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https://git.allpurposem.at/mat/WiggleWobble.git
synced 2025-12-23 13:01:28 +01:00
chore: use own shader, commit missing getBox fn
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@ -2,10 +2,11 @@
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#define WW_RENDERPASSES_H
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#include <hyprland/src/desktop/Window.hpp>
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#include <hyprland/src/render/Shader.hpp>
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#include <hyprland/src/render/pass/PassElement.hpp>
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#include <optional>
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class CFramebuffer;
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class SShader;
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class CBindOwnFramebufferPassElement final: public IPassElement {
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public:
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@ -39,7 +40,6 @@ class CBindOwnFramebufferPassElement final: public IPassElement {
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};
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class CRenderWobblyWindowPassElement final: public IPassElement {
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static inline SShader* s_shader {};
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static inline constexpr unsigned int s_SUBDIVS = 8;
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static_assert(s_SUBDIVS > 0);
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@ -79,7 +79,7 @@ class CRenderWobblyWindowPassElement final: public IPassElement {
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CFramebuffer* m_pOldFramebuffer;
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PHLWINDOWREF m_pWindow;
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static inline SShader* s_pShader = nullptr;
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static inline SShader s_shader;
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};
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#endif
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@ -27,6 +27,7 @@ class CWobblyWindow {
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CWobblyWindow();
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bool step(Time::steady_tp time);
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CBox getBox() const;
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void applyMovement(const Vector2D& movement);
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};
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@ -6,17 +6,37 @@
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#include <GLES3/gl32.h>
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#include <hyprland/src/render/Framebuffer.hpp>
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#include <hyprland/src/render/OpenGL.hpp>
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#include <hyprland/src/render/Renderer.hpp>
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void CBindOwnFramebufferPassElement::draw(const CRegion& damage) {
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g_pHyprOpenGL->scissor(nullptr);
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m_pFramebuffer->bind();
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g_pHyprOpenGL->m_renderData.currentFB = m_pFramebuffer;
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GLCALL(glClearColor(0, 0, 0, 0));
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GLCALL(glClear(GL_COLOR_BUFFER_BIT));
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GLCALL(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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}
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void CRenderWobblyWindowPassElement::initGPUObjects() {
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s_pShader = &g_pHyprOpenGL->m_shaders->m_shRGBA;
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constexpr const char* FRAGSRC = R"glsl(#version 300 es
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precision highp float;
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in vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(tex, v_texcoord);
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}
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)glsl";
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s_shader.program = g_pHyprOpenGL->createProgram(g_pHyprOpenGL->m_shaders->TEXVERTSRC, FRAGSRC);
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s_shader.uniformLocations[SHADER_PROJ] = glGetUniformLocation(s_shader.program, "proj");
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s_shader.uniformLocations[SHADER_TEX] = glGetUniformLocation(s_shader.program, "tex");
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s_shader.uniformLocations[SHADER_TEX_ATTRIB] =
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glGetAttribLocation(s_shader.program, "texcoord");
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s_shader.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(s_shader.program, "pos");
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const unsigned int vertsPerRow = s_SUBDIVS + 1;
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s_baseVerts.reserve(vertsPerRow * vertsPerRow * 2);
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@ -68,9 +88,9 @@ void CRenderWobblyWindowPassElement::initGPUObjects() {
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GL_DYNAMIC_DRAW
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));
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GLCALL(glEnableVertexAttribArray(s_pShader->uniformLocations[SHADER_POS_ATTRIB]));
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GLCALL(glEnableVertexAttribArray(s_shader.uniformLocations[SHADER_POS_ATTRIB]));
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GLCALL(glVertexAttribPointer(
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s_pShader->uniformLocations[SHADER_POS_ATTRIB],
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s_shader.uniformLocations[SHADER_POS_ATTRIB],
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2,
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GL_FLOAT,
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GL_FALSE,
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@ -87,9 +107,9 @@ void CRenderWobblyWindowPassElement::initGPUObjects() {
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s_baseVerts.data(),
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GL_DYNAMIC_DRAW
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)); // Initial dummy UVs
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GLCALL(glEnableVertexAttribArray(s_pShader->uniformLocations[SHADER_TEX_ATTRIB]));
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GLCALL(glEnableVertexAttribArray(s_shader.uniformLocations[SHADER_TEX_ATTRIB]));
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GLCALL(glVertexAttribPointer(
