Hyprland/src/render/OpenGL.cpp
2022-06-28 11:30:07 +02:00

983 lines
39 KiB
C++

#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
// 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");
m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord");
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");
m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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");
m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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");
m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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");
prog = createProgram(QUADVERTSRC, FRAGSHADOW);
m_shSHADOW.program = prog;
m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
prog = createProgram(QUADVERTSRC, FRAGBORDER1);
m_shBORDER1.program = prog;
m_shBORDER1.proj = glGetUniformLocation(prog, "proj");
m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos");
m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord");
Debug::log(LOG, "Shaders initialized successfully.");
// 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(SMonitor* pMonitor, pixman_region32_t* pDamage, bool fake) {
m_RenderData.pMonitor = pMonitor;
glViewport(0, 0, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y);
matrixProjection(m_RenderData.projection, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, WL_OUTPUT_TRANSFORM_NORMAL);
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_mMonitorRenderResources[pMonitor].primaryFB.m_Size != pMonitor->vecPixelSize) {
m_mMonitorRenderResources[pMonitor].stencilTex.allocate();
m_mMonitorRenderResources[pMonitor].primaryFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
m_mMonitorRenderResources[pMonitor].mirrorFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
m_mMonitorRenderResources[pMonitor].mirrorSwapFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
m_mMonitorRenderResources[pMonitor].primaryFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y);
m_mMonitorRenderResources[pMonitor].mirrorFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y);
m_mMonitorRenderResources[pMonitor].mirrorSwapFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y);
createBGTextureForMonitor(pMonitor);
}
// bind the primary Hypr Framebuffer
m_mMonitorRenderResources[pMonitor].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) {
glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb);
wlr_box monbox = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
pixman_region32_copy(m_RenderData.pDamage, &m_rOriginalDamageRegion);
clear(CColor(11, 11, 11, 255));
m_bEndFrame = true;
renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex, &monbox, 255.f, 0);
m_bEndFrame = false;
}
// 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);
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) {
RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!");
if (!pBox) {
glDisable(GL_SCISSOR_TEST);
return;
}
wlr_box newBox = *pBox;
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) {
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);
}
void CHyprOpenGLImpl::scissor(const int x, const int y, const int w, const int h) {
wlr_box box = {x,y,w,h};
scissor(&box);
}
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_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);
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(glGetUniformLocation(m_shQUAD.program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(glGetUniformLocation(m_shQUAD.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(glGetUniformLocation(m_shQUAD.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(glGetUniformLocation(m_shQUAD.program, "radius"), round);
glUniform1i(glGetUniformLocation(m_shQUAD.program, "primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0));
glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(m_shQUAD.posAttrib);
glEnableVertexAttribArray(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_shQUAD.posAttrib);
glDisableVertexAttribArray(m_shQUAD.texAttrib);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha, int round) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
renderTexture(CTexture(tex), pBox, alpha, round);
}
void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool allowPrimary) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, false, allowPrimary);
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 allowPrimary) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
// 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_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);
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(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);
glUniform1i(glGetUniformLocation(shader->program, "primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
if (allowPrimary && m_RenderData.renderingPrimarySurface && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) {
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
};
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(WL_OUTPUT_TRANSFORM_NORMAL);
float matrix[9];
wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.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_expand(&damage, &damage, pow(2, *PBLURPASSES) * *PBLURSIZE);
// helper
const auto PMIRRORFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB;
const auto PMIRRORSWAPFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorSwapFB;
CFramebuffer* currentRenderToFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].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(glGetUniformLocation(pShader->program, "radius"), *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a
if (pShader == &m_shBLUR1)
glUniform2f(glGetUniformLocation(m_shBLUR1.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f));
else
glUniform2f(glGetUniformLocation(m_shBLUR2.program, "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);
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 < *PBLURPASSES; ++i) {
wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1)));
drawPass(&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_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()!");
static auto *const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
static auto* const PNOBLUROVERSIZED = &g_pConfigManager->getConfigValuePtr("decoration:no_blur_on_oversized")->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); // reject blurring a fully opaque window
return;
}
// 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->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;
renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage, 0, false, false, true);
// 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);
}
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;
// 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_shBORDER1.program);
glUniformMatrix3fv(m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
glUniform4f(glGetUniformLocation(m_shBORDER1.program, "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(glGetUniformLocation(m_shBORDER1.program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(glGetUniformLocation(m_shBORDER1.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(glGetUniformLocation(m_shBORDER1.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(glGetUniformLocation(m_shBORDER1.program, "radius"), round);
glUniform1f(glGetUniformLocation(m_shBORDER1.program, "thick"), *PBORDERSIZE);
glUniform1i(glGetUniformLocation(m_shBORDER1.program, "primitiveMultisample"), *PMULTISAMPLE);
glVertexAttribPointer(m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(m_shBORDER1.posAttrib);
glEnableVertexAttribArray(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_shBORDER1.posAttrib);
glDisableVertexAttribArray(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->vecPixelSize.x, (int)PMONITOR->vecPixelSize.y);
begin(PMONITOR, &fakeDamage, true);
pixman_region32_fini(&fakeDamage);
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);
// render onto the window fb
// we rendered onto the primary because it has a stencil, which we need for the borders etc
const auto PFRAMEBUFFER = &m_mWindowFramebuffers[pWindow];
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
wlr_box fullMonBox = {0, 0, PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y};
renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex, &fullMonBox, 255.f, 0);
// restore original fb
#ifndef GLES2
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb);
#else
glBindFramebuffer(GL_FRAMEBUFFER, m_iCurrentOutputFb);
#endif
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->vecPixelSize.x, (int)PMONITOR->vecPixelSize.y);
begin(PMONITOR, &fakeDamage, true);
pixman_region32_fini(&fakeDamage);
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();
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
Vector2D scaleXY = Vector2D((PWINDOW->m_vRealSize.vec().x / PWINDOW->m_vOriginalClosedSize.x), (PWINDOW->m_vRealSize.vec().y / PWINDOW->m_vOriginalClosedSize.y));
windowBox.width = PMONITOR->vecPixelSize.x * scaleXY.x;
windowBox.height = PMONITOR->vecPixelSize.y * scaleXY.y;
windowBox.x = (PWINDOW->m_vRealPosition.vec().x - PMONITOR->vecPosition.x) - ((PWINDOW->m_vOriginalClosedPos.x - PMONITOR->vecPosition.x) * scaleXY.x);
windowBox.y = (PWINDOW->m_vRealPosition.vec().y - PMONITOR->vecPosition.y) - ((PWINDOW->m_vOriginalClosedPos.y - PMONITOR->vecPosition.y) * scaleXY.y);
pixman_region32_t fakeDamage;
pixman_region32_init_rect(&fakeDamage, 0, 0, PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.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->vecPixelSize.x, PMONITOR->vecPixelSize.y};
pixman_region32_t fakeDamage;
pixman_region32_init_rect(&fakeDamage, 0, 0, PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y);
renderTextureInternalWithDamage(it->second.m_cTex, &windowBox, PLAYER->alpha.fl(), &fakeDamage, 0);
pixman_region32_fini(&fakeDamage);
}
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!");
static auto *const PSHADOWCOL = &g_pConfigManager->getConfigValuePtr("decoration:col.shadow")->intValue;
static auto *const PSHADOWPOWER = &g_pConfigManager->getConfigValuePtr("decoration:shadow_render_power")->intValue;
const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4);
const auto col = CColor(*PSHADOWCOL);
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_shSHADOW.program);
glUniformMatrix3fv(m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
glUniform4f(glGetUniformLocation(m_shSHADOW.program, "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(glGetUniformLocation(m_shSHADOW.program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(glGetUniformLocation(m_shSHADOW.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(glGetUniformLocation(m_shSHADOW.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(glGetUniformLocation(m_shSHADOW.program, "radius"), range + round);
glUniform1f(glGetUniformLocation(m_shSHADOW.program, "range"), range);
glUniform1f(glGetUniformLocation(m_shSHADOW.program, "shadowPower"), SHADOWPOWER);
glVertexAttribPointer(m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(m_shSHADOW.posAttrib);
glEnableVertexAttribArray(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_shSHADOW.posAttrib);
glDisableVertexAttribArray(m_shSHADOW.texAttrib);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
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->vecTransformedSize.x > 7000) {
textureSize = Vector2D(7680, 4320);
texPath += "8K.png";
} else if (pMonitor->vecTransformedSize.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() {
RASSERT(m_RenderData.pMonitor, "Tried to render BGtex without begin()!");
wlr_box box = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
renderTexture(m_mMonitorBGTextures[m_RenderData.pMonitor], &box, 255, 0);
}
void CHyprOpenGLImpl::destroyMonitorResources(SMonitor* 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());
}