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https://github.com/hyprwm/Hyprland.git
synced 2024-11-24 05:47:06 +03:00
added broken rect renderer
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374491ee63
commit
334f5a59b0
@ -113,9 +113,10 @@ void Events::listener_monitorFrame(void* owner, void* data) {
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return;
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g_pHyprOpenGL->begin(PMONITOR);
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g_pHyprOpenGL->clear(CColor(11, 11, 11, 255));
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g_pHyprOpenGL->clear(CColor(11, 55, 11, 255));
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wlr_box box = {1,1,100,300};
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g_pHyprOpenGL->renderRect(&box, CColor(255,0,255,255)); // THIS FUCKING SHIT DOESNT WORK!!!!!!
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g_pHyprOpenGL->end();
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@ -21,34 +21,34 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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// Init shaders
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GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC);
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m_qShaderQuad.program = prog;
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m_qShaderQuad.proj = glGetUniformLocation(prog, "proj");
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m_qShaderQuad.color = glGetUniformLocation(prog, "color");
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m_qShaderQuad.posAttrib = glGetUniformLocation(prog, "pos");
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m_shQUAD.program = prog;
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m_shQUAD.proj = glGetUniformLocation(prog, "proj");
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m_shQUAD.color = glGetUniformLocation(prog, "color");
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m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
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m_shRGBA.program = prog;
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m_shRGBA.proj = glGetUniformLocation(prog, "proj");
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m_shRGBA.tex = glGetUniformLocation(prog, "tex");
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m_shRGBA.alpha = glGetUniformLocation(prog, "alpha");
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m_shRGBA.texAttrib = glGetUniformLocation(prog, "texcoord");
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m_shRGBA.posAttrib = glGetUniformLocation(prog, "pos");
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m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
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m_shRGBX.program = prog;
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m_shRGBX.tex = glGetUniformLocation(prog, "tex");
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m_shRGBX.proj = glGetUniformLocation(prog, "proj");
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m_shRGBX.alpha = glGetUniformLocation(prog, "alpha");
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m_shRGBX.texAttrib = glGetUniformLocation(prog, "texcoord");
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m_shRGBX.posAttrib = glGetUniformLocation(prog, "pos");
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m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT);
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m_shEXT.program = prog;
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m_shEXT.tex = glGetUniformLocation(prog, "tex");
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m_shEXT.proj = glGetUniformLocation(prog, "proj");
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m_shEXT.alpha = glGetUniformLocation(prog, "alpha");
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m_shEXT.posAttrib = glGetUniformLocation(prog, "pos");
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m_shEXT.texAttrib = glGetUniformLocation(prog, "texcoord");
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m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
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m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
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Debug::log(LOG, "Shaders initialized successfully.");
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@ -103,7 +103,7 @@ void CHyprOpenGLImpl::begin(SMonitor* pMonitor) {
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glViewport(0, 0, pMonitor->vecSize.x, pMonitor->vecSize.y);
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wlr_matrix_projection(m_RenderData.projection, pMonitor->vecSize.x, pMonitor->vecSize.y, WL_OUTPUT_TRANSFORM_NORMAL);
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wlr_matrix_projection(m_RenderData.projection, pMonitor->vecSize.x, pMonitor->vecSize.y, WL_OUTPUT_TRANSFORM_NORMAL); // TODO: this is deprecated
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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@ -120,6 +120,8 @@ void CHyprOpenGLImpl::clear(const CColor& color) {
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}
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void CHyprOpenGLImpl::scissor(const wlr_box* pBox) {
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RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!");
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if (!pBox) {
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glDisable(GL_SCISSOR_TEST);
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return;
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@ -127,4 +129,36 @@ void CHyprOpenGLImpl::scissor(const wlr_box* pBox) {
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glScissor(pBox->x, pBox->y, pBox->width, pBox->height);
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glEnable(GL_SCISSOR_TEST);
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}
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void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
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RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
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RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
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float matrix[9];
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wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, m_RenderData.projection); // TODO: write own, don't use WLR here
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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if (col.a == 255.f)
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glDisable(GL_BLEND);
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else
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glEnable(GL_BLEND);
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glUseProgram(m_shQUAD.program);
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glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(m_shQUAD.color, 0.1f, 0.1f, 0.1f, 1.f);
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glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(m_shQUAD.posAttrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(m_shQUAD.posAttrib);
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}
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@ -9,6 +9,18 @@
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#include "Shaders.hpp"
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#include "Shader.hpp"
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inline const float matrixFlip180[] = {
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1.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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};
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inline const float fullVerts[] = {
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1, 0, // top right
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0, 0, // top left
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1, 1, // bottom right
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0, 1, // bottom left
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};
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struct SCurrentRenderData {
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SMonitor* pMonitor = nullptr;
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float projection[9];
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@ -22,6 +34,8 @@ public:
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void begin(SMonitor*);
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void end();
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void renderRect(wlr_box*, const CColor&);
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void clear(const CColor&);
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void scissor(const wlr_box*);
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@ -35,7 +49,7 @@ private:
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std::string m_szExtensions;
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// Shaders
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SQuad m_qShaderQuad;
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SQuad m_shQUAD;
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CShader m_shRGBA;
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CShader m_shRGBX;
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CShader m_shEXT;
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