hyprlock/src/renderer/Renderer.cpp

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#include "Renderer.hpp"
#include "Shaders.hpp"
#include "Screencopy.hpp"
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#include "../config/ConfigManager.hpp"
#include "../core/AnimationManager.hpp"
#include "../core/Egl.hpp"
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#include "../core/Output.hpp"
#include "../core/hyprlock.hpp"
#include "../helpers/Color.hpp"
#include "../helpers/Log.hpp"
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#include <GLES3/gl32.h>
#include <GLES3/gl3ext.h>
#include <GLES2/gl2ext.h>
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#include <algorithm>
#include "widgets/PasswordInputField.hpp"
#include "widgets/Background.hpp"
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#include "widgets/Label.hpp"
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#include "widgets/Image.hpp"
#include "widgets/Shape.hpp"
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inline const float fullVerts[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
static GLuint compileShader(const GLuint& type, std::string src) {
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auto shader = glCreateShader(type);
auto shaderSource = src.c_str();
glShaderSource(shader, 1, &shaderSource, nullptr);
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glCompileShader(shader);
GLint ok;
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!");
return shader;
}
static GLuint createProgram(const std::string& vert, const std::string& frag) {
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auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert);
RASSERT(vertCompiled, "Compiling shader failed. VERTEX NULL! Shader source:\n\n{}", vert);
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auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag);
RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT NULL! Shader source:\n\n{}", frag);
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auto prog = glCreateProgram();
glAttachShader(prog, vertCompiled);
glAttachShader(prog, fragCompiled);
glLinkProgram(prog);
glDetachShader(prog, vertCompiled);
glDetachShader(prog, fragCompiled);
glDeleteShader(vertCompiled);
glDeleteShader(fragCompiled);
GLint ok;
glGetProgramiv(prog, GL_LINK_STATUS, &ok);
RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!");
return prog;
}
static void glMessageCallbackA(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) {
if (type != GL_DEBUG_TYPE_ERROR)
return;
Debug::log(LOG, "[gl] {}", (const char*)message);
}
CRenderer::CRenderer() {
g_pEGL->makeCurrent(nullptr);
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(glMessageCallbackA, nullptr);
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GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC);
rectShader.program = prog;
rectShader.proj = glGetUniformLocation(prog, "proj");
rectShader.color = glGetUniformLocation(prog, "color");
rectShader.posAttrib = glGetAttribLocation(prog, "pos");
rectShader.topLeft = glGetUniformLocation(prog, "topLeft");
rectShader.fullSize = glGetUniformLocation(prog, "fullSize");
rectShader.radius = glGetUniformLocation(prog, "radius");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
texShader.program = prog;
texShader.proj = glGetUniformLocation(prog, "proj");
texShader.tex = glGetUniformLocation(prog, "tex");
texShader.alphaMatte = glGetUniformLocation(prog, "texMatte");
texShader.alpha = glGetUniformLocation(prog, "alpha");
texShader.texAttrib = glGetAttribLocation(prog, "texcoord");
texShader.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte");
texShader.posAttrib = glGetAttribLocation(prog, "pos");
texShader.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
texShader.discardAlpha = glGetUniformLocation(prog, "discardAlpha");
texShader.discardAlphaValue = glGetUniformLocation(prog, "discardAlphaValue");
texShader.topLeft = glGetUniformLocation(prog, "topLeft");
texShader.fullSize = glGetUniformLocation(prog, "fullSize");
texShader.radius = glGetUniformLocation(prog, "radius");
texShader.applyTint = glGetUniformLocation(prog, "applyTint");
texShader.tint = glGetUniformLocation(prog, "tint");
texShader.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte");
prog = createProgram(TEXVERTSRC, TEXMIXFRAGSRCRGBA);
