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-rw-r--r--src/output.zig67
-rw-r--r--src/render.zig63
2 files changed, 65 insertions, 65 deletions
diff --git a/src/output.zig b/src/output.zig
index c345bdd..fa61fe4 100644
--- a/src/output.zig
+++ b/src/output.zig
@@ -1,6 +1,13 @@
const std = @import("std");
const c = @import("c.zig").c;
+const RenderData = struct {
+ output: *c.wlr_output,
+ renderer: *c.wlr_renderer,
+ view: *View,
+ when: *c.struct_timespec,
+};
+
const Output = struct {
server: *Server,
wlr_output: *c.wlr_output,
@@ -72,8 +79,7 @@ const Output = struct {
const color = [_]f32{ 0.3, 0.3, 0.3, 1.0 };
c.wlr_renderer_clear(renderer, &color);
- // Each subsequent window we render is rendered on top of the last. Because
- // our view list is ordered front-to-back, we iterate over it backwards.
+ // Each subsequent view is rendered on top of the last.
for (output.*.server.views.span()) |*view| {
if (!view.*.mapped) {
// An unmapped view should not be rendered.
@@ -104,4 +110,61 @@ const Output = struct {
// TODO: handle failure
_ = c.wlr_output_commit(output.*.wlr_output);
}
+
+ fn render_surface(surface: [*c]c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void {
+ // This function is called for every surface that needs to be rendered.
+ var rdata = @ptrCast(*RenderData, @alignCast(@alignOf(RenderData), data));
+ var view = rdata.*.view;
+ var output = rdata.*.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.
+ var texture = c.wlr_surface_get_texture(surface);
+ if (texture == null) {
+ return;
+ }
+
+ // The view has a position in layout coordinates. If you have two displays,
+ // one next to the other, both 1080p, a view on the rightmost display might
+ // have layout coordinates of 2000,100. We need to translate that to
+ // output-local coordinates, or (2000 - 1920).
+ var ox: f64 = 0.0;
+ var oy: f64 = 0.0;
+ c.wlr_output_layout_output_coords(view.*.server.*.output_layout, output, &ox, &oy);
+ ox += @intToFloat(f64, view.*.x + sx);
+ oy += @intToFloat(f64, view.*.y + sy);
+
+ // We also have to apply the scale factor for HiDPI outputs. This is only
+ // part of the puzzle, TinyWL does not fully support HiDPI.
+ var box = c.wlr_box{
+ .x = @floatToInt(c_int, ox * output.*.scale),
+ .y = @floatToInt(c_int, oy * output.*.scale),
+ .width = @floatToInt(c_int, @intToFloat(f32, surface.*.current.width) * output.*.scale),
+ .height = @floatToInt(c_int, @intToFloat(f32, surface.*.current.height) * output.*.scale),
+ };
+
+ // Those familiar with OpenGL are also familiar with the role of matricies
+ // in graphics programming. We need to prepare a matrix to render the view
+ // with. 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.
+ //
+ // Naturally you can do this any way you like, for example to make a 3D
+ // compositor.
+ var matrix: [9]f32 = undefined;
+ var transform = c.wlr_output_transform_invert(surface.*.current.transform);
+ c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &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(rdata.*.renderer, 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);
+ }
};
diff --git a/src/render.zig b/src/render.zig
deleted file mode 100644
index dc03de1..0000000
--- a/src/render.zig
+++ /dev/null
@@ -1,63 +0,0 @@
-const RenderData = struct {
- output: *c.wlr_output,
- renderer: *c.wlr_renderer,
- view: *View,
- when: *c.struct_timespec,
-};
-
-fn render_surface(surface: [*c]c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void {
- // This function is called for every surface that needs to be rendered.
- var rdata = @ptrCast(*RenderData, @alignCast(@alignOf(RenderData), data));
- var view = rdata.*.view;
- var output = rdata.*.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.
- var texture = c.wlr_surface_get_texture(surface);
- if (texture == null) {
- return;
- }
-
- // The view has a position in layout coordinates. If you have two displays,
- // one next to the other, both 1080p, a view on the rightmost display might
- // have layout coordinates of 2000,100. We need to translate that to
- // output-local coordinates, or (2000 - 1920).
- var ox: f64 = 0.0;
- var oy: f64 = 0.0;
- c.wlr_output_layout_output_coords(view.*.server.*.output_layout, output, &ox, &oy);
- ox += @intToFloat(f64, view.*.x + sx);
- oy += @intToFloat(f64, view.*.y + sy);
-
- // We also have to apply the scale factor for HiDPI outputs. This is only
- // part of the puzzle, TinyWL does not fully support HiDPI.
- var box = c.wlr_box{
- .x = @floatToInt(c_int, ox * output.*.scale),
- .y = @floatToInt(c_int, oy * output.*.scale),
- .width = @floatToInt(c_int, @intToFloat(f32, surface.*.current.width) * output.*.scale),
- .height = @floatToInt(c_int, @intToFloat(f32, surface.*.current.height) * output.*.scale),
- };
-
- // Those familiar with OpenGL are also familiar with the role of matricies
- // in graphics programming. We need to prepare a matrix to render the view
- // with. 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.
- //
- // Naturally you can do this any way you like, for example to make a 3D
- // compositor.
- var matrix: [9]f32 = undefined;
- var transform = c.wlr_output_transform_invert(surface.*.current.transform);
- c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &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(rdata.*.renderer, 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);
-}