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s_pShader->uniformLocations[SHADER_TEX_ATTRIB],
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s_shader.uniformLocations[SHADER_TEX_ATTRIB],
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2,
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GL_FLOAT,
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GL_FALSE,
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@ -110,6 +130,7 @@ void CRenderWobblyWindowPassElement::deinitGPUObjects() {
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}
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void CRenderWobblyWindowPassElement::draw(const CRegion& damage) {
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g_pHyprOpenGL->scissor(nullptr);
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auto* const pWindowFB = g_pHyprOpenGL->m_renderData.currentFB;
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m_pOldFramebuffer->bind();
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@ -131,12 +152,11 @@ void CRenderWobblyWindowPassElement::draw(const CRegion& damage) {
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GLCALL(glActiveTexture(GL_TEXTURE0));
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pWindowFB->getTexture()->bind();
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g_pHyprOpenGL->useProgram(s_pShader->program);
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s_pShader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
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s_pShader->setUniformInt(SHADER_TEX, 0);
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g_pHyprOpenGL->useProgram(s_shader.program);
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s_shader.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
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s_shader.setUniformInt(SHADER_TEX, 0);
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GLCALL(glBindVertexArray(s_VAO));
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GLCALL(glBindBuffer(GL_ARRAY_BUFFER, s_VBO));
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const Vector2D UVSize = Vector2D {windowBox.width, windowBox.height} / pWindowFB->m_size;
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@ -162,9 +182,6 @@ void CRenderWobblyWindowPassElement::draw(const CRegion& damage) {
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if (g_wobblyWindows.contains(m_pWindow)) {
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auto&& wobble = g_wobblyWindows[m_pWindow];
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// TODO: these should never be nan
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// if (not std::isnan(wobble.m_particles[0].position.x)) {
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GLCALL(glBindBuffer(GL_ARRAY_BUFFER, s_VBO));
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GLCALL(glBufferSubData(
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GL_ARRAY_BUFFER,
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@ -172,7 +189,6 @@ void CRenderWobblyWindowPassElement::draw(const CRegion& damage) {
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wobble.m_particlePositions.size() * sizeof(float),
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wobble.m_particlePositions.data()
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));
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// }
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} else {
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// restore default verts
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GLCALL(glBindBuffer(GL_ARRAY_BUFFER, s_VBO));
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@ -65,10 +65,20 @@ bool CWobblyWindow::step(Time::steady_tp time) {
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const bool shouldEnd = m_windowMovement.size() == 0
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and totalVel.size() / (m_particlePositions.size() / 2.f) < .001f;
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// HACK: why is it ever nan??
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if (std::isnan(m_particlePositions[0])) {
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// reset
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m_particlePositions = CRenderWobblyWindowPassElement::s_baseVerts;
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m_particleVelocities.clear();
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m_particleVelocities.resize(m_particlePositions.size());
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}
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//
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// std::println(
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// "Top left: {}, totalVel: {}",
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// m_particles[0].position,
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// totalVel.size() / m_particles.size()
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// "Top left: ({}, {}), totalVel: {}",
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// m_particlePositions[0],
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// m_particlePositions[1],
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// totalVel.size() / m_particlePositions.size() * 2
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// );
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m_windowMovement = Vector2D {};
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@ -83,3 +93,25 @@ void CWobblyWindow::applyMovement(const Vector2D& movement) {
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m_particlePositions[i * 2 + 1] -= movement.y;
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}
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}
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Hyprutils::Math::CBox CWobblyWindow::getBox() const {
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Vector2D min {};
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Vector2D max {};
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for (unsigned int i = 0; i < m_particlePositions.size() / 2; i++) {
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auto&& x = m_particlePositions[i * 2];
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auto&& y = m_particlePositions[i * 2 + 1];
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if (x > max.x)
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max.x = x;
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if (x < min.x)
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min.x = x;
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if (y > max.y)
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max.y = y;
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if (y < min.y)
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min.y = y;
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}
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return CBox(min, max - min);
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}
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