/* primarily stolen from: - https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2 - https://github.com/vaxerski/Hyprland/blob/main/src/render/OpenGL.cpp */ // TODO: add push / pop_gles2_debug(renderer)? #define _POSIX_C_SOURCE 200809L #include #include #include #include #include #include #include #include #include "log.h" #include "sway/desktop/fx_renderer.h" #include "sway/desktop/shaders.h" #include "sway/output.h" #include "sway/server.h" /************************ Matrix Consts *************************/ static const GLfloat verts[] = { 1, 0, // top right 0, 0, // top left 1, 1, // bottom right 0, 1, // bottom left }; /************************ General Functions *************************/ static GLuint compile_shader(GLuint type, const GLchar *src) { GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &src, NULL); glCompileShader(shader); GLint ok; glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); if (ok == GL_FALSE) { glDeleteShader(shader); shader = 0; } return shader; } static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) { GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src); if (!vert) { goto error; } GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src); if (!frag) { glDeleteShader(vert); goto error; } GLuint prog = glCreateProgram(); glAttachShader(prog, vert); glAttachShader(prog, frag); glLinkProgram(prog); glDetachShader(prog, vert); glDetachShader(prog, frag); glDeleteShader(vert); glDeleteShader(frag); GLint ok; glGetProgramiv(prog, GL_LINK_STATUS, &ok); if (ok == GL_FALSE) { glDeleteProgram(prog); goto error; } return prog; error: return 0; } // initializes a provided fragment shader and returns false if unsuccessful bool init_frag_shader(struct gles2_tex_shader *shader, GLuint prog) { shader->program = prog; if (!shader->program) { return false; } shader->proj = glGetUniformLocation(prog, "proj"); shader->tex = glGetUniformLocation(prog, "tex"); shader->alpha = glGetUniformLocation(prog, "alpha"); shader->pos_attrib = glGetAttribLocation(prog, "pos"); shader->tex_attrib = glGetAttribLocation(prog, "texcoord"); shader->width = glGetUniformLocation(prog, "width"); shader->height = glGetUniformLocation(prog, "height"); shader->position = glGetUniformLocation(prog, "position"); shader->radius = glGetUniformLocation(prog, "radius"); return true; } // TODO: Hyprland way? struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer)); if (renderer == NULL) { return NULL; } // TODO: wlr_egl_make_current or eglMakeCurrent? // TODO: assert instead of conditional statement? if (!wlr_egl_make_current(egl)) { sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current"); return NULL; } // TODO: needed? renderer->egl = egl; // get extensions const char *exts_str = (const char *)glGetString(GL_EXTENSIONS); if (exts_str == NULL) { sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS"); return NULL; } sway_log(SWAY_INFO, "Creating swayfx GLES2 renderer"); sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION)); sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR)); sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER)); sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str); // TODO: gl checks // init shaders GLuint prog; prog = link_program(quad_vertex_src, quad_fragment_src); renderer->shaders.quad.program = prog; if (!renderer->shaders.quad.program) { goto error; } renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj"); renderer->shaders.quad.color = glGetUniformLocation(prog, "color"); renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos"); // Border corners prog = link_program(quad_vertex_src, corner_fragment_src); renderer->shaders.corner.program = prog; if (!renderer->shaders.corner.program) { goto error; } renderer->shaders.corner.proj = glGetUniformLocation(prog, "proj"); renderer->shaders.corner.color = glGetUniformLocation(prog, "color"); renderer->shaders.corner.pos_attrib = glGetAttribLocation(prog, "pos"); renderer->shaders.corner.is_top_left = glGetUniformLocation(prog, "is_top_left"); renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right"); renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left"); renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right"); renderer->shaders.corner.width = glGetUniformLocation(prog, "width"); renderer->shaders.corner.height = glGetUniformLocation(prog, "height"); renderer->shaders.corner.position = glGetUniformLocation(prog, "position"); renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius"); renderer->shaders.corner.thickness = glGetUniformLocation(prog, "thickness"); // fragment shaders prog = link_program(tex_vertex_src, tex_fragment_src_rgba); if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) { goto error; } prog = link_program(tex_vertex_src, tex_fragment_src_rgbx); if (!init_frag_shader(&renderer->shaders.tex_rgbx, prog)) { goto error; } prog = link_program(tex_vertex_src, tex_fragment_src_external); if (!init_frag_shader(&renderer->shaders.tex_ext, prog)) { goto error; } wlr_egl_unset_current(renderer->egl); sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully"); return renderer; error: glDeleteProgram(renderer->shaders.quad.program); glDeleteProgram(renderer->shaders.corner.program); glDeleteProgram(renderer->shaders.tex_rgba.program); glDeleteProgram(renderer->shaders.tex_rgbx.program); glDeleteProgram(renderer->shaders.tex_ext.program); wlr_egl_unset_current(renderer->egl); // TODO: more freeing? free(renderer); sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders"); return NULL; } void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) { glViewport(0, 0, width, height); // refresh projection matrix wlr_matrix_projection(renderer->projection, width, height, WL_OUTPUT_TRANSFORM_FLIPPED_180); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } void fx_renderer_end() { // TODO } void fx_renderer_clear(const float color[static 