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https://github.com/virtcode/hypr-dynamic-cursors
synced 2025-09-19 16:13:21 +02:00
feat: basic inverted rendering
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7 changed files with 323 additions and 16 deletions
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@ -11,6 +11,7 @@
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#include "renderer.hpp"
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#include "hyprland/math.hpp"
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#include "invert/shader.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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@ -136,3 +137,92 @@ void renderCursorTextureInternalWithDamage(SP<CTexture> tex, CBox* pBox, CRegion
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glBindTexture(tex->m_iTarget, 0);
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}
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void renderCursorTextureInternalWithDamageInverted(SP<CTexture> tex, CBox* pBox, CRegion* damage, float alpha, Vector2D hotspot, bool nearest) {
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TRACY_GPU_ZONE("RenderDynamicCursor");
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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(wlr_output_transform_invert(!g_pHyprOpenGL->m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : g_pHyprOpenGL->m_RenderData.pMonitor->transform));
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float matrix[9];
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projectCursorBox(matrix, newBox, TRANSFORM, newBox.rot, g_pHyprOpenGL->m_RenderData.monitorProjection.data(), hotspot);
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, g_pHyprOpenGL->m_RenderData.projection, matrix);
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CInversionShader* shader = nullptr;
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switch (tex->m_iType) {
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case TEXTURE_RGBA: shader = &g_pShaders->rgba; break;
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case TEXTURE_RGBX: shader = &g_pShaders->rgbx; break;
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case TEXTURE_EXTERNAL: shader = &g_pShaders->ext; break;
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default: RASSERT(false, "tex->m_iTarget unsupported!");
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}
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// bind background and cursor texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(g_pHyprOpenGL->m_RenderData.pCurrentMonData->offloadFB.m_cTex->m_iTarget, g_pHyprOpenGL->m_RenderData.pCurrentMonData->offloadFB.m_cTex->m_iTexID);
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glActiveTexture(GL_TEXTURE1);
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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);
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#else
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wlr_matrix_transpose(glMatrix, glMatrix);
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
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#endif
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glUniform1i(shader->backgroundTex, 0);
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glUniform1i(shader->cursorTex, 1);
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glUniform1f(shader->alpha, alpha);
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CBox transformedBox = newBox;
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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);
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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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