first commit

This commit is contained in:
kuoi 2022-08-21 20:37:30 +01:00
commit b5e7b442bd
5 changed files with 475 additions and 0 deletions

34
meson.build Normal file
View File

@ -0,0 +1,34 @@
project(
'wayfire-plugins-extra',
'c',
'cpp',
version: '0.8.0',
license: 'MIT',
meson_version: '>=0.51.0',
default_options: [
'cpp_std=c++17',
'c_std=c11',
'warning_level=2',
'werror=false',
],
)
wayfire = dependency('wayfire')
giomm = dependency('giomm-2.4')
add_project_arguments(['-DWLR_USE_UNSTABLE'], language: ['cpp', 'c'])
add_project_arguments(['-DWAYFIRE_PLUGIN'], language: ['cpp', 'c'])
add_project_link_arguments(['-rdynamic'], language:'cpp')
add_project_arguments(['-Wno-unused-parameter'], language: 'cpp')
subdir('src')
subdir('metadata')
summary = [
'',
'----------------',
'wf-water @0@'.format(meson.project_version()),
'----------------',
''
]
message('\n'.join(summary))

1
metadata/meson.build Normal file
View File

@ -0,0 +1 @@
install_data('water.xml', install_dir: wayfire.get_variable(pkgconfig: 'metadatadir'))

13
metadata/water.xml Normal file
View File

@ -0,0 +1,13 @@
<?xml version="1.0"?>
<wayfire>
<plugin name="water">
<_short>Water</_short>
<_long>Water effect.</_long>
<category>Effects</category>
<option name="activate" type="button">
<_short>Activate</_short>
<_long>Activates water effect.</_long>
<default>&lt;ctrl&gt; &lt;super&gt; BTN_LEFT</default>
</option>
</plugin>
</wayfire>

3
src/meson.build Normal file
View File

@ -0,0 +1,3 @@
water = shared_module('water', 'water.cpp',
dependencies: [wayfire],
install: true, install_dir: join_paths(get_option('libdir'), 'wayfire'))

