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https://github.com/hyprwm/Hyprland.git
synced 2025-08-02 21:21:55 -07:00
added basic damage tracking
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@@ -118,7 +118,7 @@ GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src) {
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return shader;
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}
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void CHyprOpenGLImpl::begin(SMonitor* pMonitor) {
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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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@@ -145,20 +145,21 @@ void CHyprOpenGLImpl::begin(SMonitor* pMonitor) {
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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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// clear
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clear(CColor(11, 11, 11, 255));
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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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const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
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float matrix[9];
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wlr_box windowBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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wlr_matrix_project_box(matrix, &windowBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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clear(CColor(11, 11, 11, 255));
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renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex, matrix, 255.f, 0);
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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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@@ -169,7 +170,15 @@ void CHyprOpenGLImpl::clear(const CColor& color) {
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RASSERT(m_RenderData.pMonitor, "Tried to render without begin()!");
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glClearColor(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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glClear(GL_COLOR_BUFFER_BIT);
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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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}
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void CHyprOpenGLImpl::scissor(const wlr_box* pBox) {
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@@ -184,10 +193,24 @@ void CHyprOpenGLImpl::scissor(const wlr_box* pBox) {
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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::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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@@ -216,16 +239,34 @@ void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
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glDisableVertexAttribArray(m_shQUAD.posAttrib);
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}
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void CHyprOpenGLImpl::renderTexture(wlr_texture* tex,float matrix[9], float alpha, int round) {
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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), matrix, alpha, round);
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renderTexture(CTexture(tex), pBox, alpha, round);
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}
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float alpha, int round) {
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void CHyprOpenGLImpl::renderTexture(const CTexture& 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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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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renderTextureInternal(tex, pBox, alpha, round);
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}
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}
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}
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void CHyprOpenGLImpl::renderTextureInternal(const CTexture& 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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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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@@ -293,16 +334,21 @@ void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float
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// cheers.
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// 2-pass pseudo-gaussian blur
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, float matrix[9], float a, int round) {
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, int round) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
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// if blur disabled, just render the texture
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if (g_pConfigManager->getInt("decoration:blur") == 0) {
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renderTexture(tex, matrix, a, round);
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renderTexture(tex, pBox, a, round);
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return;
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}
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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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// bind the mirror FB and clear it.
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m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.bind();
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clear(CColor(0, 0, 0, 0));
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@@ -317,7 +363,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, float matrix[9]
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// render our window to the mirror FB while also writing to the stencil
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renderTexture(tex, matrix, a, round);
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renderTexture(tex, pBox, a, round);
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// then we disable writing to the mask and ONLY accept writing within the stencil
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glStencilFunc(GL_EQUAL, 1, -1);
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@@ -332,7 +378,6 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, float matrix[9]
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// now we make the blur by blurring the main framebuffer (it will only affect the stencil)
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// matrix
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const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
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float matrixFull[9];
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wlr_box fullMonBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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wlr_matrix_project_box(matrixFull, &fullMonBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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@@ -382,7 +427,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, float matrix[9]
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// when the blur is done, let's render the window itself
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// we get it from the mirrored FB full because it's the FB 255 alpha cuz we rendered with a before, same for rounding
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renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex, matrixFull, 255.f, 0);
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renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex, &fullMonBox, 255.f, 0);
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// and disable the stencil
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glStencilMask(-1);
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@@ -485,7 +530,16 @@ void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) {
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const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID);
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wlr_output_attach_render(PMONITOR->output, nullptr);
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begin(PMONITOR);
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// we need to "damage" the entire monitor
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// so that we render the entire window
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// this is temporary, doesnt mess with the actual wlr damage
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pixman_region32_t fakeDamage;
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pixman_region32_init(&fakeDamage);
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pixman_region32_union_rect(&fakeDamage, &fakeDamage, 0, 0, (int)PMONITOR->vecSize.x, (int)PMONITOR->vecSize.y);
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begin(PMONITOR, &fakeDamage);
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pixman_region32_fini(&fakeDamage);
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const auto PFRAMEBUFFER = &m_mWindowFramebuffers[pWindow];
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@@ -541,12 +595,9 @@ void CHyprOpenGLImpl::renderSnapshot(CWindow** pWindow) {
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const auto PMONITOR = g_pCompositor->getMonitorFromID(PWINDOW->m_iMonitorID);
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const auto TRANSFORM = wlr_output_transform_invert(it->second.m_tTransform);
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float matrix[9];
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wlr_box windowBox = {0, 0, PMONITOR->vecSize.x, PMONITOR->vecSize.y};
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wlr_matrix_project_box(matrix, &windowBox, TRANSFORM, 0, PMONITOR->output->transform_matrix);
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renderTexture(it->second.m_cTex, matrix, PWINDOW->m_fAlpha, 0);
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renderTexture(it->second.m_cTex, &windowBox, PWINDOW->m_fAlpha, 0);
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}
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void CHyprOpenGLImpl::createBGTextureForMonitor(SMonitor* pMonitor) {
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@@ -603,10 +654,7 @@ void CHyprOpenGLImpl::createBGTextureForMonitor(SMonitor* pMonitor) {
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void CHyprOpenGLImpl::clearWithTex() {
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RASSERT(m_RenderData.pMonitor, "Tried to render BGtex without begin()!");
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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 box = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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wlr_matrix_project_box(matrix, &box, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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renderTexture(m_mMonitorBGTextures[m_RenderData.pMonitor], matrix, 255, 0);
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renderTexture(m_mMonitorBGTextures[m_RenderData.pMonitor], &box, 255, 0);
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}
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