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hyprtrails: chase hyprland
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1 changed files with 8 additions and 12 deletions
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@ -119,22 +119,18 @@ void CTrail::draw(CMonitor* pMonitor, float a) {
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CBox monbox = {0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.y};
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float matrix[9];
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projectBox(matrix, monbox, wlTransformToHyprutils(invertTransform(WL_OUTPUT_TRANSFORM_NORMAL)), 0,
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g_pHyprOpenGL->m_RenderData.pMonitor->projMatrix.data()); // TODO: write own, don't use WLR here
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float glMatrix[9];
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matrixMultiply(glMatrix, g_pHyprOpenGL->m_RenderData.projection, matrix);
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Mat3x3 matrix = g_pHyprOpenGL->m_RenderData.monitorProjection.projectBox(monbox, wlTransformToHyprutils(invertTransform(WL_OUTPUT_TRANSFORM_NORMAL)), monbox.rot);
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Mat3x3 glMatrix = g_pHyprOpenGL->m_RenderData.projection.copy().multiply(matrix);
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g_pHyprOpenGL->blend(true);
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glUseProgram(g_pGlobalState->trailShader.program);
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#ifndef GLES2
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glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_TRUE, glMatrix);
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glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_TRUE, glMatrix.getMatrix().data());
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#else
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wlr_matrix_transpose(glMatrix, glMatrix);
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glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_FALSE, glMatrix);
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glMatrix.transpose();
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glUniformMatrix3fv(g_pGlobalState->trailShader.proj, 1, GL_FALSE, glMatrix.getMatrix().data());
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#endif
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std::vector<point2> points;
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@ -249,8 +245,8 @@ void CTrail::draw(CMonitor* pMonitor, float a) {
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glUniform4f(g_pGlobalState->trailShader.color, COLOR.r, COLOR.g, COLOR.b, COLOR.a);
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CBox transformedBox = monbox;
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transformedBox.transform(wlTransformToHyprutils(invertTransform(g_pHyprOpenGL->m_RenderData.pMonitor->transform)),
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g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.y);
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transformedBox.transform(wlTransformToHyprutils(invertTransform(g_pHyprOpenGL->m_RenderData.pMonitor->transform)), g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.x,
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g_pHyprOpenGL->m_RenderData.pMonitor->vecTransformedSize.y);
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glVertexAttribPointer(g_pGlobalState->trailShader.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, (float*)points.data());
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