hypr-dynamic-cursors/src/renderer.cpp

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#include "globals.hpp"
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#include <GLES2/gl2.h>
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#define private public
#include <hyprland/src/render/OpenGL.hpp>
#include <hyprland/src/helpers/math/Math.hpp>
#undef private
#include <hyprland/src/Compositor.hpp>
#include <hyprland/src/config/ConfigValue.hpp>
#include "renderer.hpp"
#include "hyprland/math.hpp"
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#include "invert/shader.hpp"
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/*
This is the projectBox method from hyprland, but with support for rotation around a point, the hotspot.
*/
void projectCursorBox(float mat[9], CBox& box, eTransform transform, float rotation, const float projection[9], Vector2D hotspot) {
double x = box.x;
double y = box.y;
double width = box.width;
double height = box.height;
matrixIdentity(mat);
matrixTranslate(mat, x, y);
if (rotation != 0) {
matrixTranslate(mat, hotspot.x, hotspot.y);
matrixRotate(mat, rotation);
matrixTranslate(mat, -hotspot.x, -hotspot.y);
}
wlr_matrix_scale(mat, width, height);
if (transform != HYPRUTILS_TRANSFORM_NORMAL) {
matrixTranslate(mat, 0.5, 0.5);
matrixTransform(mat, transform);
matrixTranslate(mat, -0.5, -0.5);
}
matrixMultiply(mat, projection, mat);
}
/*
This renders a texture with damage but rotates the texture around a given hotspot.
*/
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void renderCursorTextureInternalWithDamage(SP<CTexture> tex, CBox* pBox, CRegion* damage, float alpha, Vector2D hotspot, bool nearest) {
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TRACY_GPU_ZONE("RenderDynamicCursor");
alpha = std::clamp(alpha, 0.f, 1.f);
if (damage->empty())
return;
CBox newBox = *pBox;
g_pHyprOpenGL->m_RenderData.renderModif.applyToBox(newBox);
// get transform
const auto TRANSFORM = wlTransformToHyprutils(wlr_output_transform_invert(!g_pHyprOpenGL->m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : g_pHyprOpenGL->m_RenderData.pMonitor->transform));
float matrix[9];
projectCursorBox(matrix, newBox, TRANSFORM, newBox.rot, g_pHyprOpenGL->m_RenderData.monitorProjection.data(), hotspot);
float glMatrix[9];
wlr_matrix_multiply(glMatrix, g_pHyprOpenGL->m_RenderData.projection, matrix);
CShader* shader = nullptr;
switch (tex->m_iType) {
case TEXTURE_RGBA: shader = &g_pHyprOpenGL->m_RenderData.pCurrentMonData->m_shRGBA; break;
case TEXTURE_RGBX: shader = &g_pHyprOpenGL->m_RenderData.pCurrentMonData->m_shRGBX; break;
case TEXTURE_EXTERNAL: shader = &g_pHyprOpenGL->m_RenderData.pCurrentMonData->m_shEXT; break;
default: RASSERT(false, "tex->m_iTarget unsupported!");
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex->m_iTarget, tex->m_iTexID);
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if (g_pHyprOpenGL->m_RenderData.useNearestNeighbor || nearest) {
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glTexParameteri(tex->m_iTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(tex->m_iTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
} else {
glTexParameteri(tex->m_iTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glUseProgram(shader->program);
#ifndef GLES2
glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
#endif
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha);
glUniform1i(shader->discardOpaque, 0);
glUniform1i(shader->discardAlpha, 0);
CBox transformedBox = newBox;
transformedBox.transform(wlTransformToHyprutils(wlr_output_transform_invert(g_pHyprOpenGL->m_RenderData.pMonitor->transform)), g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.y);
const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y);
const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
glUniform2f(shader->fullSize, FULLSIZE.x, FULLSIZE.y);
glUniform1f(shader->radius, 0);
glUniform1i(shader->applyTint, 0);
glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib);
