#include "labwc.h" #include "theme/theme.h" struct draw_data { struct wlr_renderer *renderer; float *transform_matrix; float *rgba; }; static void draw_rect(struct draw_data *d, struct wlr_box box) { wlr_render_rect(d->renderer, &box, d->rgba, d->transform_matrix); } static void draw_line(struct draw_data *d, int x1, int y1, int x2, int y2) { struct wlr_box box = { .x = x1, .y = y1, .width = abs(x2 - x1) + 1, .height = abs(y2 - y1) + 1, }; wlr_render_rect(d->renderer, &box, d->rgba, d->transform_matrix); } /* clang-format off */ static void draw_rect_unfilled(struct draw_data *d, struct wlr_box box) { draw_line(d, box.x, box.y, box.x + box.width - 1, box.y); draw_line(d, box.x + box.width - 1, box.y, box.x + box.width - 1, box.y + box.height - 1); draw_line(d, box.x, box.y + box.height - 1, box.x + box.width - 1, box.y + box.height - 1); draw_line(d, box.x, box.y, box.x, box.y + box.height - 1); } /* clang-format on */ static void shrink(struct wlr_box *box, int size) { box->x += size; box->y += size; box->width -= 2 * size; box->height -= 2 * size; } static void render_cycle_box(struct output *output) { struct wlr_box box; if (!output->server->cycle_view) return; struct view *view; wl_list_for_each_reverse (view, &output->server->views, link) { if (view == output->server->cycle_view) goto render_it; } return; render_it: box.x = view->x - view->margin.left; box.y = view->y - view->margin.top; box.width = view->w + view->margin.left + view->margin.right; box.height = view->h + view->margin.top + view->margin.bottom; struct draw_data dd = { .renderer = view->server->renderer, .transform_matrix = output->wlr_output->transform_matrix, }; dd.rgba = (float[4]){ 1.0, 1.0, 1.0, 1.0 }; draw_rect_unfilled(&dd, box); dd.rgba = (float[4]){ 0.0, 0.0, 0.0, 1.0 }; for (int i = 0; i < 4; i++) { shrink(&box, 1); draw_rect_unfilled(&dd, box); } dd.rgba = (float[4]){ 1.0, 1.0, 1.0, 1.0 }; shrink(&box, 1); draw_rect_unfilled(&dd, box); } static void render_icon(struct draw_data *d, struct wlr_box box, struct wlr_texture *texture) { if (!texture) return; float matrix[9]; wlr_matrix_project_box(matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, 0, d->transform_matrix); wlr_render_texture_with_matrix(d->renderer, texture, matrix, 1); } static void render_decorations(struct wlr_output *output, struct view *view) { if (!view->show_server_side_deco) return; struct draw_data ddata = { .renderer = view->server->renderer, .transform_matrix = output->transform_matrix, }; ddata.rgba = theme.window_active_handle_bg_color; draw_rect(&ddata, deco_box(view, LAB_DECO_PART_TOP)); draw_rect(&ddata, deco_box(view, LAB_DECO_PART_RIGHT)); draw_rect(&ddata, deco_box(view, LAB_DECO_PART_BOTTOM)); draw_rect(&ddata, deco_box(view, LAB_DECO_PART_LEFT)); if (view->surface == seat_focused_surface()) ddata.rgba = theme.window_active_title_bg_color; else ddata.rgba = theme.window_inactive_title_bg_color; draw_rect(&ddata, deco_box(view, LAB_DECO_PART_TITLE)); if (view->surface == seat_focused_surface()) { render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_CLOSE), theme.xbm_close_active_unpressed); render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_MAXIMIZE), theme.xbm_maximize_active_unpressed); render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_ICONIFY), theme.xbm_iconify_active_unpressed); } else { render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_CLOSE), theme.xbm_close_inactive_unpressed); render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_MAXIMIZE), theme.xbm_maximize_inactive_unpressed); render_icon(&ddata, deco_box(view, LAB_DECO_BUTTON_ICONIFY), theme.xbm_iconify_inactive_unpressed); } } struct render_data { struct wlr_output *output; struct wlr_output_layout *output_layout; struct wlr_renderer *renderer; int lx, ly; struct timespec *when; }; static void render_surface(struct wlr_surface *surface, int sx, int sy, void *data) { struct render_data *rdata = data; struct wlr_texture *texture = wlr_surface_get_texture(surface); if (!texture) 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). */ double ox = 0, oy = 0; wlr_output_layout_output_coords(rdata->output_layout, rdata->output, &ox, &oy); ox += rdata->lx + sx; oy += rdata->ly + sy; /* TODO: Support HiDPI */ struct wlr_box box = { .x = ox * rdata->output->scale, .y = oy * rdata->output->scale, .width = surface->current.width * rdata->output->scale, .height = surface->current.height * rdata->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. */ float matrix[9]; enum