texMixShader.program = prog;
texMixShader.proj = glGetUniformLocation(prog, "proj");
texMixShader.tex = glGetUniformLocation(prog, "tex1");
texMixShader.tex2 = glGetUniformLocation(prog, "tex2");
texMixShader.alphaMatte = glGetUniformLocation(prog, "texMatte");
texMixShader.alpha = glGetUniformLocation(prog, "alpha");
texMixShader.mixFactor = glGetUniformLocation(prog, "mixFactor");
texMixShader.texAttrib = glGetAttribLocation(prog, "texcoord");
texMixShader.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte");
texMixShader.posAttrib = glGetAttribLocation(prog, "pos");
texMixShader.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
texMixShader.discardAlpha = glGetUniformLocation(prog, "discardAlpha");
texMixShader.discardAlphaValue = glGetUniformLocation(prog, "discardAlphaValue");
texMixShader.topLeft = glGetUniformLocation(prog, "topLeft");
texMixShader.fullSize = glGetUniformLocation(prog, "fullSize");
texMixShader.radius = glGetUniformLocation(prog, "radius");
texMixShader.applyTint = glGetUniformLocation(prog, "applyTint");
texMixShader.tint = glGetUniformLocation(prog, "tint");
texMixShader.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte");
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prog = createProgram(TEXVERTSRC, FRAGBLUR1);
blurShader1.program = prog;
blurShader1.tex = glGetUniformLocation(prog, "tex");
blurShader1.alpha = glGetUniformLocation(prog, "alpha");
blurShader1.proj = glGetUniformLocation(prog, "proj");
blurShader1.posAttrib = glGetAttribLocation(prog, "pos");
blurShader1.texAttrib = glGetAttribLocation(prog, "texcoord");
blurShader1.radius = glGetUniformLocation(prog, "radius");
blurShader1.halfpixel = glGetUniformLocation(prog, "halfpixel");
blurShader1.passes = glGetUniformLocation(prog, "passes");
blurShader1.vibrancy = glGetUniformLocation(prog, "vibrancy");
blurShader1.vibrancy_darkness = glGetUniformLocation(prog, "vibrancy_darkness");
prog = createProgram(TEXVERTSRC, FRAGBLUR2);
blurShader2.program = prog;
blurShader2.tex = glGetUniformLocation(prog, "tex");
blurShader2.alpha = glGetUniformLocation(prog, "alpha");
blurShader2.proj = glGetUniformLocation(prog, "proj");
blurShader2.posAttrib = glGetAttribLocation(prog, "pos");
blurShader2.texAttrib = glGetAttribLocation(prog, "texcoord");
blurShader2.radius = glGetUniformLocation(prog, "radius");
blurShader2.halfpixel = glGetUniformLocation(prog, "halfpixel");
prog = createProgram(TEXVERTSRC, FRAGBLURPREPARE);
blurPrepareShader.program = prog;
blurPrepareShader.tex = glGetUniformLocation(prog, "tex");
blurPrepareShader.proj = glGetUniformLocation(prog, "proj");
blurPrepareShader.posAttrib = glGetAttribLocation(prog, "pos");
blurPrepareShader.texAttrib = glGetAttribLocation(prog, "texcoord");
blurPrepareShader.contrast = glGetUniformLocation(prog, "contrast");
blurPrepareShader.brightness = glGetUniformLocation(prog, "brightness");
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prog = createProgram(TEXVERTSRC, FRAGBLURFINISH);
blurFinishShader.program = prog;
blurFinishShader.tex = glGetUniformLocation(prog, "tex");
blurFinishShader.proj = glGetUniformLocation(prog, "proj");
blurFinishShader.posAttrib = glGetAttribLocation(prog, "pos");
blurFinishShader.texAttrib = glGetAttribLocation(prog, "texcoord");
blurFinishShader.brightness = glGetUniformLocation(prog, "brightness");
blurFinishShader.noise = glGetUniformLocation(prog, "noise");
blurFinishShader.colorize = glGetUniformLocation(prog, "colorize");
blurFinishShader.colorizeTint = glGetUniformLocation(prog, "colorizeTint");
blurFinishShader.boostA = glGetUniformLocation(prog, "boostA");
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prog = createProgram(QUADVERTSRC, FRAGBORDER);
borderShader.program = prog;
borderShader.proj = glGetUniformLocation(prog, "proj");
borderShader.thick = glGetUniformLocation(prog, "thick");
borderShader.posAttrib = glGetAttribLocation(prog, "pos");
borderShader.texAttrib = glGetAttribLocation(prog, "texcoord");
borderShader.topLeft = glGetUniformLocation(prog, "topLeft");
borderShader.bottomRight = glGetUniformLocation(prog, "bottomRight");
borderShader.fullSize = glGetUniformLocation(prog, "fullSize");
borderShader.fullSizeUntransformed = glGetUniformLocation(prog, "fullSizeUntransformed");
borderShader.radius = glGetUniformLocation(prog, "radius");
borderShader.radiusOuter = glGetUniformLocation(prog, "radiusOuter");