424
src/water.cpp Normal file
View File

@ -0,0 +1,424 @@
/*
* The MIT License (MIT)
*
* Copyright (c) 2020 Scott Moreau
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Shaders ported from:
* https://www.shadertoy.com/view/4sd3WB (Buffer A and B)
* https://www.shadertoy.com/view/Xsd3DB (Image)
*
*/
#include <wayfire/plugin.hpp>
#include <wayfire/output.hpp>
#include <wayfire/opengl.hpp>
#include <wayfire/util/duration.hpp>
#include <wayfire/render-manager.hpp>
static const char *vertex_shader =
R"(
#version 100
attribute mediump vec2 position;
attribute highp vec2 uvPosition;
varying highp vec2 uvpos;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
uvpos = uvPosition;
}
)";
static const char *fragment_shader_a =
R"(
#version 100
precision mediump float;
uniform int num_points;
uniform vec2 points[64];
uniform int button_down;
varying highp vec2 uvpos;
uniform sampler2D u_texture;
void main()
{
int i;
for (i = 0; i < num_points; i++)
{
vec2 r = gl_FragCoord.xy - points[i];
float d = 0.005 * dot(r, r);
if (button_down == 1 && d < 0.05)
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);
return;
}
}
gl_FragColor = texture2D(u_texture, uvpos);
}
)";
static const char *fragment_shader_b =
R"(
#version 100
precision mediump float;
uniform vec2 resolution;
varying highp vec2 uvpos;
uniform sampler2D u_texture;
void main()
{
float dx = resolution.x;
float dy = resolution.y;
vec2 uv = uvpos;
vec2 udu = texture2D(u_texture, uv).xy;
// old elevation
float u = udu.x;
// old velocity
float du = udu.y;
// Finite differences
float ux = texture2D(u_texture, vec2(uv.x + dx, uv.y)).x;
float umx = texture2D(u_texture, vec2(uv.x - dx, uv.y)).x;
float uy = texture2D(u_texture, vec2(uv.x, uv.y + dy)).x;
float umy = texture2D(u_texture, vec2(uv.x, uv.y - dy)).x;
// new elevation
float nu = u + du + 0.28 * (umx + ux + umy + uy - 4.0 * u);
nu *= 0.99;
// evaporation
if (nu < 0.025)
{
nu *= 0.2;
}
// store elevation and velocity
gl_FragColor = vec4(nu, nu - u, 0.0, 0.0);
}
)";
static const char *fragment_shader_c =
R"(
#version 100
precision mediump float;
#define DEBUG 0
uniform float fade;
uniform vec2 resolution;
varying highp vec2 uvpos;
uniform sampler2D u_texture;
uniform sampler2D water_texture;
void main()
{
vec2 uv = uvpos;
#if DEBUG == 1
float h = texture2D(water_texture, uv).x;
float sh = 1.35 - h * 2.;
vec4 effect =
vec4(exp(pow(sh - .75, 2.) * -10.),
exp(pow(sh - .50, 2.) * -20.),
exp(pow(sh - .25, 2.) * -10.),
1.);
vec4 fb_pixel = vec4(0.);
vec4 color = effect;
if (fade < 1.)
{
fb_pixel = texture2D(u_texture, uv) * (1. - fade);
color *= fade;
color += fb_pixel;
}
gl_FragColor = color;
#else
vec3 e = vec3(resolution, 0.);
float p10 = texture2D(water_texture, uv - e.zy).x;
float p01 = texture2D(water_texture, uv - e.xz).x;
float p21 = texture2D(water_texture, uv + e.xz).x;
float p12 = texture2D(water_texture, uv + e.zy).x;
vec3 grad = normalize(vec3(p21 - p01, p12 - p10, 1.));
vec4 c = texture2D(u_texture, uv + grad.xy * .35);
vec3 light = normalize(vec3(.2, -.5, .7));
float diffuse = dot(grad, light);
if (diffuse > 0.75)
{
diffuse = 1.0;
}
float spec = pow(max(0., -reflect(light, grad).z), 32.);
c = c * diffuse + spec;
if (fade < 1.)
{
vec4 fb_pixel = texture2D(u_texture, uv) * (1. - fade);
c = c * fade + fb_pixel;
}
gl_FragColor = c;
#endif
}
)";
class wayfire_water_screen : public wf::plugin_interface_t
{
wf::option_wrapper_t<wf::buttonbinding_t> button{"water/activate"};
wf::animation::simple_animation_t animation =
wf::animation::simple_animation_t(wf::create_option<int>(5000));
OpenGL::program_t program[3];
wf::framebuffer_t buffer[2];
wf::pointf_t last_cursor;
bool button_down = false;
bool hook_set = false;
wf::wl_timer timer;
int points_loc;
public:
void init() override
{
grab_interface->name = "water";
grab_interface->capabilities = wf::CAPABILITY_MANAGE_COMPOSITOR;
OpenGL::render_begin();
program[0].set_simple(
OpenGL::compile_program(vertex_shader, fragment_shader_a));
program[1].set_simple(
OpenGL::compile_program(vertex_shader, fragment_shader_b));
program[2].set_simple(
OpenGL::compile_program(vertex_shader, fragment_shader_c));
points_loc = GL_CALL(glGetUniformLocation(
program[0].get_program_id(wf::TEXTURE_TYPE_RGBA), "points"));
OpenGL::render_end();
output->add_button(button, &activate_binding);
grab_interface->callbacks.pointer.button = [=] (uint32_t b, uint32_t s)
{
if (s == WL_POINTER_BUTTON_STATE_RELEASED)
{
output->deactivate_plugin(grab_interface);
timer.set_timeout(5000, timeout);
grab_interface->ungrab();
button_down = false;
}
};
animation.set(0, 0);
}
wf::button_callback activate_binding = [=] (auto)
{
if (!output->is_plugin_active(grab_interface->name))
{
if (!output->activate_plugin(grab_interface))
{
return false;
}
}
if (!hook_set)
{
