hyprtrails: chase hyprland

This commit is contained in:
Vaxry 2024-09-25 11:08:10 +01:00
parent b73d7b901d
commit 4fcb465c9d

View file

@ -119,22 +119,18 @@ void CTrail::draw(CMonitor* pMonitor, float a) {
CBox monbox = {0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.y};
float matrix[9];
projectBox(matrix, monbox, wlTransformToHyprutils(invertTransform(WL_OUTPUT_TRANSFORM_NORMAL)), 0,
g_pHyprOpenGL->m_RenderData.pMonitor->projMatrix.data()); // TODO: write own, don't use WLR here
float glMatrix[9];
matrixMultiply(glMatrix, g_pHyprOpenGL->m_RenderData.projection, matrix);
Mat3x3 matrix = g_pHyprOpenGL->m_RenderData.monitorProjection.projectBox(monbox, wlTransformToHyprutils(invertTransform(WL_OUTPUT_TRANSFORM_NORMAL)), monbox.rot);
Mat3x3 glMatrix = g_pHyprOpenGL->m_RenderData.projection.copy().multiply(matrix);
g_pHyprOpenGL->blend(true);
glUseProgram(g_pGlobalState->trailShader.program);
#ifndef GLES2
glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_TRUE, glMatrix);
glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_TRUE, glMatrix.getMatrix().data());
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_FALSE, glMatrix);
glMatrix.transpose();
glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_FALSE, glMatrix.getMatrix().data());
#endif
std::vector<point2> points;
@ -249,8 +245,8 @@ void CTrail::draw(CMonitor* pMonitor, float a) {
glUniform4f(g_pGlobalState->trailShader.color, COLOR.r, COLOR.g, COLOR.b, COLOR.a);
CBox transformedBox = monbox;
transformedBox.transform(wlTransformToHyprutils(invertTransform(g_pHyprOpenGL->m_RenderData.pMonitor->transform)),
g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.y);
transformedBox.transform(wlTransformToHyprutils(invertTransform(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());