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main.cpp
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286 lines (233 loc) · 9.47 KB
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#define WLR_USE_UNSTABLE
#include <hyprland/src/render/OpenGL.hpp>
#include <hyprland/src/helpers/Box.hpp>
#include <hyprland/src/render/Framebuffer.hpp>
#include <hyprland/src/render/shaders/Textures.hpp>
#include <string>
#include <unistd.h>
#include <GL/gl.h>
#include <hyprland/src/Compositor.hpp>
#include <hyprland/src/config/ConfigManager.hpp>
#include <hyprland/src/desktop/Window.hpp>
#include <hyprland/src/plugins/PluginAPI.hpp>
#include <vector>
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
inline HANDLE PHANDLE = nullptr;
// Do NOT change this function.
APICALL EXPORT std::string PLUGIN_API_VERSION() { return HYPRLAND_API_VERSION; }
inline const std::string myTEXVERTSRC = R"#(
uniform mat3 proj;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_texcoord = texcoord;
})#";
inline const std::string myTEXFRAGSRCRGBAPASSTHRU = R"#(
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
void main() {
vec4 color = texture2D(tex, v_texcoord).rgba;
color.r = 0.5;
gl_FragColor = color;
})#";
std::string loadShader(std::string path) {
if (path == "" || path == STRVAL_EMPTY)
return "";
std::ifstream infile(absolutePath(path, g_pConfigManager->getConfigDir()));
if (!infile.good()) {
g_pConfigManager->addParseError(
"[window-shaders]: Screen shader parser: Screen shader path not found");
return "";
}
std::string shader((std::istreambuf_iterator<char>(infile)),
(std::istreambuf_iterator<char>()));
return shader;
}
class CWindowTransformer : public IWindowTransformer {
public:
CWindowTransformer(const std::string &fragmentShader,
const std::string &vertexShader) {
std::string fragShader = loadShader(fragmentShader);
if (!fragShader.empty()) {
this->fragmentShader = fragShader;
}
std::string vertShader = loadShader(vertexShader);
if (!vertShader.empty()) {
this->vertexShader = vertexShader;
}
}
virtual CFramebuffer *transform(CFramebuffer *in);
virtual void preWindowRender(SRenderData *pRenderData);
private:
CFramebuffer fb;
int width;
int height;
std::string fragmentShader = myTEXVERTSRC;
std::string vertexShader = myTEXFRAGSRCRGBAPASSTHRU;
};
std::vector<CWindowTransformer *> ptrs;
GLfloat identityMatrix[9] = {1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 1.0f};
GLfloat quadVert[] = {
1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f};
// Derived class inheriting from Base
class CShaderEXT : public CShader {
public:
GLint vbo = -1;
GLuint quadVAO = -1;
GLuint quadVBO = -1;
};
CShaderEXT shader;
void writeToFile(int width, int height) {
GLubyte *pixels = new GLubyte[width * height * 4];
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
int a = rand();
std::string str = "/home/aaahh/tmp/outout_" + std::to_string(a);
stbi_write_png(str.c_str(), width, height, 4, pixels, width * 4);
}
// std::string convertToString(const char *const *const &strPtrPtr)
// {
// const char *const strPtr = *strPtrPtr;
// return std::string(strPtr);
// }
std::string convertToString(std::string strPtrPtr) {
// // if ((std::string)strPtrPtr.length())
std::cerr << "Error: eee is null." << std::endl;
HyprlandAPI::addNotification(PHANDLE, "[window-shaders]" + strPtrPtr,
CColor{0.2, 1.0, 0.2, 1.0}, 5000);
// if (strPtrPtr == nullptr)
// {
// std::cerr << "Error: strPtrPtr is null." << std::endl;
// return ""; // Return an empty string or handle the error as appropriate
// }
// std::cerr << "Error: eee3 is null." << std::endl;
// std::string yer = strPtrPtr; // Potential issue here
// std::cerr << yer << "ww"<< std::endl;
return strPtrPtr;
}
void CWindowTransformer::preWindowRender(SRenderData *pRenderData) {
const auto TEXTURE = wlr_surface_get_texture(pRenderData->surface);
const CTexture &windowTexture = TEXTURE;
width = windowTexture.m_vSize.x;
height = windowTexture.m_vSize.y;
if (!fb.isAllocated() || fb.m_vSize != windowTexture.m_vSize) {
fb.release();
fb.alloc(width, height);
}
CShader *passThroughShader =
&g_pHyprOpenGL->m_RenderData.pCurrentMonData->m_shPASSTHRURGBA;
if (!shader.program) {
shader.program = g_pHyprOpenGL->createProgram(
