mirror of https://github.com/hyprwm/Hyprland
Added screen shaders
This commit is contained in:
parent
b8ccf3dc3a
commit
7b020ffa84
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@ -0,0 +1,16 @@
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//
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// Example blue light filter shader.
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//
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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pixColor[2] *= 0.8;
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gl_FragColor = pixColor;
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}
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@ -92,6 +92,7 @@ void CConfigManager::setDefaultVars() {
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configValues["decoration:col.shadow_inactive"].intValue = INT_MAX;
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configValues["decoration:col.shadow_inactive"].intValue = INT_MAX;
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configValues["decoration:dim_inactive"].intValue = 0;
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configValues["decoration:dim_inactive"].intValue = 0;
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configValues["decoration:dim_strength"].floatValue = 0.5f;
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configValues["decoration:dim_strength"].floatValue = 0.5f;
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configValues["decoration:screen_shader"].strValue = STRVAL_EMPTY;
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configValues["dwindle:pseudotile"].intValue = 0;
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configValues["dwindle:pseudotile"].intValue = 0;
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configValues["dwindle:col.group_border"].intValue = 0x66777700;
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configValues["dwindle:col.group_border"].intValue = 0x66777700;
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@ -403,6 +404,21 @@ void CConfigManager::configSetValueSafe(const std::string& COMMAND, const std::s
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}
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}
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}
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}
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}
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}
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if (COMMAND == "decoration:screen_shader") {
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const auto PATH = absolutePath(VALUE, configCurrentPath);
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configPaths.push_back(PATH);
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struct stat fileStat;
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int err = stat(PATH.c_str(), &fileStat);
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if (err != 0) {
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Debug::log(WARN, "Error at ticking config at %s, error %i: %s", PATH.c_str(), err, strerror(err));
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return;
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}
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configModifyTimes[PATH] = fileStat.st_mtime;
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}
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}
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}
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void CConfigManager::handleRawExec(const std::string& command, const std::string& args) {
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void CConfigManager::handleRawExec(const std::string& command, const std::string& args) {
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@ -1230,6 +1246,9 @@ void CConfigManager::loadConfigLoadVars() {
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// Calculate the internal vars
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// Calculate the internal vars
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configValues["general:main_mod_internal"].intValue = g_pKeybindManager->stringToModMask(configValues["general:main_mod"].strValue);
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configValues["general:main_mod_internal"].intValue = g_pKeybindManager->stringToModMask(configValues["general:main_mod"].strValue);
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if (!isFirstLaunch)
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g_pHyprOpenGL->m_bReloadScreenShader = true;
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// parseError will be displayed next frame
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// parseError will be displayed next frame
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if (parseError != "")
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if (parseError != "")
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g_pHyprError->queueCreate(parseError + "\nHyprland may not work correctly.", CColor(255, 50, 50, 255));
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g_pHyprError->queueCreate(parseError + "\nHyprland may not work correctly.", CColor(255, 50, 50, 255));
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@ -1652,6 +1671,8 @@ SAnimationPropertyConfig* CConfigManager::getAnimationPropertyConfig(const std::
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void CConfigManager::addParseError(const std::string& err) {
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void CConfigManager::addParseError(const std::string& err) {
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if (parseError == "")
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if (parseError == "")
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parseError = err;
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parseError = err;
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g_pHyprError->queueCreate(parseError + "\nHyprland may not work correctly.", CColor(255, 50, 50, 255));
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}
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}
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CMonitor* CConfigManager::getBoundMonitorForWS(std::string wsname) {
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CMonitor* CConfigManager::getBoundMonitorForWS(std::string wsname) {
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@ -30,12 +30,22 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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RASSERT(eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT), "Couldn't unset current EGL!");
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RASSERT(eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT), "Couldn't unset current EGL!");
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}
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}
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GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string& frag) {
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GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string& frag, bool dynamic) {
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auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert);
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auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert);
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if (dynamic) {
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if (vertCompiled == 0)
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return 0;
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} else {
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RASSERT(vertCompiled, "Compiling shader failed. VERTEX NULL! Shader source:\n\n%s", vert.c_str());
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RASSERT(vertCompiled, "Compiling shader failed. VERTEX NULL! Shader source:\n\n%s", vert.c_str());
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}
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auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag);
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auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag);
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if (dynamic) {
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if (fragCompiled == 0)
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return 0;
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} else {
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RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT NULL! Shader source:\n\n%s", frag.c_str());
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RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT NULL! Shader source:\n\n%s", frag.c_str());
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}
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auto prog = glCreateProgram();
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auto prog = glCreateProgram();
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glAttachShader(prog, vertCompiled);
