hyprtrails: move to gles3 and new uniform caching in hyprland (#406)

* hyprtrails: move to gles3 shadering

now that we use gles3 in hyprland, move over the shader to gles3 in
hyprtrails too.

* hyprtrails: move shader usage to the new caching

move the shader usage to the new caching functions and members.
This commit is contained in:
Tom Englund
2025-06-26 19:26:25 +02:00
committed by GitHub
parent c1fdf38bfc
commit dd28351a61
3 changed files with 35 additions and 35 deletions

View File

@ -85,14 +85,13 @@ int onTick(void* data) {
void initGlobal() {
g_pHyprRenderer->makeEGLCurrent();
GLuint prog = CreateProgram(QUADTRAIL, FRAGTRAIL);
g_pGlobalState->trailShader.program = prog;
g_pGlobalState->trailShader.proj = glGetUniformLocation(prog, "proj");
g_pGlobalState->trailShader.tex = glGetUniformLocation(prog, "tex");
g_pGlobalState->trailShader.color = glGetUniformLocation(prog, "color");
g_pGlobalState->trailShader.texAttrib = glGetAttribLocation(prog, "colors");
g_pGlobalState->trailShader.posAttrib = glGetAttribLocation(prog, "pos");
g_pGlobalState->trailShader.gradient = glGetUniformLocation(prog, "snapshots");
GLuint prog = CreateProgram(QUADTRAIL, FRAGTRAIL);
g_pGlobalState->trailShader.program = prog;
g_pGlobalState->trailShader.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
g_pGlobalState->trailShader.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
g_pGlobalState->trailShader.uniformLocations[SHADER_COLOR] = glGetUniformLocation(prog, "color");
g_pGlobalState->trailShader.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
g_pGlobalState->trailShader.uniformLocations[SHADER_GRADIENT] = glGetUniformLocation(prog, "snapshots");
g_pGlobalState->tick = wl_event_loop_add_timer(g_pCompositor->m_wlEventLoop, &onTick, nullptr);
wl_event_source_timer_update(g_pGlobalState->tick, 1);

View File

@ -3,13 +3,15 @@
#include <string>
inline const std::string QUADTRAIL = R"#(
#version 300 es
precision mediump float;
uniform mat3 proj;
uniform vec4 color;
attribute vec2 pos;
attribute vec2 texcoord;
attribute vec4 colors;
varying vec4 v_color;
varying vec2 v_texcoord;
in vec2 pos;
in vec2 texcoord;
in vec4 colors;
out vec4 v_color;
out vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
@ -18,12 +20,15 @@ void main() {
})#";
inline const std::string FRAGTRAIL = R"#(
#version 300 es
precision mediump float;
varying vec4 v_color;
varying vec2 v_texcoord;
in vec4 v_color;
in vec2 v_texcoord;
uniform vec4 window;
layout(location = 0) out vec4 fragColor;
float distToRect(vec4 rect) {
float dx = max(rect[0] - v_texcoord[0], max(0.0, v_texcoord[0] - rect[2]));
float dy = max(rect[1] - v_texcoord[1], max(0.0, v_texcoord[1] - rect[3]));
@ -45,10 +50,10 @@ float alphaForShot(vec4 shot, float threshold) {
void main() {
vec4 pixColor = v_color;
vec4 pixColor = v_color;
float a = v_color[3]; // clamp(alphaForShot(window, 0.5), 0.0, 1.0); // todo
pixColor.rgb *= a;
gl_FragColor = pixColor;
fragColor = pixColor;
})#";

