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Diffstat (limited to 'src/render.zig')
| -rw-r--r-- | src/render.zig | 315 |
1 files changed, 0 insertions, 315 deletions
diff --git a/src/render.zig b/src/render.zig deleted file mode 100644 index a7055ef..0000000 --- a/src/render.zig +++ /dev/null @@ -1,315 +0,0 @@ -// This file is part of river, a dynamic tiling wayland compositor. -// -// Copyright 2020 Isaac Freund -// -// This program is free software: you can redistribute it and/or modify -// it under the terms of the GNU General Public License as published by -// the Free Software Foundation, either version 3 of the License, or -// (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// -// You should have received a copy of the GNU General Public License -// along with this program. If not, see <https://www.gnu.org/licenses/>. - -const build_options = @import("build_options"); -const std = @import("std"); - -const c = @import("c.zig"); - -const Box = @import("Box.zig"); -const LayerSurface = @import("LayerSurface.zig"); -const Output = @import("Output.zig"); -const Server = @import("Server.zig"); -const View = @import("View.zig"); -const ViewStack = @import("view_stack.zig").ViewStack; - -const SurfaceRenderData = struct { - output: *const Output, - - /// In output layout coordinates relative to the output - output_x: i32, - output_y: i32, - - when: *c.timespec, -}; - -pub fn renderOutput(output: *Output) void { - const wlr_renderer = output.getRenderer(); - - var now: c.timespec = undefined; - _ = c.clock_gettime(c.CLOCK_MONOTONIC, &now); - - // wlr_output_attach_render makes the OpenGL context current. - if (!c.wlr_output_attach_render(output.wlr_output, null)) { - return; - } - // The "effective" resolution can change if you rotate your outputs. - var width: c_int = undefined; - var height: c_int = undefined; - c.wlr_output_effective_resolution(output.wlr_output, &width, &height); - // Begin the renderer (calls glViewport and some other GL sanity checks) - c.wlr_renderer_begin(wlr_renderer, width, height); - - const color = [_]f32{ 0.0, 0.16862745, 0.21176471, 1.0 }; - c.wlr_renderer_clear(wlr_renderer, &color); - - renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now); - renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now); - - // The first view in the list is "on top" so iterate in reverse. - var it = ViewStack(View).reverseIterator(output.views.last, output.current_focused_tags); - while (it.next()) |node| { - const view = &node.view; - // This check prevents a race condition when a frame is requested - // between mapping of a view and the first configure being handled. - if (view.current_box.width == 0 or view.current_box.height == 0) { - continue; - } - // Floating views are rendered on top of normal views - if (view.floating) { - continue; - } - renderView(output.*, view, &now); - renderBorders(output.*, view, &now); - } - - // Render floating views - it = ViewStack(View).reverseIterator(output.views.last, output.current_focused_tags); - while (it.next()) |node| { - const view = &node.view; - // This check prevents a race condition when a frame is requested - // between mapping of a view and the first configure being handled. - if (view.current_box.width == 0 or view.current_box.height == 0) { - continue; - } - if (!view.floating) { - continue; - } - renderView(output.*, view, &now); - renderBorders(output.*, view, &now); - } - - // Render xwayland unmanged views - if (build_options.xwayland) { - renderXwaylandUnmanaged(output.*, &now); - } - - renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now); - renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now); - - // Hardware cursors are rendered by the GPU on a separate plane, and can be - // moved around without re-rendering what's beneath them - which is more - // efficient. However, not all hardware supports hardware cursors. For this - // reason, wlroots provides a software fallback, which we ask it to render - // here. wlr_cursor handles configuring hardware vs software cursors for you, - // and this function is a no-op when hardware cursors are in use. - c.wlr_output_render_software_cursors(output.wlr_output, null); - - // Conclude rendering and swap the buffers, showing the final frame - // on-screen. - c.wlr_renderer_end(wlr_renderer); - // TODO: handle failure - _ = c.wlr_output_commit(output.wlr_output); -} - -/// Render all surfaces on the passed layer -fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.timespec) void { - var it = layer.first; - while (it) |node| : (it = node.next) { - const layer_surface = &node.data; - var rdata = SurfaceRenderData{ - .output = &output, - .output_x = layer_surface.box.x, - .output_y = layer_surface.box.y, - .when = now, - }; - c.wlr_layer_surface_v1_for_each_surface( - layer_surface.wlr_layer_surface, - renderSurface, - &rdata, - ); - } -} - -fn renderView(output: Output, view: *View, now: *c.timespec) void { - // If we have a stashed buffer, we are in the middle of a transaction - // and need to render that buffer until the transaction is complete. - if (view.stashed_buffer) |buffer| { - var box = c.wlr_box{ - .x = view.current_box.x, - .y = view.current_box.y, - .width = @intCast(c_int, view.current_box.width), - .height = @intCast(c_int, view.current_box.height), - }; - - // Scale the box to the output's current scaling factor - scaleBox(&box, output.wlr_output.scale); - - var matrix: [9]f32 = undefined; - c.wlr_matrix_project_box( - &matrix, - &box, - .WL_OUTPUT_TRANSFORM_NORMAL, - 