hyprland-plugins/hyprtrails/trail.cpp

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2023-11-04 01:39:14 +01:00
#include "trail.hpp"
#include <hyprland/src/Compositor.hpp>
#include <hyprland/src/Window.hpp>
#include "globals.hpp"
void CTrail::onTick() {
static auto* const PHISTORYSTEP = &HyprlandAPI::getConfigValue(PHANDLE, "plugin:hyprtrails:history_step")->intValue;
static auto* const PHISTORYPOINTS = &HyprlandAPI::getConfigValue(PHANDLE, "plugin:hyprtrails:history_points")->intValue;
m_iTimer++;
if (m_iTimer > *PHISTORYSTEP) {
m_dLastGeoms.push_front({box{(float)m_pWindow->m_vRealPosition.vec().x, (float)m_pWindow->m_vRealPosition.vec().y,
(float)m_pWindow->m_vRealSize.vec().x, (float)m_pWindow->m_vRealSize.vec().y},
std::chrono::system_clock::now()});
while (m_dLastGeoms.size() > *PHISTORYPOINTS) m_dLastGeoms.pop_back();
m_iTimer = 0;
}
if (m_bNeedsDamage) {
g_pHyprRenderer->damageBox(&m_bLastBox);
m_bNeedsDamage = false;
}
}
CTrail::CTrail(CWindow* pWindow) : IHyprWindowDecoration(pWindow), m_pWindow(pWindow) {
m_vLastWindowPos = pWindow->m_vRealPosition.vec();
m_vLastWindowSize = pWindow->m_vRealSize.vec();
pTickCb = g_pHookSystem->hookDynamic("trailTick", [this](void* self, SCallbackInfo& info, std::any data) { this->onTick(); });
}
CTrail::~CTrail() {
damageEntire();
g_pHookSystem->unhook(pTickCb);
}
SWindowDecorationExtents CTrail::getWindowDecorationExtents() { return m_seExtents; }
SWindowDecorationExtents CTrail::getWindowDecorationReservedArea() { return m_seExtents; }
void scaleBox2(box& box, float coeff) {
float hwl = (box.w - (box.w * coeff)) / 2.0;
float hhl = (box.h - (box.h * coeff)) / 2.0;
box.w *= coeff;
box.h *= coeff;
box.x += hwl;
box.y += hhl;
}
Vector2D vecForT(const Vector2D& a, const Vector2D& b, const float& t) {
const Vector2D vec_PQ = b - a;
return Vector2D{a + vec_PQ * t};
}
Vector2D vecForBezierT(const float& t, const std::vector<Vector2D>& verts) {
std::vector<Vector2D> pts;
for (size_t vertexIndex = 0; vertexIndex < verts.size() - 1; vertexIndex++) {
Vector2D p = verts[vertexIndex];
pts.push_back(vecForT(p, verts[vertexIndex + 1], t));
}
if (pts.size() > 1)
return vecForBezierT(t, pts);
else
return pts[0];
}
void CTrail::draw(CMonitor* pMonitor, float a, const Vector2D& offset) {
if (!g_pCompositor->windowValidMapped(m_pWindow)) return;
if (!m_pWindow->m_sSpecialRenderData.decorate) return;
static auto* const PBEZIERSTEP = &HyprlandAPI::getConfigValue(PHANDLE, "plugin:hyprtrails:bezier_step")->floatValue;
static auto* const PPOINTSPERSTEP = &HyprlandAPI::getConfigValue(PHANDLE, "plugin:hyprtrails:points_per_step")->intValue;
static auto* const PCOLOR = &HyprlandAPI::getConfigValue(PHANDLE, "plugin:hyprtrails:color")->intValue;
const CColor COLOR = *PCOLOR;
if (m_dLastGeoms.size() < 2) return;
box thisbox = box{(float)m_pWindow->m_vRealPosition.vec().x, (float)m_pWindow->m_vRealPosition.vec().y, (float)m_pWindow->m_vRealSize.vec().x,
(float)m_pWindow->m_vRealSize.vec().y};
wlr_box wlrbox = {thisbox.x - pMonitor->vecPosition.x, thisbox.y - pMonitor->vecPosition.y, thisbox.w, thisbox.h};
g_pHyprOpenGL->scissor((wlr_box*)nullptr); // allow the entire window and stencil to render
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
g_pHyprOpenGL->renderRect(&wlrbox, CColor(0, 0, 0, 0), m_pWindow->rounding() * pMonitor->scale);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_NOTEQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
wlr_box monbox = {0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y};
float matrix[9];
wlr_matrix_project_box(matrix, &monbox, wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL), 0,
g_pHyprOpenGL->m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
float glMatrix[9];
