mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-05 13:26:00 +01:00
238 lines
No EOL
8.3 KiB
C++
238 lines
No EOL
8.3 KiB
C++
#include "OpenGL.hpp"
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#include "../Compositor.hpp"
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CHyprOpenGLImpl::CHyprOpenGLImpl() {
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RASSERT(eglMakeCurrent(g_pCompositor->m_sWLREGL->display, EGL_NO_SURFACE, EGL_NO_SURFACE, g_pCompositor->m_sWLREGL->context), "Couldn't make the EGL current!");
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auto *const EXTENSIONS = (const char*)glGetString(GL_EXTENSIONS);
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RASSERT(EXTENSIONS, "Couldn't retrieve openGL extensions!");
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m_iDRMFD = g_pCompositor->m_iDRMFD;
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m_szExtensions = EXTENSIONS;
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Debug::log(LOG, "Creating the Hypr OpenGL Renderer!");
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Debug::log(LOG, "Using: %s", glGetString(GL_VERSION));
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Debug::log(LOG, "Vendor: %s", glGetString(GL_VENDOR));
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Debug::log(LOG, "Renderer: %s", glGetString(GL_RENDERER));
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Debug::log(LOG, "Supported extensions size: %d", std::count(m_szExtensions.begin(), m_szExtensions.end(), ' '));
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// Init shaders
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GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC);
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m_shQUAD.program = prog;
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m_shQUAD.proj = glGetUniformLocation(prog, "proj");
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m_shQUAD.color = glGetUniformLocation(prog, "color");
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m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
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m_shRGBA.program = prog;
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m_shRGBA.proj = glGetUniformLocation(prog, "proj");
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m_shRGBA.tex = glGetUniformLocation(prog, "tex");
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m_shRGBA.alpha = glGetUniformLocation(prog, "alpha");
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m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
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m_shRGBX.program = prog;
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m_shRGBX.tex = glGetUniformLocation(prog, "tex");
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m_shRGBX.proj = glGetUniformLocation(prog, "proj");
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m_shRGBX.alpha = glGetUniformLocation(prog, "alpha");
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m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT);
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m_shEXT.program = prog;
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m_shEXT.tex = glGetUniformLocation(prog, "tex");
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m_shEXT.proj = glGetUniformLocation(prog, "proj");
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m_shEXT.alpha = glGetUniformLocation(prog, "alpha");
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m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
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m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
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Debug::log(LOG, "Shaders initialized successfully.");
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// End shaders
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RASSERT(eglMakeCurrent(g_pCompositor->m_sWLREGL->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT), "Couldn't unset current EGL!");
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// Done!
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}
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GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string& frag) {
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auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert);
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RASSERT(vertCompiled, "Compiling shader failed. VERTEX NULL! Shader source:\n\n%s", vert.c_str());
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auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag);
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RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT NULL! Shader source:\n\n%s", frag.c_str());
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auto prog = glCreateProgram();
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glAttachShader(prog, vertCompiled);
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glAttachShader(prog, fragCompiled);
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glLinkProgram(prog);
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glDetachShader(prog, vertCompiled);
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glDetachShader(prog, fragCompiled);
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glDeleteShader(vertCompiled);
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glDeleteShader(fragCompiled);
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GLint ok;
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!");
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return prog;
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}
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GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src) {
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auto shader = glCreateShader(type);
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auto shaderSource = src.c_str();
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glShaderSource(shader, 1, (const GLchar**)&shaderSource, nullptr);
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glCompileShader(shader);
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GLint ok;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
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RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!");
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return shader;
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}
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void CHyprOpenGLImpl::begin(SMonitor* pMonitor) {
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m_RenderData.pMonitor = pMonitor;
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glViewport(0, 0, pMonitor->vecSize.x, pMonitor->vecSize.y);
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wlr_matrix_projection(m_RenderData.projection, pMonitor->vecSize.x, pMonitor->vecSize.y, WL_OUTPUT_TRANSFORM_NORMAL); // TODO: this is deprecated
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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void CHyprOpenGLImpl::end() {
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m_RenderData.pMonitor = nullptr;
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}
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void CHyprOpenGLImpl::clear(const CColor& color) {
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RASSERT(m_RenderData.pMonitor, "Tried to render without begin()!");
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glClearColor(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void CHyprOpenGLImpl::scissor(const wlr_box* pBox) {
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RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!");
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if (!pBox) {
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glDisable(GL_SCISSOR_TEST);
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return;
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}
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glScissor(pBox->x, pBox->y, pBox->width, pBox->height);
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glEnable(GL_SCISSOR_TEST);
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}
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void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
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RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
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RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
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float matrix[9];
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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
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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if (col.a == 255.f)
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glDisable(GL_BLEND);
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else
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glEnable(GL_BLEND);
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glUseProgram(m_shQUAD.program);
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glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(m_shQUAD.posAttrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(m_shQUAD.posAttrib);
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}
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void CHyprOpenGLImpl::renderTexture(wlr_texture* tex,float matrix[9], float alpha, int round) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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renderTexture(CTexture(tex), matrix, alpha, round);
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}
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float alpha, int round) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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CShader* shader = nullptr;
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switch (tex.m_iType) {
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case TEXTURE_RGBA:
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shader = &m_shRGBA;
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glEnable(GL_BLEND);
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break;
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case TEXTURE_RGBX:
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shader = &m_shRGBX;
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if (alpha == 255.f)
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glDisable(GL_BLEND);
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break;
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case TEXTURE_EXTERNAL:
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shader = &m_shEXT;
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glEnable(GL_BLEND);
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break;
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default:
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RASSERT(false, "tex.m_iTarget unsupported!");
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tex.m_iTarget, tex.m_iTexID);
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glTexParameteri(tex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUseProgram(shader->program);
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha / 255.f);
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// round is in px
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// so we need to do some maf
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const auto TOPLEFT = Vector2D(round, round);
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const auto BOTTOMRIGHT = Vector2D(tex.m_vSize.x - round, tex.m_vSize.y - round);
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const auto FULLSIZE = tex.m_vSize;
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// Rounded corners
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glUniform2f(glGetUniformLocation(shader->program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(glGetUniformLocation(shader->program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(glGetUniformLocation(shader->program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(glGetUniformLocation(shader->program, "radius"), round);
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glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(shader->posAttrib);
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glEnableVertexAttribArray(shader->texAttrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(shader->posAttrib);
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glDisableVertexAttribArray(shader->texAttrib);
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glBindTexture(tex.m_iTarget, 0);
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} |