wl_output_transform transform = wlr_output_transform_invert(surface->current.transform); wlr_matrix_project_box(matrix, &box, transform, 0, rdata->output->transform_matrix); /* * This takes our matrix, the texture, and an alpha, and performs the * actual rendering on the GPU. */ wlr_render_texture_with_matrix(rdata->renderer, texture, matrix, 1); /* This lets the client know that we've displayed that frame and it can * prepare another one now if it likes. */ wlr_surface_send_frame_done(surface, rdata->when); } void output_frame(struct wl_listener *listener, void *data) { /* This function is called every time an output is ready to display a * frame, generally at the output's refresh rate (e.g. 60Hz). */ struct output *output = wl_container_of(listener, output, frame); struct wlr_renderer *renderer = output->server->renderer; struct timespec now; clock_gettime(CLOCK_MONOTONIC, &now); /* wlr_output_attach_render makes the OpenGL context current. */ if (!wlr_output_attach_render(output->wlr_output, NULL)) { return; } /* The "effective" resolution can change if you rotate your outputs. */ int width, height; wlr_output_effective_resolution(output->wlr_output, &width, &height); /* Begin the renderer (calls glViewport and some other GL sanity checks) */ wlr_renderer_begin(renderer, width, height); float color[4] = { 0.3, 0.3, 0.3, 1.0 }; 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. */ struct view *view; wl_list_for_each_reverse (view, &output->server->views, link) { if (!view->mapped) continue; struct render_data rdata = { .output = output->wlr_output, .output_layout = output->server->output_layout, .lx = view->x, .ly = view->y, .renderer = renderer, .when = &now, }; render_decorations(output->wlr_output, view); if (view->type == LAB_XDG_SHELL_VIEW) { /* render each xdg toplevel and popup surface */ wlr_xdg_surface_for_each_surface( view->xdg_surface, render_surface, &rdata); } else if (view->type == LAB_XWAYLAND_VIEW) { render_surface(view->xwayland_surface->surface, 0, 0, &rdata); } } /* If in cycle (alt-tab) mode, highlight selected view */ render_cycle_box(output); /* Render xwayland override_redirect surfaces */ struct xwayland_unmanaged *unmanaged; wl_list_for_each_reverse (unmanaged, &output->server->unmanaged_surfaces, link) { struct render_data rdata = { .output = output->wlr_output, .output_layout = output->server->output_layout, .lx = unmanaged->lx, .ly = unmanaged->ly, .renderer = renderer, .when = &now, }; struct wlr_surface *s = unmanaged->xwayland_surface->surface; render_surface(s, 0, 0, &rdata); } /* 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. */ wlr_output_render_software_cursors(output->wlr_output, NULL); /* Conclude rendering and swap the buffers, showing the final frame * on-screen. */ wlr_renderer_end(renderer); wlr_output_commit(output->wlr_output); } void output_new(struct wl_listener *listener, void *data) { /* This event is rasied by the backend when a new output (aka a display * or monitor) becomes available. */ struct server *server = wl_container_of(listener, server, new_output); struct wlr_output *wlr_output = data; /* * Some backends don't have modes. DRM+KMS does, and we need to set a * mode before we can use the output. The mode is a tuple of (width, * height, refresh rate), and each monitor supports only a specific set * of modes. We just pick the monitor's preferred mode. * TODO: support user configuration */ if (!wl_list_empty(&wlr_output->modes)) { struct wlr_output_mode *mode = wlr_output_preferred_mode(wlr_output); wlr_output_set_mode(wlr_output, mode); wlr_output_enable(wlr_output, true); if (!wlr_output_commit(wlr_output)) { return; } } /* Allocates and configures our state for this output */ struct output *output = calloc(1, sizeof(struct output)); output->wlr_output = wlr_output; output->server = server; /* Sets up a listener for the frame notify event. */ output->frame.notify = output_frame; wl_signal_add(&wlr_output->events.frame, &output->frame); wl_list_insert(&server->outputs, &output->link); /* Adds this to the output layout. The add_auto function arranges * outputs from left-to-right in the order they appear. A more * sophisticated compositor would let the user configure the arrangement * of outputs in the layout. * * The output layout utility automatically adds a wl_output global to * the display, which Wayland clients can see to find out information * about the output (such as DPI, scale factor, manufacturer, etc). */ wlr_output_layout_add_auto(server->output_layout, wlr_output); }