borderShader.gradient = glGetUniformLocation(prog, "gradient");
borderShader.gradientLength = glGetUniformLocation(prog, "gradientLength");
borderShader.angle = glGetUniformLocation(prog, "angle");
borderShader.gradient2 = glGetUniformLocation(prog, "gradient2");
borderShader.gradient2Length = glGetUniformLocation(prog, "gradient2Length");
borderShader.angle2 = glGetUniformLocation(prog, "angle2");
borderShader.gradientLerp = glGetUniformLocation(prog, "gradientLerp");
borderShader.alpha = glGetUniformLocation(prog, "alpha");
g_pAnimationManager->createAnimation(0.f, opacity, g_pConfigManager->m_AnimationTree.getConfig("fadeIn"));
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}
//
CRenderer::SRenderFeedback CRenderer::renderLock(const CSessionLockSurface& surf) {
projection = Mat3x3::outputProjection(surf.size, HYPRUTILS_TRANSFORM_NORMAL);
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g_pEGL->makeCurrent(surf.eglSurface);
glViewport(0, 0, surf.size.x, surf.size.y);
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GLint fb = 0;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fb);
pushFb(fb);
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glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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SRenderFeedback feedback;
const bool WAITFORASSETS = !g_pHyprlock->m_bImmediateRender && !g_pAsyncResourceGatherer->gathered;
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if (!WAITFORASSETS) {
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// render widgets
const auto WIDGETS = getOrCreateWidgetsFor(surf);
for (auto& w : WIDGETS) {
feedback.needsFrame = w->draw({opacity->value()}) || feedback.needsFrame;
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}
}
feedback.needsFrame = feedback.needsFrame || !g_pAsyncResourceGatherer->gathered;
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glDisable(GL_BLEND);
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return feedback;
}
void CRenderer::renderRect(const CBox& box, const CHyprColor& col, int rounding) {
const auto ROUNDEDBOX = box.copy().round();
Mat3x3 matrix = projMatrix.projectBox(ROUNDEDBOX, HYPRUTILS_TRANSFORM_NORMAL, box.rot);
Mat3x3 glMatrix = projection.copy().multiply(matrix);
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glUseProgram(rectShader.program);
glUniformMatrix3fv(rectShader.proj, 1, GL_TRUE, glMatrix.getMatrix().data());
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// premultiply the color as well as we don't work with straight alpha
glUniform4f(rectShader.color, col.r * col.a, col.g * col.a, col.b * col.a, col.a);
const auto TOPLEFT = Vector2D(ROUNDEDBOX.x, ROUNDEDBOX.y);
const auto FULLSIZE = Vector2D(ROUNDEDBOX.width, ROUNDEDBOX.height);
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// Rounded corners
glUniform2f(rectShader.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(rectShader.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(rectShader.radius, rounding);
glVertexAttribPointer(rectShader.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(rectShader.posAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(rectShader.posAttrib);
}
void CRenderer::renderBorder(const CBox& box, const CGradientValueData& gradient, int thickness, int rounding, float alpha) {
const auto ROUNDEDBOX = box.copy().round();
Mat3x3 matrix = projMatrix.projectBox(ROUNDEDBOX, HYPRUTILS_TRANSFORM_NORMAL, box.rot);
Mat3x3 glMatrix = projection.copy().multiply(matrix);
glUseProgram(borderShader.program);
glUniformMatrix3fv(borderShader.proj, 1, GL_TRUE, glMatrix.getMatrix().data());
glUniform4fv(borderShader.gradient, gradient.m_vColorsOkLabA.size() / 4, (float*)gradient.m_vColorsOkLabA.data());
glUniform1i(borderShader.gradientLength, gradient.m_vColorsOkLabA.size() / 4);
glUniform1f(borderShader.angle, (int)(gradient.m_fAngle / (M_PI / 180.0)) % 360 * (M_PI / 180.0));
glUniform1f(borderShader.alpha, alpha);
glUniform1i(borderShader.gradient2Length, 0);
const auto TOPLEFT = Vector2D(ROUNDEDBOX.x, ROUNDEDBOX.y);
const auto FULLSIZE = Vector2D(ROUNDEDBOX.width, ROUNDEDBOX.height);
glUniform2f(borderShader.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(borderShader.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform2f(borderShader.fullSizeUntransformed, (float)box.width, (float)box.height);
