aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/render/OpenGL.hpp
blob: 0d4b7852e108b641ba15f9601fa4de73828629e4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
#pragma once

#include "../defines.hpp"
#include "../helpers/Monitor.hpp"
#include "../helpers/Color.hpp"
#include "../helpers/Timer.hpp"
#include "../helpers/Region.hpp"
#include <list>
#include <unordered_map>

#include <cairo/cairo.h>

#include "Shader.hpp"
#include "Texture.hpp"
#include "Framebuffer.hpp"
#include "Transformer.hpp"

#include "../debug/TracyDefines.hpp"

class CHyprRenderer;

inline const float fullVerts[] = {
    1, 0, // top right
    0, 0, // top left
    1, 1, // bottom right
    0, 1, // bottom left
};
inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};

enum eDiscardMode
{
    DISCARD_OPAQUE = 1,
    DISCARD_ALPHA  = 1 << 1
};

struct SRenderModifData {
    Vector2D translate = {};
    float    scale     = 1.f;
};

struct SMonitorRenderData {
    CFramebuffer primaryFB;
    CFramebuffer mirrorFB;     // these are used for some effects,
    CFramebuffer mirrorSwapFB; // etc
    CFramebuffer offMainFB;

    CFramebuffer monitorMirrorFB; // used for mirroring outputs

    CTexture     stencilTex;

    CFramebuffer blurFB;
    bool         blurFBDirty        = true;
    bool         blurFBShouldRender = false;

    wlr_box      backgroundTexBox;

    // Shaders
    bool    m_bShadersInitialized = false;
    CShader m_shQUAD;
    CShader m_shRGBA;
    CShader m_shPASSTHRURGBA;
    CShader m_shRGBX;
    CShader m_shEXT;
    CShader m_shBLUR1;
    CShader m_shBLUR2;
    CShader m_shBLURFINISH;
    CShader m_shSHADOW;
    CShader m_shBORDER1;
    CShader m_shGLITCH;
    //
};

struct SCurrentRenderData {
    CMonitor*           pMonitor   = nullptr;
    CWorkspace*         pWorkspace = nullptr;
    float               projection[9];
    float               savedProjection[9];

    SMonitorRenderData* pCurrentMonData = nullptr;
    CFramebuffer*       currentFB       = nullptr;

    CRegion             damage;

    SRenderModifData    renderModif;
    float               mouseZoomFactor    = 1.f;
    bool                mouseZoomUseMouse  = true; // true by default
    bool                useNearestNeighbor = false;

    Vector2D            primarySurfaceUVTopLeft     = Vector2D(-1, -1);
    Vector2D            primarySurfaceUVBottomRight = Vector2D(-1, -1);

    wlr_box             clipBox = {};

    uint32_t            discardMode    = DISCARD_OPAQUE;
    float               discardOpacity = 0.f;
};

class CGradientValueData;

class CHyprOpenGLImpl {
  public:
    CHyprOpenGLImpl();

    void               begin(CMonitor*, CRegion*, bool fake = false);
    void               end();
    void               bindWlrOutputFb();

    void               renderRect(wlr_box*, const CColor&, int round = 0);
    void               renderRectWithBlur(wlr_box*, const CColor&, int round = 0, float blurA = 1.f);
    void               renderRectWithDamage(wlr_box*, const CColor&, CRegion* damage, int round = 0);
    void               renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
    void               renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
    void               renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
    void               renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
    void               renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);

    void               saveMatrix();
    void               setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
    void               restoreMatrix();

    void               blend(bool enabled);

    void               makeWindowSnapshot(CWindow*);
    void               makeRawWindowSnapshot(CWindow*, CFramebuffer*);
    void               makeLayerSnapshot(SLayerSurface*);
    void               renderSnapshot(CWindow**);
    void               renderSnapshot(SLayerSurface**);

    void               clear(const CColor&);
    void               clearWithTex();
    void               scissor(const wlr_box*, bool transform = true);
    void               scissor(const pixman_box32*, bool transform = true);
    void               scissor(const int x, const int y, const int w, const int h, bool transform = true);

    void               destroyMonitorResources(CMonitor*);

    void               markBlurDirtyForMonitor(CMonitor*);

    void               preWindowPass();
    bool               preBlurQueued();
    void               preRender(CMonitor*);

    void               saveBufferForMirror();
    void               renderMirrored();

    void               applyScreenShader(const std::string& path);

    void               bindOffMain();
    void               renderOffToMain(CFramebuffer* off);
    void               bindBackOnMain();

    SCurrentRenderData m_RenderData;

    GLint              m_iCurrentOutputFb = 0;
    GLint              m_iWLROutputFb     = 0;

    bool               m_bReloadScreenShader = true; // at launch it can be set

    CWindow*           m_pCurrentWindow = nullptr; // hack to get the current rendered window
    SLayerSurface*     m_pCurrentLayer  = nullptr; // hack to get the current rendered layer

    std::unordered_map<CWindow*, CFramebuffer>        m_mWindowFramebuffers;
    std::unordered_map<SLayerSurface*, CFramebuffer>  m_mLayerFramebuffers;
    std::unordered_map<CMonitor*, SMonitorRenderData> m_mMonitorRenderResources;
    std::unordered_map<CMonitor*, CTexture>           m_mMonitorBGTextures;

  private:
    std::list<GLuint> m_lBuffers;
    std::list<GLuint> m_lTextures;

    int               m_iDRMFD;
    std::string       m_szExtensions;

    bool              m_bFakeFrame        = false;
    bool              m_bEndFrame         = false;
    bool              m_bApplyFinalShader = false;
    bool              m_bBlend            = false;

    CShader           m_sFinalScreenShader;
    CTimer            m_tGlobalTimer;

    GLuint            createProgram(const std::string&, const std::string&, bool dynamic = false);
    GLuint            compileShader(const GLuint&, std::string, bool dynamic = false);
    void              createBGTextureForMonitor(CMonitor*);
    void              initShaders();

    // returns the out FB, can be either Mirror or MirrorSwap
    CFramebuffer* blurMainFramebufferWithDamage(float a, CRegion* damage);

    void          renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, CRegion* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
                                                  bool allowCustomUV = false, bool allowDim = false);
    void          renderTexturePrimitive(const CTexture& tex, wlr_box* pBox);
    void          renderSplash(cairo_t* const, cairo_surface_t* const, double);

    void          preBlurForCurrentMonitor();

    bool          shouldUseNewBlurOptimizations(SLayerSurface* pLayer, CWindow* pWindow);

    friend class CHyprRenderer;
};

inline std::unique_ptr<CHyprOpenGLImpl> g_pHyprOpenGL;