mirror of
https://github.com/virtcode/hypr-dynamic-cursors
synced 2025-09-20 00:23:22 +02:00
parent
111669a699
commit
38c1d00f3c
8 changed files with 127 additions and 20 deletions
47
src/render/CursorPassElement.cpp
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47
src/render/CursorPassElement.cpp
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#include "CursorPassElement.hpp"
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#include "renderer.hpp"
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#include <hyprland/src/render/pass/TexPassElement.hpp>
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#include <hyprland/src/render/OpenGL.hpp>
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#include <hyprutils/utils/ScopeGuard.hpp>
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using namespace Hyprutils::Utils;
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CCursorPassElement::CCursorPassElement(const CCursorPassElement::SRenderData& data_) : data(data_) {
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;
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}
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void CCursorPassElement::draw(const CRegion& damage) {
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renderCursorTextureInternalWithDamage(
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data.tex,
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&data.box,
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data.damage.empty() ? damage : data.damage,
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1.F,
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data.syncTimeline,
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data.syncPoint,
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data.hotspot,
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data.nearest,
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data.stretchAngle,
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data.stretchMagnitude
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);
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}
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bool CCursorPassElement::needsLiveBlur() {
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return false; // TODO?
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}
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bool CCursorPassElement::needsPrecomputeBlur() {
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return false; // TODO?
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}
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std::optional<CBox> CCursorPassElement::boundingBox() {
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return data.box.copy().scale(1.F / g_pHyprOpenGL->m_RenderData.pMonitor->scale).round();
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}
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CRegion CCursorPassElement::opaqueRegion() {
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return {}; // TODO:
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}
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void CCursorPassElement::discard() {
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;
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}
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41
src/render/CursorPassElement.hpp
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41
src/render/CursorPassElement.hpp
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#pragma once
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#include <hyprland/src/render/pass/PassElement.hpp>
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#include <optional>
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class CWLSurfaceResource;
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class CTexture;
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class CSyncTimeline;
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class CCursorPassElement : public IPassElement {
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public:
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struct SRenderData {
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SP<CTexture> tex;
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CBox box;
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CRegion damage;
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SP<CSyncTimeline> syncTimeline;
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int64_t syncPoint = 0;
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Vector2D hotspot;
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bool nearest;
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double stretchAngle;
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Vector2D stretchMagnitude;
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};
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CCursorPassElement(const SRenderData& data);
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virtual ~CCursorPassElement() = default;
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virtual void draw(const CRegion& damage);
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virtual bool needsLiveBlur();
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virtual bool needsPrecomputeBlur();
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virtual std::optional<CBox> boundingBox();
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virtual CRegion opaqueRegion();
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virtual void discard();
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virtual const char* passName() {
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return "CCursorPassElement";
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}
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private:
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SRenderData data;
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};
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151
src/render/renderer.cpp
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151
src/render/renderer.cpp
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#include "../globals.hpp"
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#include <GLES2/gl2.h>
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#define private public
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#include <hyprland/src/render/OpenGL.hpp>
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#include <hyprland/src/helpers/math/Math.hpp>
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#undef private
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#include <hyprland/src/Compositor.hpp>
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#include <hyprland/src/config/ConfigValue.hpp>
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#include <hyprland/src/debug/Log.hpp>
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#include "renderer.hpp"
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/*
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This is the projectBox method from hyprland, but with support for rotation around a point, the hotspot.
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*/
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Mat3x3 projectCursorBox(CBox& box, eTransform transform, float rotation, const Mat3x3& projection, Vector2D hotspot, float stretchAngle, Vector2D stretch) {
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auto mat = Mat3x3::identity();
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mat.translate(box.pos());
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if (stretch != Vector2D{1,1}) {
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// center to origin, rotate, shift up, scale, undo
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// we do the shifting up so the stretch is "only to one side"
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mat.translate({box.w / 2, box.h / 2});
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mat.rotate(stretchAngle);
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mat.translate({0.f, box.h / 2});
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mat.scale(stretch);
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mat.translate({0.f, box.h / -2});
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mat.rotate(-stretchAngle);
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mat.translate({box.w / -2, box.h / -2});
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}
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if (rotation != 0) {
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mat.translate(hotspot);
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mat.rotate(rotation);
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mat.translate(-hotspot);
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}
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mat.scale(box.size());
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if (transform != HYPRUTILS_TRANSFORM_NORMAL) {
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mat.translate({0.5, 0.5});
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mat.transform(transform);
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mat.translate({-0.5, -0.5});
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}
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return projection.copy().multiply(mat);
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}
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/*
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This renders a texture with damage but rotates the texture around a given hotspot.
