, 1.f, 1.f, 0.32f); cairo_text_extents_t textExtents; cairo_text_extents(CAIRO, g_pCompositor->m_szCurrentSplash.c_str(), &textExtents); cairo_move_to(CAIRO, m_RenderData.pMonitor->vecPixelSize.x / 2.f - textExtents.width / 2.f, m_RenderData.pMonitor->vecPixelSize.y - textExtents.height - 1); cairo_show_text(CAIRO, g_pCompositor->m_szCurrentSplash.c_str()); cairo_surface_flush(CAIROSURFACE); } void CHyprOpenGLImpl::createBGTextureForMonitor(CMonitor* pMonitor) { RASSERT(m_RenderData.pMonitor, "Tried to createBGTex without begin()!"); static auto *const PNOSPLASH = &g_pConfigManager->getConfigValuePtr("misc:disable_splash_rendering")->intValue; // release the last tex if exists const auto PTEX = &m_mMonitorBGTextures[pMonitor]; PTEX->destroyTexture(); PTEX->allocate(); Debug::log(LOG, "Allocated texture for BGTex"); // TODO: use relative paths to the installation // or configure the paths at build time // 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->vecTransformedSize.x > 3850) { textureSize = Vector2D(7680, 4320); texPath += "8K.png"; } else if (pMonitor->vecTransformedSize.x > 1930) { textureSize = Vector2D(3840, 2160); texPath += "4K.png"; } else { textureSize = Vector2D(1920, 1080); texPath += "2K.png"; } PTEX->m_vSize = textureSize; // create a new one with cairo const auto CAIROSURFACE = cairo_image_surface_create_from_png(texPath.c_str()); const auto CAIRO = cairo_create(CAIROSURFACE); if (!*PNOSPLASH) renderSplash(CAIRO, 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_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); #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); // calc the target box const float MONRATIO = m_RenderData.pMonitor->vecTransformedSize.x / m_RenderData.pMonitor->vecTransformedSize.y; const float WPRATIO = 1.77f; Vector2D origin; float scale; if (MONRATIO > WPRATIO) { scale = m_RenderData.pMonitor->vecTransformedSize.x / PTEX->m_vSize.x; origin.y = -(PTEX->m_vSize.y * scale - m_RenderData.pMonitor->vecTransformedSize.y) / 2.f / scale; } else { scale = m_RenderData.pMonitor->vecTransformedSize.y / PTEX->m_vSize.y; origin.x = -(PTEX->m_vSize.x * scale - m_RenderData.pMonitor->vecTransformedSize.x) / 2.f / scale; } wlr_box box = {origin.x * scale, origin.y * scale, PTEX->m_vSize.x * scale, PTEX->m_vSize.y * scale}; m_mMonitorRenderResources[pMonitor].backgroundTexBox = box; 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()!"); static auto *const PRENDERTEX = &g_pConfigManager->getConfigValuePtr("misc:disable_hyprland_logo")->intValue; if (!*PRENDERTEX) { renderTexture(m_mMonitorBGTextures[m_RenderData.pMonitor], &m_mMonitorRenderResources[m_RenderData.pMonitor].backgroundTexBox, 255, 0); } } void CHyprOpenGLImpl::destroyMonitorResources(CMonitor* 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()); }