myTEXVERTSRC, myTEXFRAGSRCRGBAPASSTHRU, false);
shader.proj = glGetUniformLocation(shader.program, "proj");
shader.tex = glGetUniformLocation(shader.program, "tex");
shader.texAttrib = glGetAttribLocation(shader.program, "texcoord");
shader.posAttrib = glGetAttribLocation(shader.program, "pos");
glGenVertexArrays(1, &shader.quadVAO);
glGenBuffers(1, &shader.quadVBO);
glBindVertexArray(shader.quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, shader.quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVert), &quadVert, GL_STATIC_DRAW);
glVertexAttribPointer(shader.posAttrib, 2, GL_FLOAT, GL_FALSE,
4 * sizeof(GLfloat), 0);
glVertexAttribPointer(shader.texAttrib, 2, GL_FLOAT, GL_FALSE,
4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
glEnableVertexAttribArray(shader.posAttrib);
glEnableVertexAttribArray(shader.texAttrib);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glViewport(0, 0, width, height);
glBindVertexArray(shader.quadVAO);
glBindFramebuffer(GL_FRAMEBUFFER, fb.m_iFb);
// ping: render with user's shader
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
fb.m_cTex.m_iTexID, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, windowTexture.m_iTexID);
glUseProgram(shader.program);
glUniformMatrix3fv(shader.proj, 1, GL_FALSE, identityMatrix);
glDrawArrays(GL_TRIANGLES, 0, 6);
// writeToFile(width, height);
// pong: write back to window texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
windowTexture.m_iTexID, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, fb.m_cTex.m_iTexID);
glUseProgram(passThroughShader->program);
glUniformMatrix3fv(passThroughShader->proj, 1, GL_FALSE, identityMatrix);
glDrawArrays(GL_TRIANGLES, 0, 6);
// unbind buffer and array
glBindVertexArray(0);
}
CFramebuffer *CWindowTransformer::transform(CFramebuffer *in) { return in; }
static void onNewWindow(void *self, std::any data) {
// data is guaranteed
auto *const PWINDOW = std::any_cast<CWindow *>(data);
static auto *const PCLASS =
(Hyprlang::STRING const *)HyprlandAPI::getConfigValue(
PHANDLE, "plugin:window-shaders:class")
->getDataStaticPtr();
if (((std::string)*PCLASS).length() ==
0 || // select all windows if not specified
(g_pCompositor->m_pLastWindow &&
g_pCompositor->m_pLastWindow->m_szInitialClass == *PCLASS &&
g_pCompositor->m_pLastMonitor)) {
static auto *const PFRAGMENTSHADER =
(Hyprlang::STRING const *)HyprlandAPI::getConfigValue(
PHANDLE, "plugin:window-shaders:fragment-shader")
->getDataStaticPtr();
static auto *const PVERTEXSHADER =
(Hyprlang::STRING const *)HyprlandAPI::getConfigValue(
PHANDLE, "plugin:window-shaders:vertex-shader")
->getDataStaticPtr();
std::string fragmentShader(*PFRAGMENTSHADER);
std::string vertexShader(*PVERTEXSHADER);
// TODO pass PFRAGMENTSHADER and PVERTEXSHADER
PWINDOW->m_vTransformers.push_back(
std::make_unique<CWindowTransformer>(fragmentShader, vertexShader));
}
}
APICALL EXPORT PLUGIN_DESCRIPTION_INFO PLUGIN_INIT(HANDLE handle) {
PHANDLE = handle;
const std::string HASH = __hyprland_api_get_hash();
if (HASH != GIT_COMMIT_HASH) {
HyprlandAPI::addNotification(PHANDLE,
"[window-shaders] Failure in initialization: "
"Version mismatch (headers ver "
"is not equal to running hyprland ver)",
CColor{1.0, 0.2, 0.2, 1.0}, 5000);
throw std::runtime_error("[window-shaders] Version mismatch");
}
HyprlandAPI::addConfigValue(PHANDLE, "plugin:window-shaders:class",
Hyprlang::STRING{""});
HyprlandAPI::addConfigValue(PHANDLE, "plugin:window-shaders:fragment-shader",
Hyprlang::STRING{""});
HyprlandAPI::addConfigValue(PHANDLE, "plugin:window-shaders:vertex-shader",
Hyprlang::STRING{""});
HyprlandAPI::registerCallbackDynamic(
PHANDLE, "openWindow",
[&](void *self, SCallbackInfo &info, std::any data) {
onNewWindow(self, data);
});
HyprlandAPI::addNotification(PHANDLE,
"[window-shaders] Initialized successfully!",
CColor{0.2, 1.0, 0.2, 1.0}, 5000);
return {"window-shaders", "Apply shaders on each window", "M", "1.0"};
}
APICALL EXPORT void PLUGIN_EXIT() {
for (auto &w : g_pCompositor->m_vWindows) {
std::erase_if(
w->m_vTransformers,
[&](const std::unique_ptr<IWindowTransformer> &other) {
return std::find_if(ptrs.begin(), ptrs.end(), [&](const auto &p) {
return static_cast<IWindowTransformer *>(p) == other.get();
}) != ptrs.end();
});
}
}