4]) { glClearColor(color[0], color[1], color[2], color[3]); glClear(GL_COLOR_BUFFER_BIT); } void fx_renderer_scissor(struct wlr_box *box) { if (box) { glScissor(box->x, box->y, box->width, box->height); glEnable(GL_SCISSOR_TEST); } else { glDisable(GL_SCISSOR_TEST); } } /************************ Rendering Functions *************************/ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture, const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9], float alpha, int radius) { assert(wlr_texture_is_gles2(wlr_texture)); struct wlr_gles2_texture_attribs texture_attrs; wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs); struct gles2_tex_shader *shader = NULL; switch (texture_attrs.target) { case GL_TEXTURE_2D: if (texture_attrs.has_alpha) { shader = &renderer->shaders.tex_rgba; } else { shader = &renderer->shaders.tex_rgbx; } break; /* case GL_TEXTURE_EXTERNAL_OES: shader = &renderer->shaders.tex_ext; // TODO: ADD ME ONCE EXTS ADDED TO RENDERER if (!renderer->exts.OES_egl_image_external) { sway_log(SWAY_ERROR, "Failed to render texture: " "GL_TEXTURE_EXTERNAL_OES not supported"); return false; } break; */ default: sway_log(SWAY_ERROR, "Aborting render"); abort(); } float gl_matrix[9]; wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set // to GL_FALSE wlr_matrix_transpose(gl_matrix, gl_matrix); // if there's no opacity or rounded corners we don't need to blend if (!texture_attrs.has_alpha && alpha == 1.0 && !radius) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); } glActiveTexture(GL_TEXTURE0); glBindTexture(texture_attrs.target, texture_attrs.tex); glTexParameteri(texture_attrs.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glUseProgram(shader->program); glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); glUniform1i(shader->tex, 0); glUniform1f(shader->alpha, alpha); // rounded corners glUniform1f(shader->width, dst_box->width); glUniform1f(shader->height, dst_box->height); glUniform2f(shader->position, dst_box->x, dst_box->y); glUniform1f(shader->radius, radius); const GLfloat x1 = src_box->x / wlr_texture->width; const GLfloat y1 = src_box->y / wlr_texture->height; const GLfloat x2 = (src_box->x + src_box->width) / wlr_texture->width; const GLfloat y2 = (src_box->y + src_box->height) / wlr_texture->height; const GLfloat texcoord[] = { x2, y1, // top right x1, y1, // top left x2, y2, // bottom right x1, y2, // bottom left }; glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord); glEnableVertexAttribArray(shader->pos_attrib); glEnableVertexAttribArray(shader->tex_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(shader->pos_attrib); glDisableVertexAttribArray(shader->tex_attrib); glBindTexture(texture_attrs.target, 0); return true; } bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture, const struct wlr_box *dst_box, const float matrix[static 9], float alpha, int radius) { struct wlr_fbox src_box = { .x = 0, .y = 0, .width = wlr_texture->width, .height = wlr_texture->height, }; return fx_render_subtexture_with_matrix(renderer, wlr_texture, &src_box, dst_box, matrix, alpha, radius); } void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, const float color[static 4], const float projection[static 9]) { if (box->width == 0 || box->height == 0) { return; } assert(box->width > 0 && box->height > 0); float matrix[9]; wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection); float gl_matrix[9]; wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); // TODO: investigate why matrix is flipped prior to this cmd // wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix); wlr_matrix_transpose(gl_matrix, gl_matrix); if (color[3] == 1.0) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); } glUseProgram(renderer->shaders.quad.program); glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix); glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]); glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib); } void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box *box, const float color[static 4], const float projection[static 9], enum corner_location corner_location, int radius, int border_thickness) { if (box->width == 0 || box->height == 0) { return; } assert(box->width > 0 && box->height > 0); float matrix[9]; wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection); float gl_matrix[9]; wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); // TODO: investigate why matrix is flipped prior to this cmd // wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix); wlr_matrix_transpose(gl_matrix, gl_matrix); if (color[3] == 1.0 && !radius) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); } glUseProgram(renderer->shaders.corner.program); glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix); glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]); glUniform1f(renderer->shaders.corner.is_top_left, false); glUniform1f(renderer->shaders.corner.is_top_right, false); glUniform1f(renderer->shaders.corner.is_bottom_left, false); glUniform1f(renderer->shaders.corner.is_bottom_right, false); switch (corner_location) { case TOP_LEFT: glUniform1f(renderer->shaders.corner.is_top_left, true); break; case TOP_RIGHT: glUniform1f(renderer->shaders.corner.is_top_right, true); break; case BOTTOM_LEFT: glUniform1f(renderer->shaders.corner.is_bottom_left, true); break; case BOTTOM_RIGHT: glUniform1f(renderer->shaders.corner.is_bottom_right, true); break; default: return; } glUniform1f(renderer->shaders.corner.width, box->width); glUniform1f(renderer->shaders.corner.height, box->height); glUniform2f(renderer->shaders.corner.position, box->x, box->y); glUniform1f(renderer->shaders.corner.radius, radius); glUniform1f(renderer->shaders.corner.thickness, border_thickness); glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); glEnableVertexAttribArray(renderer->shaders.corner.pos_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib); }