output->render->add_post(&render);
hook_set = true;
}
last_cursor = output->get_cursor_position();
animation.animate(animation, 1);
grab_interface->grab();
timer.disconnect();
button_down = true;
return true;
};
wf::wl_timer::callback_t timeout = [=] ()
{
animation.animate(animation, 0);
return false; // disconnect
};
wf::post_hook_t render = [=] (const wf::framebuffer_base_t& source,
const wf::framebuffer_base_t& destination)
{
auto transform = output->render->get_target_framebuffer().transform;
auto cursor_position = output->get_cursor_position();
auto og = output->get_relative_geometry();
auto fbg = output->render->get_target_framebuffer().
framebuffer_box_from_geometry_box(og);
transform = glm::inverse(transform);
static const float vertexData[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f
};
static const float coordData[] = {
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
wf::pointf_t step;
std::vector<float> points;
wf::pointf_t center{0.5, 0.5};
auto d = glm::distance(glm::vec2(last_cursor.x, last_cursor.y),
glm::vec2(cursor_position.x, cursor_position.y));
/* Interpolate between last and current cursor */
int num_points = std::min(int(d / 5 + 1), 64);
step.x = (cursor_position.x - last_cursor.x) / num_points;
step.y = (cursor_position.y - last_cursor.y) / num_points;
for (int i = 0; i < num_points; i++)
{
wf::pointf_t p = wf::pointf_t{
cursor_position.x - step.x * i,
cursor_position.y - step.y * i};
float x = p.x / og.width;
float y = p.y / og.height;
/* Apply transform to cursor position */
glm::vec4 point{x - center.x, y - center.y, 1.0, 1.0};
glm::vec4 result = transform * point;
x = (result.x + center.x) * fbg.width;
y = (result.y + center.y) * fbg.height;
y = fbg.height - y;
points.push_back(x);
points.push_back(y);
}
last_cursor = cursor_position;
/* First pass */
OpenGL::render_begin();
if (buffer[0].allocate(fbg.width, fbg.height))
{
buffer[0].bind();
buffer[0].geometry = fbg;
OpenGL::clear({0, 0, 0, 1});
}
if (buffer[1].allocate(fbg.width, fbg.height))
{
buffer[1].bind();
buffer[1].geometry = fbg;
OpenGL::clear({0, 0, 0, 1});
}
buffer[0].bind();
program[0].use(wf::TEXTURE_TYPE_RGBA);
program[0].attrib_pointer("position", 2, 0, vertexData);
program[0].attrib_pointer("uvPosition", 2, 0, coordData);
GL_CALL(glUniform2fv(points_loc, num_points, points.data()));
program[0].uniform1i("num_points", num_points);
program[0].uniform1i("button_down", button_down ? 1 : 0);
GL_CALL(glActiveTexture(GL_TEXTURE0));
GL_CALL(glBindTexture(GL_TEXTURE_2D, buffer[1].tex));
GL_CALL(glDisable(GL_BLEND));
GL_CALL(glDrawArrays(GL_TRIANGLE_FAN, 0, 4));
GL_CALL(glEnable(GL_BLEND));
GL_CALL(glBindTexture(GL_TEXTURE_2D, 0));
program[0].deactivate();
OpenGL::render_end();
/* Second pass */
OpenGL::render_begin(buffer[1]);
program[1].use(wf::TEXTURE_TYPE_RGBA);
program[1].attrib_pointer("position", 2, 0, vertexData);
program[1].attrib_pointer("uvPosition", 2, 0, coordData);
program[1].uniform2f("resolution", 1.0 / fbg.width, 1.0 / fbg.height);
GL_CALL(glActiveTexture(GL_TEXTURE0));
GL_CALL(glBindTexture(GL_TEXTURE_2D, buffer[0].tex));
GL_CALL(glDisable(GL_BLEND));
GL_CALL(glDrawArrays(GL_TRIANGLE_FAN, 0, 4));
GL_CALL(glEnable(GL_BLEND));
GL_CALL(glBindTexture(GL_TEXTURE_2D, 0));
program[1].deactivate();
OpenGL::render_end();
/* Final pass */
OpenGL::render_begin(destination);
program[2].use(wf::TEXTURE_TYPE_RGBA);
program[2].attrib_pointer("position", 2, 0, vertexData);
program[2].attrib_pointer("uvPosition", 2, 0, coordData);
program[2].uniform2f("resolution", 1.0 / fbg.width, 1.0 / fbg.height);
program[2].uniform1f("fade", animation);
program[2].uniform1i("water_texture", 1);
GL_CALL(glActiveTexture(GL_TEXTURE0));
GL_CALL(glBindTexture(GL_TEXTURE_2D, source.tex));
GL_CALL(glActiveTexture(GL_TEXTURE0 + 1));
GL_CALL(glBindTexture(GL_TEXTURE_2D, buffer[1].tex));
GL_CALL(glDisable(GL_BLEND));
GL_CALL(glDrawArrays(GL_TRIANGLE_FAN, 0, 4));
GL_CALL(glEnable(GL_BLEND));
GL_CALL(glBindTexture(GL_TEXTURE_2D, 0));
GL_CALL(glActiveTexture(GL_TEXTURE0));
GL_CALL(glBindTexture(GL_TEXTURE_2D, 0));
program[2].deactivate();
OpenGL::render_end();
if (!button_down && !timer.is_connected() && !animation.running())
{
hook_set = false;
output->render->rem_post(&render);
OpenGL::render_begin();
buffer[0].release();
buffer[1].release();
OpenGL::render_end();
}
output->render->schedule_redraw();
};
void fini() override
{
output->deactivate_plugin(grab_interface);
output->rem_binding(&activate_binding);
grab_interface->ungrab();
timer.disconnect();
if (hook_set)
{
output->render->rem_post(&render);
}
OpenGL::render_begin();
buffer[0].release();
buffer[1].release();
program[0].free_resources();
program[1].free_resources();
program[2].free_resources();
OpenGL::render_end();
}
};
DECLARE_WAYFIRE_PLUGIN(wayfire_water_screen);