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glAttachShader(prog, vertCompiled);
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@ -49,12 +59,17 @@ GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string
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GLint ok;
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GLint ok;
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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if (dynamic) {
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if (ok == GL_FALSE)
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return 0;
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} else {
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RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!");
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RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!");
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}
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return prog;
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return prog;
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}
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}
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GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src) {
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GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src, bool dynamic) {
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auto shader = glCreateShader(type);
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auto shader = glCreateShader(type);
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auto shaderSource = src.c_str();
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auto shaderSource = src.c_str();
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@ -64,7 +79,12 @@ GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src) {
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GLint ok;
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GLint ok;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
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if (dynamic) {
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if (ok == GL_FALSE)
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return 0;
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} else {
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RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!");
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RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!");
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}
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return shader;
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return shader;
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}
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}
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@ -112,6 +132,11 @@ void CHyprOpenGLImpl::begin(CMonitor* pMonitor, pixman_region32_t* pDamage, bool
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m_RenderData.pDamage = pDamage;
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m_RenderData.pDamage = pDamage;
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m_bFakeFrame = fake;
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m_bFakeFrame = fake;
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if (m_bReloadScreenShader) {
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m_bReloadScreenShader = false;
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applyScreenShader(g_pConfigManager->getString("decoration:screen_shader"));
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}
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}
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}
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void CHyprOpenGLImpl::end() {
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void CHyprOpenGLImpl::end() {
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@ -128,9 +153,11 @@ void CHyprOpenGLImpl::end() {
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clear(CColor(11, 11, 11, 255));
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clear(CColor(11, 11, 11, 255));
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m_bEndFrame = true;
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m_bEndFrame = true;
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m_bApplyFinalShader = true;
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renderTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox, 255.f, 0);
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renderTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox, 255.f, 0);
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m_bApplyFinalShader = false;
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m_bEndFrame = false;
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m_bEndFrame = false;
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}
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}
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@ -250,6 +277,35 @@ void CHyprOpenGLImpl::initShaders() {
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Debug::log(LOG, "Shaders initialized successfully.");
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Debug::log(LOG, "Shaders initialized successfully.");
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}
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}
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void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
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m_sFinalScreenShader.destroy();
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if (path == "" || path == STRVAL_EMPTY)
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return;
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std::ifstream infile(absolutePath(path, std::string(getenv("HOME")) + "/.config/hypr"));
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if (!infile.good()) {
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g_pConfigManager->addParseError("Screen shader parser: Screen shader path not found");
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return;
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}
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std::string fragmentShader((std::istreambuf_iterator<char>(infile)), (std::istreambuf_iterator<char>()));
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m_sFinalScreenShader.program = createProgram(TEXVERTSRC, fragmentShader, true);
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if (!m_sFinalScreenShader.program) {
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g_pConfigManager->addParseError("Screen shader parser: Screen shader parse failed");
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return;
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}
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m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj");
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m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex");
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m_sFinalScreenShader.texAttrib = glGetAttribLocation(m_sFinalScreenShader.program, "texcoord");
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m_sFinalScreenShader.posAttrib = glGetAttribLocation(m_sFinalScreenShader.program, "pos");
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}
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void CHyprOpenGLImpl::clear(const CColor& color) {
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void CHyprOpenGLImpl::clear(const CColor& color) {
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RASSERT(m_RenderData.pMonitor, "Tried to render without begin()!");
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RASSERT(m_RenderData.pMonitor, "Tried to render without begin()!");
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@ -420,6 +476,12 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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bool usingFinalShader = false;
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if (m_bApplyFinalShader && m_sFinalScreenShader.program) {
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shader = &m_sFinalScreenShader;
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usingFinalShader = true;
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} else {
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switch (tex.m_iType) {
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switch (tex.m_iType) {
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case TEXTURE_RGBA:
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case TEXTURE_RGBA:
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shader = &m_RenderData.pCurrentMonData->m_shRGBA;
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shader = &m_RenderData.pCurrentMonData->m_shRGBA;
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@ -433,6 +495,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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default:
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default:
