Consolidated the renderImage function into render.

This commit is contained in:
Hynak 2022-02-26 17:40:16 -05:00
parent a10a994da5
commit caf79766dc
3 changed files with 52 additions and 136 deletions

View File

@ -101,7 +101,10 @@ void CContext::render ()
GC gc = XCreateGC(display, pm, 0, NULL);
XFillRectangle(display, pm, gc, 0, 0, fullWidth, fullHeight);
char* image_data = this->m_wallpaper->renderImage ();
char* image_data;
image_data = new char[windowWidth*windowHeight*4];
this->m_wallpaper->render (this->m_defaultViewport, true, image_data);
XImage* image = XCreateImage(display, CopyFromParent, 24, ZPixmap, 0, (char *)image_data, windowWidth, windowHeight, 32, 0);
for (; cur != end; cur ++)
{

View File

@ -185,9 +185,8 @@ void CWallpaper::setupShaders ()
this->a_TexCoord = glGetAttribLocation (this->m_shader, "a_TexCoord");
}
void CWallpaper::render (glm::vec4 viewport, bool renderFrame, bool newFrame)
void CWallpaper::render (glm::vec4 viewport, bool drawToBackground, char* image_data)
{
if (renderFrame == true)
this->renderFrame (viewport);
int windowWidth = 1920;
@ -258,109 +257,13 @@ void CWallpaper::render (glm::vec4 viewport, bool renderFrame, bool newFrame)
glBindBuffer (GL_ARRAY_BUFFER, this->m_positionBuffer);
glBufferData (GL_ARRAY_BUFFER, sizeof (position), position, GL_STATIC_DRAW);
glViewport (viewport.x, viewport.y, viewport.z, viewport.w);
// write to default's framebuffer
glBindFramebuffer (GL_FRAMEBUFFER, GL_NONE);
if (newFrame == true)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable (GL_BLEND);
glDisable (GL_DEPTH_TEST);
// do not use any shader
glUseProgram (this->m_shader);
// activate scene texture
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, this->getWallpaperTexture ());
// set uniforms and attribs
glEnableVertexAttribArray (this->a_TexCoord);
glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
glVertexAttribPointer (this->a_TexCoord, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray (this->a_Position);
glBindBuffer (GL_ARRAY_BUFFER, this->m_positionBuffer);
glVertexAttribPointer (this->a_Position, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glUniform1i (this->g_Texture0, 0);
// write the framebuffer as is to the screen
glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
glDrawArrays (GL_TRIANGLES, 0, 6);
}
char* CWallpaper::renderImage ()
// we only want texCoords to be set once
static bool setTexCoords = true;
if (setTexCoords)
{
int windowWidth = 1920;
int windowHeight = 1080;
glm::vec4 viewport = {0, 0, windowWidth, windowHeight};
this->renderFrame (viewport);
if (this->getWallpaperData ()->is <WallpaperEngine::Core::CScene> ())
setTexCoords = false;
if (drawToBackground)
{
auto projection = this->getWallpaperData ()->as <WallpaperEngine::Core::CScene> ()->getOrthogonalProjection ();
windowWidth = projection->getWidth ();
windowHeight = projection->getHeight ();
}
else if (this->is <WallpaperEngine::Render::CVideo> ())
{
auto video = this->as <WallpaperEngine::Render::CVideo> ();
windowWidth = video->getWidth ();
windowHeight = video->getHeight ();
}
float widthRatio = windowWidth / viewport.z;
float heightRatio = windowHeight / viewport.w;
if (widthRatio > 1.0f)
{
float diff = widthRatio - 1.0f;
widthRatio -= diff;
heightRatio -= diff;
}
if (heightRatio > 1.0f)
{
float diff = heightRatio - 1.0f;
widthRatio -= diff;
heightRatio -= diff;
}
if (widthRatio < 1.0f)
{
float diff = 1.0f - widthRatio;
widthRatio += diff;
heightRatio += diff;
}
if (heightRatio < 1.0f)
{
float diff = 1.0f - heightRatio;
widthRatio += diff;
heightRatio += diff;
}
if (widthRatio < 0.0f) widthRatio = -widthRatio;
if (heightRatio < 0.0f) heightRatio = -heightRatio;
GLfloat position [] = {
-widthRatio, -heightRatio, 0.0f,
widthRatio, -heightRatio, 0.0f,
-widthRatio, heightRatio, 0.0f,
-widthRatio, heightRatio, 0.0f,
widthRatio, -heightRatio, 0.0f,
widthRatio, heightRatio, 0.0f
};
glBindBuffer (GL_ARRAY_BUFFER, this->m_positionBuffer);
glBufferData (GL_ARRAY_BUFFER, sizeof (position), position, GL_STATIC_DRAW);
// Need to flip the image (FB stores the image upside down)
GLfloat texCoords [] = {
0.0f, 1.0f,
@ -370,16 +273,35 @@ char* CWallpaper::renderImage ()
1.0f, 1.0f,
1.0f, 0.0f
};
glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
glBufferData (GL_ARRAY_BUFFER, sizeof (texCoords), texCoords, GL_STATIC_DRAW);
}
else
{
GLfloat texCoords [] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
glBufferData (GL_ARRAY_BUFFER, sizeof (texCoords), texCoords, GL_STATIC_DRAW);
}
}
glViewport (viewport.x, viewport.y, viewport.z, viewport.w);
// A fbo for flipping the image. Without this call the image will be flipped.
static CFBO* screen_fbo = this->createFBO ("_sc_FullFrameBuffer", ITexture::TextureFormat::ARGB8888, 1.0, windowWidth, windowHeight, windowWidth, windowHeight);
static CFBO* screen_fbo = new CFBO("_sc_FullFrameBuffer", ITexture::TextureFormat::ARGB8888, 1.0, windowWidth, windowHeight, windowWidth, windowHeight);
if (drawToBackground)
// write to screen buffer
glBindFramebuffer (GL_FRAMEBUFFER, screen_fbo->getFramebuffer());
else
// write to default's framebuffer
glBindFramebuffer (GL_FRAMEBUFFER, GL_NONE);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable (GL_BLEND);
@ -403,13 +325,9 @@ char* CWallpaper::renderImage ()
glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
glDrawArrays (GL_TRIANGLES, 0, 6);
glBindTexture (GL_TEXTURE_2D, screen_fbo->getTextureID ());
// Get FB data from OpenGL, X11 will free this pointer when it is created into an XImage.
char* image;
image = (char*)malloc(windowWidth*windowHeight*4);
glReadPixels(0, 0, 1920, 1080, GL_BGRA, GL_UNSIGNED_BYTE, (void*)(image));
return image;
if (image_data)
glReadPixels(0, 0, 1920, 1080, GL_BGRA, GL_UNSIGNED_BYTE, (void*)(image_data));
}
void CWallpaper::setupFramebuffers ()

View File

@ -31,12 +31,7 @@ namespace WallpaperEngine::Render
/**
* Performs a render pass of the wallpaper
*/
void render (glm::vec4 viewport, bool renderFrame = true, bool newFrame = true);
/**
* Performs a render pass of the wallpaper and returns the char* of the image
*/
char* renderImage ();
void render (glm::vec4 viewport, bool drawToBackground = false, char* image_data = nullptr);
/**
* @return The container to resolve files for this wallpaper