waybox/waybox/output.c

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#include <waybox/output.h>
struct render_data {
struct wlr_output *output;
struct wlr_renderer *renderer;
struct wb_view *view;
struct timespec *when;
};
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 wb_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->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);
}
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void output_frame_notify(struct wl_listener *listener, void *data) {
struct wb_output *output = wl_container_of(listener, output, frame);
// struct wlr_backend *backend = output->server->backend;
struct wlr_output *wlr_output = data;
struct wlr_renderer *renderer = wlr_backend_get_renderer(
wlr_output->backend);
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
if (!wlr_output_attach_render(wlr_output, NULL)) {
return;
}
int width, height;
wlr_output_effective_resolution(output->wlr_output, &width, &height);
wlr_renderer_begin(renderer, width, height);
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float color[4] = {0.4f, 0.4f, 0.4f, 1.0f};
wlr_renderer_clear(renderer, color);
struct wb_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,
.renderer = renderer,
.view = view,
.when = &now,
};
wlr_xdg_surface_for_each_surface(view->xdg_surface, render_surface, &rdata);
}
/*struct wl_resource *_surface;
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wl_resource_for_each(_surface, &output->server->compositor->surface_resources) {
struct wlr_surface *surface = wlr_surface_from_resource(_surface);
if (!wlr_surface_has_buffer(surface)) {
continue;
}
struct wlr_box render_box = {
.x = 20, .y = 20,
.width = surface->current.width,
.height = surface->current.height
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};
float matrix[16];
wlr_matrix_project_box(matrix, &render_box, surface->current.transform,
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0, wlr_output->transform_matrix);
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struct wlr_texture *texture = wlr_surface_get_texture(surface);
wlr_render_texture_with_matrix(renderer, texture, matrix, 1.0f);
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wlr_surface_send_frame_done(surface, &now);
}*/
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wlr_renderer_end(renderer);
wlr_output_commit(wlr_output);
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output->last_frame = now;
}
void output_destroy_notify(struct wl_listener *listener, void *data) {
struct wb_output *output = wl_container_of(listener, output, destroy);
wlr_output_layout_remove(output->server->layout, output->wlr_output);
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wl_list_remove(&output->link);
wl_list_remove(&output->destroy.link);
wl_list_remove(&output->frame.link);
free(output);
}
void new_output_notify(struct wl_listener *listener, void *data) {
struct wb_server *server = wl_container_of(
listener, server, new_output
);
struct wlr_output *wlr_output = data;
if (!wl_list_empty(&wlr_output->modes)) {
struct wlr_output_mode *mode = wlr_output_preferred_mode(wlr_output);
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wlr_output_set_mode(wlr_output, mode);
wlr_output_enable(wlr_output, true);
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if (!wlr_output_commit(wlr_output)) {
return;
}
//wlr_output_create_global(wlr_output);
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}
struct wb_output *output = calloc(1, sizeof(struct wb_output));
clock_gettime(CLOCK_MONOTONIC, &output->last_frame);
output->server = server;
output->wlr_output = wlr_output;
wl_list_insert(&server->outputs, &output->link);
output->destroy.notify = output_destroy_notify;
wl_signal_add(&wlr_output->events.destroy, &output->destroy);
output->frame.notify = output_frame_notify;
wl_signal_add(&wlr_output->events.frame, &output->frame);
wlr_output_layout_add_auto(server->layout, wlr_output);
wlr_output_create_global(wlr_output);
wlr_xcursor_manager_load(server->cursor->xcursor_manager, output->wlr_output->scale);
wlr_xcursor_manager_set_cursor_image(server->cursor->xcursor_manager, "left_ptr", server->cursor->cursor);
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}