if (g_pHyprOpenGL->m_RenderData.clipBox.width != 0 && g_pHyprOpenGL->m_RenderData.clipBox.height != 0) {
CRegion damageClip{g_pHyprOpenGL->m_RenderData.clipBox.x, g_pHyprOpenGL->m_RenderData.clipBox.y, g_pHyprOpenGL->m_RenderData.clipBox.width, g_pHyprOpenGL->m_RenderData.clipBox.height};
damageClip.intersect(*damage);
if (!damageClip.empty()) {
for (auto& RECT : damageClip.getRects()) {
g_pHyprOpenGL->scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
} else {
for (auto& RECT : damage->getRects()) {
g_pHyprOpenGL->scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
glDisableVertexAttribArray(shader->posAttrib);
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex->m_iTarget, 0);
}
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void renderCursorTextureInternalWithDamageInverted(SP<CTexture> tex, CBox* pBox, CRegion* damage, float alpha, Vector2D hotspot, bool nearest, int mode, bool chroma, CColor chromaColor) {
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TRACY_GPU_ZONE("RenderDynamicCursor");
alpha = std::clamp(alpha, 0.f, 1.f);
if (damage->empty())
return;
CBox newBox = *pBox;
g_pHyprOpenGL->m_RenderData.renderModif.applyToBox(newBox);
// get transform
const auto TRANSFORM = wlTransformToHyprutils(wlr_output_transform_invert(!g_pHyprOpenGL->m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : g_pHyprOpenGL->m_RenderData.pMonitor->transform));
float matrix[9];
projectCursorBox(matrix, newBox, TRANSFORM, newBox.rot, g_pHyprOpenGL->m_RenderData.monitorProjection.data(), hotspot);
float glMatrix[9];
wlr_matrix_multiply(glMatrix, g_pHyprOpenGL->m_RenderData.projection, matrix);
CInversionShader* shader = nullptr;
switch (tex->m_iType) {
case TEXTURE_RGBA: shader = &g_pShaders->rgba; break;
case TEXTURE_RGBX: shader = &g_pShaders->rgbx; break;
case TEXTURE_EXTERNAL: shader = &g_pShaders->ext; break;
default: RASSERT(false, "tex->m_iTarget unsupported!");
}
// bind background and cursor texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(g_pHyprOpenGL->m_RenderData.pCurrentMonData->offloadFB.m_cTex->m_iTarget, g_pHyprOpenGL->m_RenderData.pCurrentMonData->offloadFB.m_cTex->m_iTexID);
glActiveTexture(GL_TEXTURE1);
glBindTexture(tex->m_iTarget, tex->m_iTexID);
if (g_pHyprOpenGL->m_RenderData.useNearestNeighbor || nearest) {
glTexParameteri(tex->m_iTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(tex->m_iTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
} else {
glTexParameteri(tex->m_iTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glUseProgram(shader->program);
#ifndef GLES2
glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
#endif
glUniform1i(shader->backgroundTex, 0);
glUniform1i(shader->cursorTex, 1);
glUniform1f(shader->alpha, alpha);
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glUniform1i(shader->mode, mode);
glUniform1i(shader->chroma, chroma);
glUniform4f(shader->chromaColor, chromaColor.r, chromaColor.g, chromaColor.b, chromaColor.a);
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CBox transformedBox = newBox;
transformedBox.transform(wlTransformToHyprutils(wlr_output_transform_invert(g_pHyprOpenGL->m_RenderData.pMonitor->transform)), g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.y);
glUniform1i(shader->applyTint, 0);
glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib);
if (g_pHyprOpenGL->m_RenderData.clipBox.width != 0 && g_pHyprOpenGL->m_RenderData.clipBox.height != 0) {
CRegion damageClip{g_pHyprOpenGL->m_RenderData.clipBox.x, g_pHyprOpenGL->m_RenderData.clipBox.y, g_pHyprOpenGL->m_RenderData.clipBox.width, g_pHyprOpenGL->m_RenderData.clipBox.height};
damageClip.intersect(*damage);
if (!damageClip.empty()) {
for (auto& RECT : damageClip.getRects()) {
g_pHyprOpenGL->scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
} else {
for (auto& RECT : damage->getRects()) {
g_pHyprOpenGL->scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
glDisableVertexAttribArray(shader->posAttrib);
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex->m_iTarget, 0);
}