glUniform1f(borderShader.radius, rounding);
glUniform1f(borderShader.radiusOuter, rounding);
glUniform1f(borderShader.thick, thickness);
glVertexAttribPointer(borderShader.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(borderShader.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(borderShader.posAttrib);
glEnableVertexAttribArray(borderShader.texAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(borderShader.posAttrib);
glDisableVertexAttribArray(borderShader.texAttrib);
}
void CRenderer::renderTexture(const CBox& box, const CTexture& tex, float a, int rounding, std::optional<eTransform> tr) {
const auto ROUNDEDBOX = box.copy().round();
Mat3x3 matrix = projMatrix.projectBox(ROUNDEDBOX, tr.value_or(HYPRUTILS_TRANSFORM_FLIPPED_180), box.rot);
Mat3x3 glMatrix = projection.copy().multiply(matrix);
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CShader* shader = &texShader;
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glActiveTexture(GL_TEXTURE0);
glBindTexture(tex.m_iTarget, tex.m_iTexID);
glUseProgram(shader->program);
glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix.getMatrix().data());
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glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, a);
const auto TOPLEFT = Vector2D(ROUNDEDBOX.x, ROUNDEDBOX.y);
const auto FULLSIZE = Vector2D(ROUNDEDBOX.width, ROUNDEDBOX.height);
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// Rounded corners
glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
glUniform2f(shader->fullSize, FULLSIZE.x, FULLSIZE.y);
glUniform1f(shader->radius, rounding);
glUniform1i(shader->discardOpaque, 0);
glUniform1i(shader->discardAlpha, 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);
glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->posAttrib);
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex.m_iTarget, 0);
}
void CRenderer::renderTextureMix(const CBox& box, const CTexture& tex, const CTexture& tex2, float a, float mixFactor, int rounding, std::optional<eTransform> tr) {
const auto ROUNDEDBOX = box.copy().round();
Mat3x3 matrix = projMatrix.projectBox(ROUNDEDBOX, tr.value_or(HYPRUTILS_TRANSFORM_FLIPPED_180), box.rot);
Mat3x3 glMatrix = projection.copy().multiply(matrix);
CShader* shader = &texMixShader;
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex.m_iTarget, tex.m_iTexID);
glActiveTexture(GL_TEXTURE1);
glBindTexture(tex2.m_iTarget, tex2.m_iTexID);
glUseProgram(shader->program);
glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix.getMatrix().data());
glUniform1i(shader->tex, 0);
glUniform1i(shader->tex2, 1);
glUniform1f(shader->alpha, a);
glUniform1f(shader->mixFactor, mixFactor);
const auto TOPLEFT = Vector2D(ROUNDEDBOX.x, ROUNDEDBOX.y);
const auto FULLSIZE = Vector2D(ROUNDEDBOX.width, ROUNDEDBOX.height);
// Rounded corners
glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
glUniform2f(shader->fullSize, FULLSIZE.x, FULLSIZE.y);
glUniform1f(shader->radius, rounding);
glUniform1i(shader->discardOpaque, 0);
glUniform1i(shader->discardAlpha, 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);
glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(shader->posAttrib);
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex.m_iTarget, 0);
}
template <class Widget>
static void createWidget(std::vector<ASP<IWidget>>& widgets) {
const auto W = makeAtomicShared<Widget>();
W->registerSelf(W);
widgets.emplace_back(W);
}
std::vector<ASP<IWidget>>& CRenderer::getOrCreateWidgetsFor(const CSessionLockSurface& surf) {
RASSERT(surf.m_outputID != OUTPUT_INVALID, "Invalid output ID!");
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if (!widgets.contains(surf.m_outputID)) {
auto CWIDGETS = g_pConfigManager->getWidgetConfigs();
std::ranges::sort(CWIDGETS, [](CConfigManager::SWidgetConfig& a, CConfigManager::SWidgetConfig& b) {
return std::any_cast<Hyprlang::INT>(a.values.at("zindex")) < std::any_cast<Hyprlang::INT>(b.values.at("zindex"));
});
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const auto POUTPUT = surf.m_outputRef.lock();
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for (auto& c : CWIDGETS) {
if (!c.monitor.empty() && c.monitor != POUTPUT->stringPort && !POUTPUT->stringDesc.starts_with(c.monitor) && !("desc:" + POUTPUT->stringDesc).starts_with(c.monitor))
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continue;
