mirror of
https://github.com/hyprwm/Hyprland
synced 2024-12-23 21:09:49 +01:00
863 lines
32 KiB
C++
863 lines
32 KiB
C++
#include "OpenGL.hpp"
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#include "../Compositor.hpp"
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#include "../helpers/MiscFunctions.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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#ifdef GLES2
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Debug::log(WARN, "!RENDERER: Using the legacy GLES2 renderer!");
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#endif
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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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m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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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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m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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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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m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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prog = createProgram(TEXVERTSRC, FRAGBLUR1);
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m_shBLUR1.program = prog;
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m_shBLUR1.tex = glGetUniformLocation(prog, "tex");
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m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha");
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m_shBLUR1.proj = glGetUniformLocation(prog, "proj");
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m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos");
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m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord");
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prog = createProgram(TEXVERTSRC, FRAGBLUR2);
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m_shBLUR2.program = prog;
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m_shBLUR2.tex = glGetUniformLocation(prog, "tex");
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m_shBLUR2.alpha = glGetUniformLocation(prog, "alpha");
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m_shBLUR2.proj = glGetUniformLocation(prog, "proj");
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m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos");
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m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord");
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Debug::log(LOG, "Shaders initialized successfully.");
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// End shaders
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pixman_region32_init(&m_rOriginalDamageRegion);
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// End
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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, pixman_region32_t* pDamage) {
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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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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_iCurrentOutputFb);
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m_iWLROutputFb = m_iCurrentOutputFb;
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// ensure a framebuffer for the monitor exists
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if (m_mMonitorRenderResources.find(pMonitor) == m_mMonitorRenderResources.end() || m_mMonitorRenderResources[pMonitor].primaryFB.m_Size != pMonitor->vecSize) {
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m_mMonitorRenderResources[pMonitor].stencilTex.allocate();
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m_mMonitorRenderResources[pMonitor].primaryFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
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m_mMonitorRenderResources[pMonitor].mirrorFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
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m_mMonitorRenderResources[pMonitor].mirrorSwapFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
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m_mMonitorRenderResources[pMonitor].primaryFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
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m_mMonitorRenderResources[pMonitor].mirrorFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
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m_mMonitorRenderResources[pMonitor].mirrorSwapFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
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createBGTextureForMonitor(pMonitor);
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}
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// bind the primary Hypr Framebuffer
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m_mMonitorRenderResources[pMonitor].primaryFB.bind();
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m_RenderData.pDamage = pDamage;
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}
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void CHyprOpenGLImpl::end() {
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// end the render, copy the data to the WLR framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb);
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wlr_box windowBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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pixman_region32_copy(m_RenderData.pDamage, &m_rOriginalDamageRegion);
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clear(CColor(11, 11, 11, 255));
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scaleBox(&windowBox, m_RenderData.pMonitor->scale);
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renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex, &windowBox, 255.f, 0);
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// reset our data
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m_RenderData.pMonitor = nullptr;
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m_iWLROutputFb = 0;
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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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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
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PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
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const auto RECT = RECTSARR[i];
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scissor(&RECT);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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scissor((wlr_box*)nullptr);
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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::scissor(const pixman_box32* 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->x1, pBox->y1, pBox->x2 - pBox->x1, pBox->y2 - pBox->y1);
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glEnable(GL_SCISSOR_TEST);
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}
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void CHyprOpenGLImpl::scissor(const int x, const int y, const int w, const int h) {
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wlr_box box = {x,y,w,h};
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scissor(&box);
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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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// TODO: respect damage
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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, wlr_box* pBox, 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), pBox, alpha, round);
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}
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque);
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scissor((wlr_box*)nullptr);
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}
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void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque) {
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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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// get transform
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const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
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float matrix[9];
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wlr_matrix_project_box(matrix, pBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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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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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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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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break;
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case TEXTURE_RGBX:
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shader = &m_shRGBX;
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break;
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case TEXTURE_EXTERNAL:
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shader = &m_shEXT;
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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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glUniform1i(shader->discardOpaque, (int)discardOpaque);
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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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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
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PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
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const auto RECT = RECTSARR[i];
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scissor(&RECT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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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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}
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// This probably isn't the fastest
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// but it works... well, I guess?
