#include "labwc.h" /* * Used to move all of the data necessary to render a surface from the * top-level frame handler to the per-surface render function. */ struct render_data { struct wlr_output *output; struct wlr_renderer *renderer; struct view *view; struct timespec *when; }; static void render_decorations(struct wlr_output *output, struct view *view) { if (!view->surface) return; if (view->type != LAB_XWAYLAND_VIEW) return; if (!is_toplevel(view)) return; if (view->xwayland_surface->override_redirect) return; if (view->xwayland_surface->decorations != WLR_XWAYLAND_SURFACE_DECORATIONS_ALL) return; struct wlr_box box = { .x = view->x - XWL_WINDOW_BORDER, .y = view->y - XWL_TITLEBAR_HEIGHT - XWL_WINDOW_BORDER, .width = view->surface->current.width + 2 * XWL_WINDOW_BORDER, .height = view->surface->current.height + XWL_TITLEBAR_HEIGHT + 2 * XWL_WINDOW_BORDER, }; float matrix[9]; wlr_matrix_project_box(matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, 0, output->transform_matrix); float color[] = { 0.2, 0.2, 0.7, 0.9 }; wlr_render_quad_with_matrix(view->server->renderer, color, matrix); } static void render_surface(struct wlr_surface *surface, int sx, int sy, void *data) { /* This function is called for every surface that needs to be rendered. */ struct render_data *rdata = data; struct view *view = rdata->view; struct wlr_output *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. */ struct wlr_texture *texture = 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). */ double ox = 0, oy = 0; wlr_output_layout_output_coords(view->server->output_layout, output, &ox, &oy); ox += view->x + sx; oy += 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. */ struct wlr_box box = { .x = ox * output->scale, .y = oy * output->scale, .width = surface->current.width * output->scale, .height = 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. */ float matrix[9]; enum wl_output_transform transform = wlr_output_transform_invert(surface->current.transform); wlr_matrix_project_box(matrix, &box, transform, 0, 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) { /* An unmapped view should not be rendered. */ continue; } struct render_data rdata = { .output = output->wlr_output, .view = view, .renderer = renderer, .when = &now, }; render_decorations(output->wlr_output, view); /* This calls our render_surface function for each surface among * the xdg_surface's toplevel and popups. */ if (view->type == LAB_XDG_SHELL_VIEW) { 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); } } /* 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); }