Hyprland/src/render/OpenGL.cpp

511 lines
18 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");
prog = createProgram(TEXVERTSRC, FRAGBLUR1);
m_shBLUR1.program = prog;
m_shBLUR1.tex = glGetUniformLocation(prog, "tex");
m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha");
m_shBLUR1.proj = glGetUniformLocation(prog, "proj");
m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos");
m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord");
prog = createProgram(TEXVERTSRC, FRAGBLUR2);
m_shBLUR2.program = prog;
m_shBLUR2.tex = glGetUniformLocation(prog, "tex");
m_shBLUR2.alpha = glGetUniformLocation(prog, "alpha");
m_shBLUR2.proj = glGetUniformLocation(prog, "proj");
m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos");
m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord");
Debug::log(LOG, "Shaders initialized successfully.");
// End shaders
RASSERT(eglMakeCurrent(g_pCompositor->m_sWLREGL->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT), "Couldn't unset current EGL!");
// Done!
}
GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string& frag) {
auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert);
RASSERT(vertCompiled, "Compiling shader failed. VERTEX NULL! Shader source:\n\n%s", vert.c_str());
auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag);
RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT NULL! Shader source:\n\n%s", frag.c_str());
auto prog = glCreateProgram();
glAttachShader(prog, vertCompiled);
glAttachShader(prog, fragCompiled);
glLinkProgram(prog);
glDetachShader(prog, vertCompiled);
glDetachShader(prog, fragCompiled);
glDeleteShader(vertCompiled);
glDeleteShader(fragCompiled);
GLint ok;
glGetProgramiv(prog, GL_LINK_STATUS, &ok);
RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!");
return prog;
}
GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src) {
auto shader = glCreateShader(type);
auto shaderSource = src.c_str();
glShaderSource(shader, 1, (const GLchar**)&shaderSource, nullptr);
glCompileShader(shader);
GLint ok;
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!");
return shader;
}
void CHyprOpenGLImpl::begin(SMonitor* pMonitor) {
m_RenderData.pMonitor = pMonitor;
glViewport(0, 0, pMonitor->vecSize.x, pMonitor->vecSize.y);
wlr_matrix_projection(m_RenderData.projection, pMonitor->vecSize.x, pMonitor->vecSize.y, WL_OUTPUT_TRANSFORM_NORMAL); // TODO: this is deprecated
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_iCurrentOutputFb);
m_iWLROutputFb = m_iCurrentOutputFb;
// ensure a framebuffer for the monitor exists
if (m_mMonitorFramebuffers.find(pMonitor) == m_mMonitorFramebuffers.end() || m_mMonitorFramebuffers[pMonitor].m_Size != pMonitor->vecSize)
m_mMonitorFramebuffers[pMonitor].alloc(pMonitor->vecSize.x, pMonitor->vecSize.y);
// bind the Hypr Framebuffer
m_mMonitorFramebuffers[pMonitor].bind();
clear(CColor(11, 11, 11, 255));
}
void CHyprOpenGLImpl::end() {
// end the render, copy the data to the WLR framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb);
const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
float matrix[9];
wlr_box windowBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
wlr_matrix_project_box(matrix, &windowBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
clear(CColor(11, 11, 11, 255));
renderTexture(m_mMonitorFramebuffers[m_RenderData.pMonitor].m_cTex, matrix, 255.f, 0);
// reset our data
m_RenderData.pMonitor = nullptr;
m_iWLROutputFb = 0;
}
void CHyprOpenGLImpl::clear(const CColor& color) {
RASSERT(m_RenderData.pMonitor, "Tried to render without begin()!");
glClearColor(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
glClear(GL_COLOR_BUFFER_BIT);
}
void CHyprOpenGLImpl::scissor(const wlr_box* pBox) {
RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!");
if (!pBox) {
glDisable(GL_SCISSOR_TEST);
return;
}
glScissor(pBox->x, pBox->y, pBox->width, pBox->height);
glEnable(GL_SCISSOR_TEST);
}
void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
if (col.a == 255.f)
glDisable(GL_BLEND);
else
glEnable(GL_BLEND);
glUseProgram(m_shQUAD.program);
glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(m_shQUAD.posAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(m_shQUAD.posAttrib);
}
void CHyprOpenGLImpl::renderTexture(wlr_texture* tex,float matrix[9], float alpha, int round) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
renderTexture(CTexture(tex), matrix, alpha, round);
}
void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float alpha, int round) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
CShader* shader = nullptr;
glEnable(GL_BLEND);
switch (tex.m_iType) {
case TEXTURE_RGBA:
shader = &m_shRGBA;
break;
case TEXTURE_RGBX:
shader = &m_shRGBX;
break;
case TEXTURE_EXTERNAL:
shader = &m_shEXT;
break;
default:
RASSERT(false, "tex.m_iTarget unsupported!");
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex.m_iTarget, tex.m_iTexID);
glTexParameteri(tex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(shader->program);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha / 255.f);
// round is in px
// so we need to do some maf
const auto TOPLEFT = Vector2D(round, round);
const auto BOTTOMRIGHT = Vector2D(tex.m_vSize.x - round, tex.m_vSize.y - round);
const auto FULLSIZE = tex.m_vSize;
// Rounded corners
glUniform2f(glGetUniformLocation(shader->program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(glGetUniformLocation(shader->program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(glGetUniformLocation(shader->program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(glGetUniformLocation(shader->program, "radius"), round);
glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->posAttrib);
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex.m_iTarget, 0);
}
// This is probably not the quickest method possible,
// feel free to contribute if you have a better method.
// cheers.