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*/
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void renderCursorTextureInternalWithDamage(SP<CTexture> tex, CBox* pBox, const CRegion& damage, float alpha, SP<CSyncTimeline> waitTimeline, uint64_t waitPoint, Vector2D hotspot, bool nearest, float stretchAngle, Vector2D stretch) {
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TRACY_GPU_ZONE("RenderDynamicCursor");
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if (waitTimeline != nullptr) {
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if (!g_pHyprOpenGL->waitForTimelinePoint(waitTimeline, waitPoint)) {
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Debug::log(ERR, "renderTextureInternalWithDamage: failed to wait for explicit sync point {}", waitPoint);
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return;
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}
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}
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alpha = std::clamp(alpha, 0.f, 1.f);
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if (damage.empty())
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return;
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CBox newBox = *pBox;
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g_pHyprOpenGL->m_RenderData.renderModif.applyToBox(newBox);
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// get transform
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const auto TRANSFORM = wlTransformToHyprutils(invertTransform(!g_pHyprOpenGL->m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : g_pHyprOpenGL->m_RenderData.pMonitor->transform));
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Mat3x3 matrix = projectCursorBox(newBox, TRANSFORM, newBox.rot, g_pHyprOpenGL->m_RenderData.monitorProjection, hotspot, stretchAngle, stretch);
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Mat3x3 glMatrix = g_pHyprOpenGL->m_RenderData.projection.copy().multiply(matrix);
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CShader* shader = nullptr;
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switch (tex->m_iType) {
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case TEXTURE_RGBA: shader = &g_pHyprOpenGL->m_RenderData.pCurrentMonData->m_shRGBA; break;
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case TEXTURE_RGBX: shader = &g_pHyprOpenGL->m_RenderData.pCurrentMonData->m_shRGBX; break;
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case TEXTURE_EXTERNAL: shader = &g_pHyprOpenGL->m_RenderData.pCurrentMonData->m_shEXT; break;
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default: RASSERT(false, "tex->m_iTarget unsupported!");
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}
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glActiveTexture(GL_TEXTURE0);
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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);
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glTexParameteri(tex->m_iTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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} else {
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glTexParameteri(tex->m_iTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(tex->m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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glUseProgram(shader->program);
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#ifndef GLES2
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glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix.getMatrix().data());
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#else
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix.transpose().getMatrix().data());
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#endif
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha);
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glUniform1i(shader->discardOpaque, 0);
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glUniform1i(shader->discardAlpha, 0);
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CBox transformedBox = newBox;
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transformedBox.transform(wlTransformToHyprutils(invertTransform(g_pHyprOpenGL->m_RenderData.pMonitor->transform)), g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.y);
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const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y);
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const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
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glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
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glUniform2f(shader->fullSize, FULLSIZE.x, FULLSIZE.y);
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glUniform1f(shader->radius, 0);
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glUniform1i(shader->applyTint, 0);
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glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(shader->posAttrib);
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glEnableVertexAttribArray(shader->texAttrib);
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if (g_pHyprOpenGL->m_RenderData.clipBox.width != 0 && g_pHyprOpenGL->m_RenderData.clipBox.height != 0) {
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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};
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damageClip.intersect(damage);
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if (!damageClip.empty()) {
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for (auto& RECT : damageClip.getRects()) {
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g_pHyprOpenGL->scissor(&RECT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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} else {
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for (auto& RECT : damage.getRects()) {
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g_pHyprOpenGL->scissor(&RECT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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glDisableVertexAttribArray(shader->posAttrib);
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glDisableVertexAttribArray(shader->texAttrib);
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glBindTexture(tex->m_iTarget, 0);
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}
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4
src/render/renderer.hpp
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4
src/render/renderer.hpp
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#include <hyprland/src/render/OpenGL.hpp>
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#include <hyprland/src/helpers/math/Math.hpp>
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void renderCursorTextureInternalWithDamage(SP<CTexture> tex, CBox* pBox, const CRegion& damage, float alpha, SP<CSyncTimeline> waitTimeline, uint64_t waitPoint, Vector2D hotspot, bool nearest, float stretchAngle, Vector2D stretch);
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