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RASSERT(false, "tex.m_iTarget unsupported!");
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RASSERT(false, "tex.m_iTarget unsupported!");
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}
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}
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}
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tex.m_iTarget, tex.m_iTexID);
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glBindTexture(tex.m_iTarget, tex.m_iTexID);
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@ -448,8 +511,10 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
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#endif
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#endif
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glUniform1i(shader->tex, 0);
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glUniform1i(shader->tex, 0);
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if (!usingFinalShader) {
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glUniform1f(shader->alpha, alpha / 255.f);
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glUniform1f(shader->alpha, alpha / 255.f);
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glUniform1i(shader->discardOpaque, (int)discardOpaque);
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glUniform1i(shader->discardOpaque, (int)discardOpaque);
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}
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wlr_box transformedBox;
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wlr_box transformedBox;
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wlr_box_transform(&transformedBox, pBox, wlr_output_transform_invert(m_RenderData.pMonitor->transform),
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wlr_box_transform(&transformedBox, pBox, wlr_output_transform_invert(m_RenderData.pMonitor->transform),
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@ -459,9 +524,10 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
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const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
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static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
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static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
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if (!usingFinalShader) {
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// Rounded corners
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// Rounded corners
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glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
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glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
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glUniform2f(shader->fullSize, FULLSIZE.x ,FULLSIZE.y);
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glUniform2f(shader->fullSize, FULLSIZE.x, FULLSIZE.y);
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glUniform1f(shader->radius, round);
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glUniform1f(shader->radius, round);
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glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
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glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
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@ -472,6 +538,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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} else {
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} else {
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glUniform1i(shader->applyTint, 0);
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glUniform1i(shader->applyTint, 0);
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}
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}
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}
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const float verts[] = {
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const float verts[] = {
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m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVTopLeft.y, // top right
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m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVTopLeft.y, // top right
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@ -111,11 +111,15 @@ public:
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void onWindowResizeStart(CWindow*);
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void onWindowResizeStart(CWindow*);
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void onWindowResizeEnd(CWindow*);
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void onWindowResizeEnd(CWindow*);
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void applyScreenShader(const std::string& path);
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SCurrentRenderData m_RenderData;
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SCurrentRenderData m_RenderData;
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GLint m_iCurrentOutputFb = 0;
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GLint m_iCurrentOutputFb = 0;
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GLint m_iWLROutputFb = 0;
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GLint m_iWLROutputFb = 0;
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bool m_bReloadScreenShader = true; // at launch it can be set
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CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
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CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
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pixman_region32_t m_rOriginalDamageRegion; // used for storing the pre-expanded region
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pixman_region32_t m_rOriginalDamageRegion; // used for storing the pre-expanded region
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@ -134,9 +138,12 @@ private:
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bool m_bFakeFrame = false;
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bool m_bFakeFrame = false;
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bool m_bEndFrame = false;
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bool m_bEndFrame = false;
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bool m_bApplyFinalShader = false;
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GLuint createProgram(const std::string&, const std::string&);
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CShader m_sFinalScreenShader;
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GLuint compileShader(const GLuint&, std::string);
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GLuint createProgram(const std::string&, const std::string&, bool dynamic = false);
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GLuint compileShader(const GLuint&, std::string, bool dynamic = false);
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void createBGTextureForMonitor(CMonitor*);
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void createBGTextureForMonitor(CMonitor*);
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void initShaders();
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void initShaders();
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@ -14,5 +14,11 @@ GLint CShader::getUniformLocation(const std::string& unif) {
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CShader::~CShader() {
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CShader::~CShader() {
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// destroy shader
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// destroy shader
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destroy();
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program = 0;
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}
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void CShader::destroy() {
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glDeleteProgram(program);
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glDeleteProgram(program);
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}
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}
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@ -39,6 +39,8 @@ public:
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GLint getUniformLocation(const std::string&);
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GLint getUniformLocation(const std::string&);
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void destroy();
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private:
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private:
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std::unordered_map<std::string, GLint> m_muUniforms;
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std::unordered_map<std::string, GLint> m_muUniforms;
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};
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};
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