// 2-pass pseudo-gaussian blur
void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, float matrix[9], float a, int round) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
// if blur disabled, just render the texture
if (g_pConfigManager->getInt("decoration:blur") == 0) {
renderTexture(tex, matrix, a, round);
return;
}
// create a stencil for our thang
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// we clear the stencil and then draw our texture with GL_ALWAYS to make a stencil mask.
glClear(GL_STENCIL_BUFFER_BIT);
glStencilMask(0xFF);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
renderTexture(tex, matrix, 0, round); // 0 alpha because we dont want to draw to the FB
// then we disable writing to the mask and ONLY accept writing within the stencil
glStencilMask(0x00);
glStencilFunc(GL_EQUAL, 1, 0xFF);
glEnable(GL_BLEND);
// now we make the blur by blurring the main framebuffer (it will only affect the stencil)
// matrix
const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
float matrixFull[9];
wlr_box fullMonBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
wlr_matrix_project_box(matrixFull, &fullMonBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrixFull);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
const auto RADIUS = g_pConfigManager->getInt("decoration:blur_size") + 2;
const auto PFRAMEBUFFER = &m_mMonitorFramebuffers[m_RenderData.pMonitor];
auto drawWithShader = [=](CShader* pShader) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(PFRAMEBUFFER->m_cTex.m_iTarget, PFRAMEBUFFER->m_cTex.m_iTexID);
glTexParameteri(tex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(pShader->program);
glUniform1f(glGetUniformLocation(pShader->program, "radius"), RADIUS);
glUniform2f(glGetUniformLocation(pShader->program, "resolution"), m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y);
glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
glUniform1i(pShader->tex, 0);
glUniform1f(pShader->alpha, a / 255.f);
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);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(pShader->posAttrib);
glDisableVertexAttribArray(pShader->texAttrib);
};
drawWithShader(&m_shBLUR1); // horizontal pass
drawWithShader(&m_shBLUR2); // vertical pass
glBindTexture(tex.m_iTarget, 0);
// when the blur is done, let's render the window itself
renderTexture(tex, matrix, a, round);
// and disable the stencil
glStencilMask(0xFF);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glDisable(GL_STENCIL_TEST);
}
void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) {
// 0-1 space god damnit
arr[counter * 2 + 0] = x / box->width;
arr[counter * 2 + 1] = y / box->height;
counter++;
}
void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int thick, int radius) {
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
if (col.a == 255.f)
glDisable(GL_BLEND);
else
glEnable(GL_BLEND);
glUseProgram(m_shQUAD.program);
glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
// Sides are ONLY for corners meaning they have to be divisible by 4.
// 32 sides shouldn't be taxing at all on the performance.
const int SIDES = 32; // sides
const int SIDES34 = 24; // 3/4th of the sides
float verts[(SIDES + 8 + 1) * 4]; // 8 for the connections and 1 because last is doubled (begin/end)
int vertNo = 0;
// start from 0,0 tex coord space
float x = 0, y = 0, w = box->width, h = box->height;
pushVert2D(x + radius, y + h, verts, vertNo, box);
pushVert2D(x + w - radius, y + h, verts, vertNo, box);
float x1 = x + w - radius;
float y1 = y + h - radius;
for (int i = 0; i <= SIDES / 4; i++) {
pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
}
// Right Line
pushVert2D(x + w, y + radius, verts, vertNo, box);
x1 = x + w - radius;
y1 = y + radius;
for (int i = SIDES / 4; i <= SIDES / 2; i++) {
pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
}
// Top Line
pushVert2D(x + radius, y, verts, vertNo, box);
x1 = x + radius;
y1 = y + radius;
for (int i = SIDES / 2; i <= SIDES34; i++) {
pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
}
// Left Line
pushVert2D(x, y + h - radius, verts, vertNo, box);
x1 = x + radius;
y1 = y + h - radius;
for (int i = SIDES34; i <= SIDES; i++) {
pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
}
glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
glEnableVertexAttribArray(m_shQUAD.posAttrib);
glLineWidth(thick);
glDrawArrays(GL_LINE_STRIP, 0, 41);
glDisableVertexAttribArray(m_shQUAD.posAttrib);
}
void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) {
// we trust the window is valid.
const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID);
wlr_output_attach_render(PMONITOR->output, nullptr);
begin(PMONITOR);
const auto PFRAMEBUFFER = &m_mWindowFramebuffers[pWindow];
PFRAMEBUFFER->m_tTransform = g_pXWaylandManager->getWindowSurface(pWindow)->current.transform;
PFRAMEBUFFER->alloc(PMONITOR->vecSize.x, PMONITOR->vecSize.y);
PFRAMEBUFFER->bind();
clear(CColor(0,0,0,0)); // JIC
timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, !pWindow->m_bX11DoesntWantBorders);
// restore original fb
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb);
glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.y);
end();
wlr_output_rollback(PMONITOR->output);
}
void CHyprOpenGLImpl::renderSnapshot(CWindow** pWindow) {
const auto PWINDOW = *pWindow;
auto it = m_mWindowFramebuffers.begin();
for (;it != m_mWindowFramebuffers.end(); it++) {
if (it->first == PWINDOW) {
break;
}
}
if (it == m_mWindowFramebuffers.end() || !it->second.m_cTex.m_iTexID)
return;
const auto PMONITOR = g_pCompositor->getMonitorFromID(PWINDOW->m_iMonitorID);
const auto TRANSFORM = wlr_output_transform_invert(it->second.m_tTransform);
float matrix[9];
wlr_box windowBox = {0, 0, PMONITOR->vecSize.x, PMONITOR->vecSize.y};
wlr_matrix_project_box(matrix, &windowBox, TRANSFORM, 0, PMONITOR->output->transform_matrix);
renderTexture(it->second.m_cTex, matrix, PWINDOW->m_fAlpha, 0);
}