0.0, - &output.wlr_output.transform_matrix, - ); - - // This takes our matrix, the texture, and an alpha, and performs the actual - // rendering on the GPU. - _ = c.wlr_render_texture_with_matrix( - output.getRenderer(), - buffer.texture, - &matrix, - 1.0, - ); - } else { - // Since there is no stashed buffer, we are not in the middle of - // a transaction and may simply render each toplevel surface. - var rdata = SurfaceRenderData{ - .output = &output, - .output_x = view.current_box.x, - .output_y = view.current_box.y, - .when = now, - }; - - view.forEachSurface(renderSurface, &rdata); - } -} - -/// Render all xwayland unmanaged windows that appear on the output -fn renderXwaylandUnmanaged(output: Output, now: *c.timespec) void { - const root = output.root; - const output_box: *c.wlr_box = c.wlr_output_layout_get_box( - root.wlr_output_layout, - output.wlr_output, - ); - - var it = output.root.xwayland_unmanaged_views.first; - while (it) |node| : (it = node.next) { - const wlr_xwayland_surface = node.data.wlr_xwayland_surface; - - var rdata = SurfaceRenderData{ - .output = &output, - .output_x = wlr_xwayland_surface.x - output_box.x, - .output_y = wlr_xwayland_surface.y - output_box.y, - .when = now, - }; - c.wlr_surface_for_each_surface(wlr_xwayland_surface.surface, renderSurface, &rdata); - } -} - -/// This function is passed to wlroots to render each surface during iteration -fn renderSurface( - _surface: ?*c.wlr_surface, - surface_x: c_int, - surface_y: c_int, - data: ?*c_void, -) callconv(.C) void { - // wlroots says this will never be null - const surface = _surface.?; - const rdata = @ptrCast(*SurfaceRenderData, @alignCast(@alignOf(SurfaceRenderData), data)); - const output = rdata.output; - const wlr_output = output.wlr_output; - - // We first obtain a wlr_texture, which is a GPU resource. wlroots - // automatically handles negotiating these with the client. The underlying - // resource could be an opaque handle passed from the client, or the client - // could have sent a pixel buffer which we copied to the GPU, or a few other - // means. You don't have to worry about this, wlroots takes care of it. - const texture = c.wlr_surface_get_texture(surface); - if (texture == null) { - return; - } - - var box = c.wlr_box{ - .x = rdata.output_x + surface_x, - .y = rdata.output_y + surface_y, - .width = surface.current.width, - .height = surface.current.height, - }; - - // Scale the box to the output's current scaling factor - scaleBox(&box, wlr_output.scale); - - // wlr_matrix_project_box is a helper which takes a box with a desired - // x, y coordinates, width and height, and an output geometry, then - // prepares an orthographic projection and multiplies the necessary - // transforms to produce a model-view-projection matrix. - var matrix: [9]f32 = undefined; - const transform = c.wlr_output_transform_invert(surface.current.transform); - c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &wlr_output.transform_matrix); - - // This takes our matrix, the texture, and an alpha, and performs the actual - // rendering on the GPU. - _ = c.wlr_render_texture_with_matrix(output.getRenderer(), texture, &matrix, 1.0); - - // This lets the client know that we've displayed that frame and it can - // prepare another one now if it likes. - c.wlr_surface_send_frame_done(surface, rdata.when); -} - -fn renderBorders(output: Output, view: *View, now: *c.timespec) void { - var border: Box = undefined; - const color = if (view.focused) - [_]f32{ 0.57647059, 0.63137255, 0.63137255, 1.0 } // Solarized base1 - else - [_]f32{ 0.34509804, 0.43137255, 0.45882353, 1.0 }; // Solarized base01 - const border_width = output.root.server.config.border_width; - - // left and right, covering the corners as well - border.y = view.current_box.y - @intCast(i32, border_width); - border.width = border_width; - border.height = view.current_box.height + border_width * 2; - - // left - border.x = view.current_box.x - @intCast(i32, border_width); - renderRect(output, border, color); - - // right - border.x = view.current_box.x + @intCast(i32, view.current_box.width); - renderRect(output, border, color); - - // top and bottom - border.x = view.current_box.x; - border.width = view.current_box.width; - border.height = border_width; - - // top - border.y = view.current_box.y - @intCast(i32, border_width); - renderRect(output, border, color); - - // bottom border - border.y = view.current_box.y + @intCast(i32, view.current_box.height); - renderRect(output, border, color); -} - -fn renderRect(output: Output, box: Box, color: [4]f32) void { - var wlr_box = box.toWlrBox(); - scaleBox(&wlr_box, output.wlr_output.scale); - c.wlr_render_rect( - output.getRenderer(), - &wlr_box, - &color, - &output.wlr_output.transform_matrix, - ); -} - -/// Scale a wlr_box, taking the possibility of fractional scaling into account. -fn scaleBox(box: *c.wlr_box, scale: f64) void { - box.x = @floatToInt(c_int, @round(@intToFloat(f64, box.x) * scale)); - box.y = @floatToInt(c_int, @round(@intToFloat(f64, box.y) * scale)); - box.width = scaleLength(box.width, box.x, scale); - box.height = scaleLength(box.height, box.x, scale); -} - -/// Scales a width/height. -/// -/// This might seem overly complex, but it needs to work for fractional scaling. -fn scaleLength(length: c_int, offset: c_int, scale: f64) c_int { - return @floatToInt(c_int, @round(@intToFloat(f64, offset + length) * scale) - - @round(@intToFloat(f64, offset) * scale)); -} |