// by type
if (c.type == "background") {
createWidget<CBackground>(widgets[surf.m_outputID]);
} else if (c.type == "input-field") {
createWidget<CPasswordInputField>(widgets[surf.m_outputID]);
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} else if (c.type == "label") {
createWidget<CLabel>(widgets[surf.m_outputID]);
} else if (c.type == "shape") {
createWidget<CShape>(widgets[surf.m_outputID]);
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} else if (c.type == "image") {
createWidget<CImage>(widgets[surf.m_outputID]);
} else {
Debug::log(ERR, "Unknown widget type: {}", c.type);
continue;
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}
widgets[surf.m_outputID].back()->configure(c.values, POUTPUT);
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}
}
return widgets[surf.m_outputID];
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}
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void CRenderer::blurFB(const CFramebuffer& outfb, SBlurParams params) {
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glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
CBox box{0, 0, outfb.m_vSize.x, outfb.m_vSize.y};
box.round();
Mat3x3 matrix = projMatrix.projectBox(box, HYPRUTILS_TRANSFORM_NORMAL, 0);
Mat3x3 glMatrix = projection.copy().multiply(matrix);
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CFramebuffer mirrors[2];
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mirrors[0].alloc(outfb.m_vSize.x, outfb.m_vSize.y, true);
mirrors[1].alloc(outfb.m_vSize.x, outfb.m_vSize.y, true);
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CFramebuffer* currentRenderToFB = &mirrors[0];
// Begin with base color adjustments - global brightness and contrast
// TODO: make this a part of the first pass maybe to save on a drawcall?
{
mirrors[1].bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(outfb.m_cTex.m_iTarget, outfb.m_cTex.m_iTexID);
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glTexParameteri(outfb.m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUseProgram(blurPrepareShader.program);
glUniformMatrix3fv(blurPrepareShader.proj, 1, GL_TRUE, glMatrix.getMatrix().data());
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glUniform1f(blurPrepareShader.contrast, params.contrast);
glUniform1f(blurPrepareShader.brightness, params.brightness);
glUniform1i(blurPrepareShader.tex, 0);
glVertexAttribPointer(blurPrepareShader.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(blurPrepareShader.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(blurPrepareShader.posAttrib);
glEnableVertexAttribArray(blurPrepareShader.texAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(blurPrepareShader.posAttrib);
glDisableVertexAttribArray(blurPrepareShader.texAttrib);
currentRenderToFB = &mirrors[1];
}
// declare the draw func
auto drawPass = [&](CShader* pShader) {
if (currentRenderToFB == &mirrors[0])
mirrors[1].bind();
else
mirrors[0].bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(currentRenderToFB->m_cTex.m_iTarget, currentRenderToFB->m_cTex.m_iTexID);
glTexParameteri(currentRenderToFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(pShader->program);
// prep two shaders
glUniformMatrix3fv(pShader->proj, 1, GL_TRUE, glMatrix.getMatrix().data());
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glUniform1f(pShader->radius, params.size);
if (pShader == &blurShader1) {
glUniform2f(blurShader1.halfpixel, 0.5f / (outfb.m_vSize.x / 2.f), 0.5f / (outfb.m_vSize.y / 2.f));
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glUniform1i(blurShader1.passes, params.passes);
glUniform1f(blurShader1.vibrancy, params.vibrancy);
glUniform1f(blurShader1.vibrancy_darkness, params.vibrancy_darkness);
} else
glUniform2f(blurShader2.halfpixel, 0.5f / (outfb.m_vSize.x * 2.f), 0.5f / (outfb.m_vSize.y * 2.f));
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glUniform1i(pShader->tex, 0);
glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(pShader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(pShader->posAttrib);
glEnableVertexAttribArray(pShader->texAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(pShader->posAttrib);
glDisableVertexAttribArray(pShader->texAttrib);
if (currentRenderToFB != &mirrors[0])
currentRenderToFB = &mirrors[0];
else
currentRenderToFB = &mirrors[1];
};
// draw the things.
