Hyprland/src/render/OpenGL.cpp
2022-04-05 14:33:54 +02:00

225 lines
No EOL
7.7 KiB
C++

#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);
}
void CHyprOpenGLImpl::end() {
m_RenderData.pMonitor = nullptr;
}
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) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
renderTexture(CTexture(tex), matrix, alpha);
}
void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float alpha) {
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;
switch (tex.m_iType) {
case TEXTURE_RGBA:
shader = &m_shRGBA;
glEnable(GL_BLEND);
break;
case TEXTURE_RGBX:
shader = &m_shRGBX;
if (alpha == 255.f)
glDisable(GL_BLEND);
break;
case TEXTURE_EXTERNAL:
shader = &m_shEXT;
glEnable(GL_BLEND);
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);
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);
}