const std = @import("std"); const c = @import("c.zig"); const LayerSurface = @import("layer_surface.zig").LayerSurface; const Output = @import("output.zig").Output; const Server = @import("server.zig").Server; const View = @import("view.zig").View; const ViewStack = @import("view_stack.zig").ViewStack; pub fn renderOutput(output: *Output) void { const renderer = output.root.server.wlr_renderer; var now: c.struct_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(renderer, width, height); const color = [_]f32{ 0.0, 0.16862745, 0.21176471, 1.0 }; c.wlr_renderer_clear(renderer, &color); // 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( output.root.wlr_output_layout, output.wlr_output, &ox, &oy, ); renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now, ox, oy); renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now, ox, oy); // The first view in the list is "on top" so iterate in reverse. var it = ViewStack.reverseIterator( output.root.views.last, output.root.current_focused_tags, ); while (it.next()) |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; } renderView(output.*, view, &now, ox, oy); renderBorders(output.*, view, &now, ox, oy); } renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now, ox, oy); renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now, ox, oy); // 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(renderer); // TODO: handle failure _ = c.wlr_output_commit(output.wlr_output); } const LayerSurfaceRenderData = struct { output: *c.wlr_output, renderer: *c.wlr_renderer, layer_surface: *LayerSurface, when: *c.struct_timespec, ox: f64, oy: f64, }; /// Render all surfaces on the passed layer fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.struct_timespec, ox: f64, oy: f64) void { var it = layer.first; while (it) |node| : (it = node.next) { const layer_surface = &node.data; var rdata = LayerSurfaceRenderData{ .output = output.wlr_output, .renderer = output.root.server.wlr_renderer, .layer_surface = layer_surface, .when = now, .ox = ox, .oy = oy, }; c.wlr_layer_surface_v1_for_each_surface( layer_surface.wlr_layer_surface, renderLayerSurface, &rdata, ); } } /// This function is called for every layer surface and popup that needs to be rendered. /// TODO: refactor this to reduce code duplication fn renderLayerSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void { // wlroots says this will never be null const surface = _surface.?; // This function is called for every surface that needs to be rendered. const rdata = @ptrCast(*LayerSurfaceRenderData, @alignCast(@alignOf(LayerSurfaceRenderData), data)); const layer_surface = rdata.layer_surface; const 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. const texture = c.wlr_surface_get_texture(surface); if (texture == null) { return; } var box = c.wlr_box{ .x = @floatToInt(c_int, rdata.ox) + layer_surface.box.x + sx, .y = @floatToInt(c_int, rdata.oy) + layer_surface.box.y + sy, .width = surface.current.width, .height = surface.current.height, }; // Scale the box to the output's current scaling factor scaleBox(&box, 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, &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); } const ViewRenderData = struct { output: *c.wlr_output, renderer: *c.wlr_renderer, view: *View, when: *c.struct_timespec, ox: f64, oy: f64, }; fn renderView(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) 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| { const border_width = view.root.server.config.border_width; const view_padding = view.root.server.config.view_padding; var box = c.wlr_box{ .x = view.current_box.x + @intCast(i32, border_width + view_padding), .y = view.current_box.y + @intCast(i32, border_width + view_padding), .width = @intCast(c_int, view.current_box.width - border_width * 2 - view_padding * 2), .height = @intCast(c_int, view.current_box.height - border_width * 2 - view_padding * 2), }; // 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, c.enum_wl_output_transform.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.root.server.wlr_renderer, 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 = ViewRenderData{ .output = output.wlr_output, .view = view, .renderer = output.root.server.wlr_renderer, .when = now, .ox = ox, .oy = oy, }; // This calls our render_surface function for each surface among the // xdg_surface's toplevel and popups. c.wlr_xdg_surface_for_each_surface(view.wlr_xdg_surface, renderSurface, &rdata); } } /// This function is called for every toplevel and popup surface that needs to be rendered. fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void { // wlroots says this will never be null const surface = _surface.?; const rdata = @ptrCast(*ViewRenderData, @alignCast(@alignOf(ViewRenderData), data)); const view = rdata.view; const 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. const texture = c.wlr_surface_get_texture(surface); if (texture == null) { return; } const border_width = view.root.server.config.border_width; const view_padding = view.root.server.config.view_padding; var box = c.wlr_box{ .x = @floatToInt(c_int, rdata.ox) + view.current_box.x + sx + @intCast(c_int, border_width + view_padding), .y = @floatToInt(c_int, rdata.oy) + view.current_box.y + sy + @intCast(c_int, border_width + view_padding), .width = surface.current.width, .height = surface.current.height, }; // Scale the box to the output's current scaling factor scaleBox(&box, 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, &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); } fn renderBorders(output: Output, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void { var border: c.wlr_box = undefined; const color = if (output.root.focused_view == view) [_]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; const view_padding = output.root.server.config.view_padding; // left border border.x = @floatToInt(c_int, ox) + view.current_box.x + @intCast(c_int, view_padding); border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding); border.width = @intCast(c_int, border_width); border.height = @intCast(c_int, view.current_box.height - view_padding * 2); scaleBox(&border, output.wlr_output.scale); c.wlr_render_rect( output.root.server.wlr_renderer, &border, &color, &output.wlr_output.transform_matrix, ); // right border border.x = @floatToInt(c_int, ox) + view.current_box.x + @intCast(c_int, view.current_box.width - border_width - view_padding); border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding); border.width = @intCast(c_int, border_width); border.height = @intCast(c_int, view.current_box.height - view_padding * 2); scaleBox(&border, output.wlr_output.scale); c.wlr_render_rect( output.root.server.wlr_renderer, &border, &color, &output.wlr_output.transform_matrix, ); // top border border.x = @floatToInt(c_int, ox) + view.current_box.x + @intCast(c_int, border_width + view_padding); border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding); border.width = @intCast(c_int, view.current_box.width - border_width * 2 - view_padding * 2); border.height = @intCast(c_int, border_width); scaleBox(&border, output.wlr_output.scale); c.wlr_render_rect( output.root.server.wlr_renderer, &border, &color, &output.wlr_output.transform_matrix, ); // bottom border border.x = @floatToInt(c_int, ox) + view.current_box.x + @intCast(c_int, border_width + view_padding); border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view.current_box.height - border_width - view_padding); border.width = @intCast(c_int, view.current_box.width - border_width * 2 - view_padding * 2); border.height = @intCast(c_int, border_width); scaleBox(&border, output.wlr_output.scale); c.wlr_render_rect( output.root.server.wlr_renderer, &border, &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)); }