View File

@ -94,7 +94,7 @@ void CTrail::draw(PHLMONITOR pMonitor, const float& a) {
}
void CTrail::renderPass(PHLMONITOR pMonitor, const float& a) {
const auto PWINDOW = m_pWindow.lock();
const auto PWINDOW = m_pWindow.lock();
static auto* const PBEZIERSTEP = (Hyprlang::FLOAT* const*)HyprlandAPI::getConfigValue(PHANDLE, "plugin:hyprtrails:bezier_step")->getDataStaticPtr();
static auto* const PPOINTSPERSTEP = (Hyprlang::INT* const*)HyprlandAPI::getConfigValue(PHANDLE, "plugin:hyprtrails:points_per_step")->getDataStaticPtr();
@ -114,7 +114,7 @@ void CTrail::renderPass(PHLMONITOR pMonitor, const float& a) {
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
g_pHyprOpenGL->setCapStatus(GL_STENCIL_TEST, true);
glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
@ -135,12 +135,8 @@ void CTrail::renderPass(PHLMONITOR pMonitor, const float& a) {
glUseProgram(g_pGlobalState->trailShader.program);
#ifndef GLES2
glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_TRUE, glMatrix.getMatrix().data());
#else
glMatrix.transpose();
glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_FALSE, glMatrix.getMatrix().data());
#endif
g_pGlobalState->trailShader.setUniformMatrix3fv(SHADER_PROJ, 1, GL_FALSE, glMatrix.getMatrix());
std::vector<point2> points;
std::vector<Vector2D> bezierPts;
@ -193,7 +189,7 @@ void CTrail::renderPass(PHLMONITOR pMonitor, const float& a) {
if (pointsForBezier.size() < 3) {
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
g_pHyprOpenGL->setCapStatus(GL_STENCIL_TEST, false);
glStencilMask(-1);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
@ -246,20 +242,20 @@ void CTrail::renderPass(PHLMONITOR pMonitor, const float& a) {
}
}
box thisboxopengl = box{(PWINDOW->m_realPosition->value().x - pMonitor->m_position.x) / pMonitor->m_size.x,
(PWINDOW->m_realPosition->value().y - pMonitor->m_position.y) / pMonitor->m_size.y,
(PWINDOW->m_realPosition->value().x + PWINDOW->m_realSize->value().x) / pMonitor->m_size.x,
(PWINDOW->m_realPosition->value().y + PWINDOW->m_realSize->value().y) / pMonitor->m_size.y};
glUniform4f(g_pGlobalState->trailShader.gradient, thisboxopengl.x, thisboxopengl.y, thisboxopengl.w, thisboxopengl.h);
glUniform4f(g_pGlobalState->trailShader.color, COLOR.r, COLOR.g, COLOR.b, COLOR.a);
box thisboxopengl =
box{(PWINDOW->m_realPosition->value().x - pMonitor->m_position.x) / pMonitor->m_size.x, (PWINDOW->m_realPosition->value().y - pMonitor->m_position.y) / pMonitor->m_size.y,
(PWINDOW->m_realPosition->value().x + PWINDOW->m_realSize->value().x) / pMonitor->m_size.x,
(PWINDOW->m_realPosition->value().y + PWINDOW->m_realSize->value().y) / pMonitor->m_size.y};
glUniform4f(g_pGlobalState->trailShader.uniformLocations[SHADER_GRADIENT], thisboxopengl.x, thisboxopengl.y, thisboxopengl.w, thisboxopengl.h);
glUniform4f(g_pGlobalState->trailShader.uniformLocations[SHADER_COLOR], COLOR.r, COLOR.g, COLOR.b, COLOR.a);
CBox transformedBox = monbox;
transformedBox.transform(wlTransformToHyprutils(invertTransform(g_pHyprOpenGL->m_renderData.pMonitor->m_transform)), g_pHyprOpenGL->m_renderData.pMonitor->m_transformedSize.x,
g_pHyprOpenGL->m_renderData.pMonitor->m_transformedSize.y);
glVertexAttribPointer(g_pGlobalState->trailShader.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, (float*)points.data());
glVertexAttribPointer(g_pGlobalState->trailShader.uniformLocations[SHADER_POS_ATTRIB], 2, GL_FLOAT, GL_FALSE, 0, (float*)points.data());
glEnableVertexAttribArray(g_pGlobalState->trailShader.posAttrib);
glEnableVertexAttribArray(g_pGlobalState->trailShader.uniformLocations[SHADER_POS_ATTRIB]);
if (g_pHyprOpenGL->m_renderData.clipBox.width != 0 && g_pHyprOpenGL->m_renderData.clipBox.height != 0) {
CRegion damageClip{g_pHyprOpenGL->m_renderData.clipBox.x, g_pHyprOpenGL->m_renderData.clipBox.y, g_pHyprOpenGL->m_renderData.clipBox.width,
@ -279,11 +275,11 @@ void CTrail::renderPass(PHLMONITOR pMonitor, const float& a) {
}
}
glDisableVertexAttribArray(g_pGlobalState->trailShader.posAttrib);
glDisableVertexAttribArray(g_pGlobalState->trailShader.uniformLocations[SHADER_POS_ATTRIB]);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
g_pHyprOpenGL->setCapStatus(GL_STENCIL_TEST, false);
glStencilMask(-1);
glStencilFunc(GL_ALWAYS, 1, 0xFF);