// first draw is swap -> mirr
mirrors[0].bind();
glBindTexture(mirrors[1].m_cTex.m_iTarget, mirrors[1].m_cTex.m_iTexID);
for (int i = 1; i <= params.passes; ++i) {
drawPass(&blurShader1); // down
}
for (int i = params.passes - 1; i >= 0; --i) {
drawPass(&blurShader2); // up
}
// finalize the image
{
if (currentRenderToFB == &mirrors[0])
mirrors[1].bind();
else
mirrors[0].bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(currentRenderToFB->m_cTex.m_iTarget, currentRenderToFB->m_cTex.m_iTexID);
glTexParameteri(currentRenderToFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(blurFinishShader.program);
glUniformMatrix3fv(blurFinishShader.proj, 1, GL_TRUE, glMatrix.getMatrix().data());
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glUniform1f(blurFinishShader.noise, params.noise);
glUniform1f(blurFinishShader.brightness, params.brightness);
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glUniform1i(blurFinishShader.colorize, params.colorize.has_value());
if (params.colorize.has_value())
glUniform3f(blurFinishShader.colorizeTint, params.colorize->r, params.colorize->g, params.colorize->b);
glUniform1f(blurFinishShader.boostA, params.boostA);
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glUniform1i(blurFinishShader.tex, 0);
glVertexAttribPointer(blurFinishShader.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(blurFinishShader.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(blurFinishShader.posAttrib);
glEnableVertexAttribArray(blurFinishShader.texAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(blurFinishShader.posAttrib);
glDisableVertexAttribArray(blurFinishShader.texAttrib);
if (currentRenderToFB != &mirrors[0])
currentRenderToFB = &mirrors[0];
else
currentRenderToFB = &mirrors[1];
}
// finish
outfb.bind();
renderTexture(box, currentRenderToFB->m_cTex, 1.0, 0, HYPRUTILS_TRANSFORM_NORMAL);
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glEnable(GL_BLEND);
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}
void CRenderer::pushFb(GLint fb) {
boundFBs.push_back(fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
}
void CRenderer::popFb() {
boundFBs.pop_back();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, boundFBs.empty() ? 0 : boundFBs.back());
}
void CRenderer::removeWidgetsFor(OUTPUTID id) {
widgets.erase(id);
}
void CRenderer::reconfigureWidgetsFor(OUTPUTID id) {
// TODO: reconfigure widgets by just calling their configure method again.
// Requires a way to get a widgets config properties.
// I think the best way would be to store the anonymos key of the widget config.
removeWidgetsFor(id);
}
void CRenderer::startFadeIn() {
Debug::log(LOG, "Starting fade in");
*opacity = 1.f;
opacity->setCallbackOnEnd([this](auto) { opacity->setConfig(g_pConfigManager->m_AnimationTree.getConfig("fadeOut")); }, true);
}
void CRenderer::startFadeOut(bool unlock) {
*opacity = 0.f;
if (unlock)
opacity->setCallbackOnEnd([](auto) { g_pHyprlock->releaseSessionLock(); }, true);
}