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//
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// Dual (or more) kawase blur
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CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* originalDamage) {
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glDisable(GL_BLEND);
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glDisable(GL_STENCIL_TEST);
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// get transforms for the full monitor
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const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
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float matrix[9];
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wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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wlr_matrix_project_box(matrix, &MONITORBOX, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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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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// get the config settings
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const auto BLURSIZE = g_pConfigManager->getInt("decoration:blur_size");
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const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
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// prep damage
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pixman_region32_t damage;
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pixman_region32_init(&damage);
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pixman_region32_copy(&damage, originalDamage);
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wlr_region_expand(&damage, &damage, pow(2, BLURPASSES) * BLURSIZE);
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// helper
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const auto PMIRRORFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB;
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const auto PMIRRORSWAPFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorSwapFB;
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CFramebuffer* currentRenderToFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB;
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// declare the draw func
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auto drawPass = [&](CShader* pShader, pixman_region32_t* pDamage) {
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if (currentRenderToFB == PMIRRORFB)
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PMIRRORSWAPFB->bind();
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else
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PMIRRORFB->bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(currentRenderToFB->m_cTex.m_iTarget, currentRenderToFB->m_cTex.m_iTexID);
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glTexParameteri(currentRenderToFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUseProgram(pShader->program);
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// prep two shaders
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glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
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glUniform1f(glGetUniformLocation(pShader->program, "radius"), BLURSIZE * (a / 255.f)); // this makes the blursize change with a
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if (pShader == &m_shBLUR1)
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glUniform2f(glGetUniformLocation(m_shBLUR1.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecSize.y / 2.f));
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else
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glUniform2f(glGetUniformLocation(m_shBLUR2.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecSize.y * 2.f));
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glUniform1i(pShader->tex, 0);
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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);
|
|
|
|
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_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTarget, m_mMonitorRenderResources[m_RenderData.pMonitor].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_shBLUR1, &tempDamage);
|
|
|
|
// and draw
|
|
for (int i = 1; i < BLURPASSES; ++i) {
|
|
wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1)));
|
|
drawPass(&m_shBLUR1, &tempDamage); // down
|
|
}
|
|
|
|
for (int i = BLURPASSES - 1; i >= 0; --i) {
|
|
wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big
|
|
drawPass(&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::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()!");
|
|
|
|
if (g_pConfigManager->getInt("decoration:blur") == 0) {
|
|
renderTexture(tex, pBox, a, round);
|
|
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->vecSize.x, m_RenderData.pMonitor->vecSize.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(&damage))
|
|
return; // if its empty, reject.
|
|
|
|
// blur the main FB, it will be rendered onto the mirror
|
|
const auto POUTFB = blurMainFramebufferWithDamage(a, pBox, &inverseOpaque);
|
|
|
|
pixman_region32_fini(&inverseOpaque);
|
|
|
|
// bind primary
|
|
m_mMonitorRenderResources[m_RenderData.pMonitor].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);
|
|
renderTexture(tex, pBox, a, round, 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->vecSize.x, m_RenderData.pMonitor->vecSize.y};
|
|
if (pixman_region32_not_empty(&damage)) {
|
|
// render our great blurred FB
|
|
renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, 255.f, &damage); // 255.f because we adjusted blur strength to a
|
|
|
|
// render the window, but disable stencil for it