wlr_matrix_multiply(glMatrix, g_pHyprOpenGL->m_RenderData.projection, matrix);
g_pHyprOpenGL->blend(true);
glUseProgram(g_pGlobalState->trailShader.program);
#ifndef GLES2
glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_FALSE, glMatrix);
#endif
std::vector<point2> points;
std::vector<Vector2D> bezierPts;
std::vector<Vector2D> pointsForBezier;
std::vector<float> agesForBezier;
float originalCoeff = 50;
auto msFrom = [](std::chrono::system_clock::time_point t) -> float {
return std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::system_clock::now() - t).count() / 1000.0;
};
auto dist = [&](const point2& a, const point2& b) -> float {
Vector2D diff = Vector2D{a.x - b.x, a.y - b.y} * pMonitor->vecPixelSize;
return std::sqrt(diff.x * diff.x + diff.y * diff.y);
};
float msMaxToLast = msFrom(m_dLastGeoms.back().second);
float dists[2] = {0, 0};
Vector2D mainVec = {originalCoeff / pMonitor->vecSize.x, originalCoeff / pMonitor->vecSize.y};
Vector2D windowMiddle = m_pWindow->middle() - pMonitor->vecPosition;
points.push_back(Vector2D{cos(0) * mainVec.x - sin(0) * mainVec.y + windowMiddle.x / pMonitor->vecPixelSize.x,
sin(0) * mainVec.x + cos(0) * mainVec.y + windowMiddle.y / pMonitor->vecPixelSize.y});
points.push_back(Vector2D{cos(-M_PI_2) * mainVec.x - sin(-M_PI_2) * mainVec.y + windowMiddle.x / pMonitor->vecPixelSize.x,
sin(-M_PI_2) * mainVec.x + cos(-M_PI_2) * mainVec.y + windowMiddle.y / pMonitor->vecPixelSize.y});
points.push_back(Vector2D{cos(M_PI_2) * mainVec.x - sin(M_PI_2) * mainVec.y + windowMiddle.x / pMonitor->vecPixelSize.x,
sin(M_PI_2) * mainVec.x + cos(M_PI_2) * mainVec.y + windowMiddle.y / pMonitor->vecPixelSize.y});
points.push_back(Vector2D{cos(M_PI) * mainVec.x - sin(M_PI) * mainVec.y + windowMiddle.x / pMonitor->vecPixelSize.x,
sin(M_PI) * mainVec.x + cos(M_PI) * mainVec.y + windowMiddle.y / pMonitor->vecPixelSize.y});
pointsForBezier.push_back(windowMiddle);
agesForBezier.push_back(0);
for (size_t i = 0; i < m_dLastGeoms.size(); i += 1) {
box box = m_dLastGeoms[i].first;
box.x -= pMonitor->vecPosition.x;
box.y -= pMonitor->vecPosition.y;
Vector2D middle = {box.x + box.w / 2.0, box.y + box.h / 2.0};
if (middle == pointsForBezier[pointsForBezier.size() - 1]) continue;
pointsForBezier.push_back(middle);
agesForBezier.push_back(msFrom(m_dLastGeoms[i].second));
}
if (pointsForBezier.size() < 3) {
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
glStencilMask(-1);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
g_pHyprOpenGL->scissor((wlr_box*)nullptr);
return;
}
float maxAge = agesForBezier.back();
float tCoeff = *PBEZIERSTEP;
int pointsPerBezier = *PPOINTSPERSTEP;
bezierPts.push_back(vecForBezierT(0, pointsForBezier));
for (float t = tCoeff; t <= 1.0; t += tCoeff) {
bezierPts.push_back(vecForBezierT(t, pointsForBezier));
const Vector2D& lastbezier = bezierPts.back();
const Vector2D& lastprevbezier = bezierPts[bezierPts.size() - 2];
for (size_t i = 1; i < pointsPerBezier + 1; ++i) {
const float bezierPointStep = (1.0 / (pointsPerBezier + 2));
const Vector2D& middle = vecForT(lastprevbezier, lastbezier, bezierPointStep * (i + 1));
const Vector2D& lastmiddle = vecForT(lastprevbezier, lastbezier, bezierPointStep * i);
Vector2D vecNormal = {middle.x - lastmiddle.x, middle.y - lastmiddle.y};
// normalize vec
float invlen = 1.0 / std::sqrt(vecNormal.x * vecNormal.x + vecNormal.y * vecNormal.y);
vecNormal.x *= invlen;
vecNormal.y *= invlen;
// make sure it points up
// vecNormal.y = std::abs(vecNormal.y);
// extend by coeff
float ageCoeff = t * (agesForBezier.size() - 1);
float ageFloor = std::floor(ageCoeff);
float ageCeil = std::ceil(ageCoeff);
float approxAge = agesForBezier[static_cast<int>(ageFloor)] +