|
|
// because stencil has ignoreopaque
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
renderTextureInternalWithDamage(tex, pBox, a, &damage, round);
|
|
}
|
|
|
|
// disable the stencil, finalize everything
|
|
glStencilMask(-1);
|
|
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
|
glDisable(GL_STENCIL_TEST);
|
|
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 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()!");
|
|
|
|
scaleBox(box, m_RenderData.pMonitor->scale);
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
// draw with damage
|
|
if (pixman_region32_not_empty(m_RenderData.pDamage)) {
|
|
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
|
|
const auto RECT = RECTSARR[i];
|
|
scissor(&RECT);
|
|
|
|
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);
|
|
|
|
// 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->vecSize.x, (int)PMONITOR->vecSize.y);
|
|
|
|
begin(PMONITOR, &fakeDamage);
|
|
|
|
pixman_region32_fini(&fakeDamage);
|
|
|
|
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);
|
|
|
|
// 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);
|
|
|
|
g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, !pWindow->m_bX11DoesntWantBorders);
|
|
|
|
g_pConfigManager->setInt("decoration:blur", BLURVAL);
|
|
|
|
// restore original fb
|
|
#ifndef GLES2
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb);
|
|
#else
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_iCurrentOutputFb);
|
|
#endif
|
|
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::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->vecSize.x, (int)PMONITOR->vecSize.y);
|
|
|
|
begin(PMONITOR, &fakeDamage);
|
|
|
|
pixman_region32_fini(&fakeDamage);
|
|
|
|
const auto PFRAMEBUFFER = &m_mLayerFramebuffers[pLayer];
|
|
|
|
PFRAMEBUFFER->m_tTransform = pLayer->layerSurface->surface->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);
|
|
|
|
// draw the layer
|
|
g_pHyprRenderer->renderLayer(pLayer, PMONITOR, &now);
|
|
|
|
// restore original fb
|
|
#ifndef GLES2
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb);
|
|
#else
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_iCurrentOutputFb);
|
|
#endif
|
|
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) {
|
|
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 = {0, 0, PMONITOR->vecSize.x, PMONITOR->vecSize.y};
|
|
|
|
pixman_region32_t fakeDamage;
|
|
pixman_region32_init_rect(&fakeDamage, 0, 0, PMONITOR->vecSize.x, PMONITOR->vecSize.y);
|
|
|
|
renderTextureInternalWithDamage(it->second.m_cTex, &windowBox, PWINDOW->m_fAlpha.fl(), &fakeDamage, 0);
|
|
|
|
pixman_region32_fini(&fakeDamage);
|
|
}
|
|
|
|
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 windowBox = {0, 0, PMONITOR->vecSize.x, PMONITOR->vecSize.y};
|
|
|
|
pixman_region32_t fakeDamage;
|
|
pixman_region32_init_rect(&fakeDamage, 0, 0, PMONITOR->vecSize.x, PMONITOR->vecSize.y);
|
|
|
|
renderTextureInternalWithDamage(it->second.m_cTex, &windowBox, PLAYER->alpha.fl(), &fakeDamage, 0);
|
|
|
|
pixman_region32_fini(&fakeDamage);
|
|
}
|
|
|
|
void CHyprOpenGLImpl::createBGTextureForMonitor(SMonitor* pMonitor) {
|
|
RASSERT(m_RenderData.pMonitor, "Tried to createBGTex without begin()!");
|
|
|
|
// release the last tex if exists
|
|
const auto PTEX = &m_mMonitorBGTextures[pMonitor];
|
|
PTEX->destroyTexture();
|
|
|
|
PTEX->allocate();
|
|
|
|
Debug::log(LOG, "Allocated texture for BGTex");
|
|
|
|
// 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->vecSize.x > 7000) {
|
|
textureSize = Vector2D(7680, 4320);
|
|
texPath += "8K.png";
|
|
} else if (pMonitor->vecSize.x > 3000) {
|
|
textureSize = Vector2D(3840, 2160);
|
|
texPath += "4K.png";
|
|
} else {
|
|
textureSize = Vector2D(1920, 1080);
|
|
texPath += "2K.png";
|
|
}
|
|
|
|
// create a new one with cairo
|
|
const auto CAIROSURFACE = cairo_image_surface_create_from_png(texPath.c_str());
|
|
|
|
const auto CAIRO = cairo_create(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_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
#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);
|
|
|
|
Debug::log(LOG, "Background created for monitor %s", pMonitor->szName.c_str());
|
|
}
|
|
|
|
void CHyprOpenGLImpl::clearWithTex() {
|
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RASSERT(m_RenderData.pMonitor, "Tried to render BGtex without begin()!");
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wlr_box box = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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renderTexture(m_mMonitorBGTextures[m_RenderData.pMonitor], &box, 255, 0);
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}
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void CHyprOpenGLImpl::destroyMonitorResources(SMonitor* pMonitor) {
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g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].mirrorFB.release();
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g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].primaryFB.release();
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g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].stencilTex.destroyTexture();
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g_pHyprOpenGL->m_mMonitorBGTextures[pMonitor].destroyTexture();
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g_pHyprOpenGL->m_mMonitorRenderResources.erase(pMonitor);
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g_pHyprOpenGL->m_mMonitorBGTextures.erase(pMonitor);
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Debug::log(LOG, "Monitor %s -> destroyed all render data", pMonitor->szName.c_str());
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}
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