(agesForBezier[static_cast<int>(ageCeil)] - agesForBezier[static_cast<int>(ageFloor)]) * (ageCoeff - ageFloor);
float coeff = originalCoeff * (1.0 - (approxAge / maxAge));
Vector2D newVec = {vecNormal.x * coeff / pMonitor->vecSize.x, vecNormal.y * coeff / pMonitor->vecSize.y};
if ((newVec.x == 0 && newVec.y == 0) || std::isnan(newVec.x) || std::isnan(newVec.y)) continue;
// rotate by 90 and -90 and add middle
points.push_back(Vector2D{cos(M_PI_2) * newVec.x - sin(M_PI_2) * newVec.y + middle.x / pMonitor->vecPixelSize.x,
sin(M_PI_2) * newVec.x + cos(M_PI_2) * newVec.y + middle.y / pMonitor->vecPixelSize.y});
points.push_back(Vector2D{cos(-M_PI_2) * newVec.x - sin(-M_PI_2) * newVec.y + middle.x / pMonitor->vecPixelSize.x,
sin(-M_PI_2) * newVec.x + cos(-M_PI_2) * newVec.y + middle.y / pMonitor->vecPixelSize.y});
}
}
box thisboxopengl = box{(m_pWindow->m_vRealPosition.vec().x - pMonitor->vecPosition.x) / pMonitor->vecPixelSize.x,
(m_pWindow->m_vRealPosition.vec().y - pMonitor->vecPosition.y) / pMonitor->vecPixelSize.y,
(m_pWindow->m_vRealPosition.vec().x + m_pWindow->m_vRealSize.vec().x) / pMonitor->vecPixelSize.x,
(m_pWindow->m_vRealPosition.vec().y + m_pWindow->m_vRealSize.vec().y) / pMonitor->vecPixelSize.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);
wlr_box transformedBox;
wlr_box_transform(&transformedBox, &monbox, wlr_output_transform_invert(g_pHyprOpenGL->m_RenderData.pMonitor->transform),
g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.y);
glVertexAttribPointer(g_pGlobalState->trailShader.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, (float*)points.data());
glEnableVertexAttribArray(g_pGlobalState->trailShader.posAttrib);
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,
g_pHyprOpenGL->m_RenderData.clipBox.height};
damageClip.intersect(g_pHyprOpenGL->m_RenderData.damage);
if (!damageClip.empty()) {
for (auto& RECT : damageClip.getRects()) {
g_pHyprOpenGL->scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, points.size());
}
}
} else {
for (auto& RECT : g_pHyprOpenGL->m_RenderData.damage.getRects()) {
g_pHyprOpenGL->scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, points.size());
}
}
glDisableVertexAttribArray(g_pGlobalState->trailShader.posAttrib);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
glStencilMask(-1);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
g_pHyprOpenGL->scissor((wlr_box*)nullptr);
// calculate damage
float minX = 9999999;
float minY = 9999999;
float maxX = -9999999;
float maxY = -9999999;
for (auto& p : points) {
if (p.x < minX) minX = p.x;
if (p.y < minY) minY = p.y;
if (p.x > maxX) maxX = p.x;
if (p.y > maxY) maxY = p.y;
}
// bring back to global coords
minX *= pMonitor->vecPixelSize.x;
minY *= pMonitor->vecPixelSize.y;
maxX *= pMonitor->vecPixelSize.x;
maxY *= pMonitor->vecPixelSize.y;
m_bLastBox.x = minX + pMonitor->vecPosition.x;
m_bLastBox.y = minY + pMonitor->vecPosition.y;
m_bLastBox.width = maxX - minX;
m_bLastBox.height = maxY - minY;
m_bNeedsDamage = true;
}
eDecorationType CTrail::getDecorationType() { return DECORATION_CUSTOM; }
void CTrail::updateWindow(CWindow* pWindow) {
const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pWindow->m_iWorkspaceID);
const auto WORKSPACEOFFSET = PWORKSPACE && !pWindow->m_bPinned ? PWORKSPACE->m_vRenderOffset.vec() : Vector2D();
m_vLastWindowPos = pWindow->m_vRealPosition.vec() + WORKSPACEOFFSET;
m_vLastWindowSize = pWindow->m_vRealSize.vec();
damageEntire();
}
void CTrail::damageEntire() {
wlr_box dm = {(int)(m_vLastWindowPos.x - m_seExtents.topLeft.x), (int)(m_vLastWindowPos.y - m_seExtents.topLeft.y),
(int)(m_vLastWindowSize.x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x), (int)m_seExtents.topLeft.y};
g_pHyprRenderer->damageBox(&dm);
}