linux-wallpaperengine/src/WallpaperEngine/Render/CWallpaper.cpp
2025-09-11 17:10:23 +02:00

297 lines
11 KiB
C++

#include "CWallpaper.h"
#include "WallpaperEngine/Logging/CLog.h"
#include "WallpaperEngine/Render/Wallpapers/CScene.h"
#include "WallpaperEngine/Render/Wallpapers/CVideo.h"
#include "WallpaperEngine/Render/Wallpapers/CWeb.h"
#include "WallpaperEngine/Data/Model/Wallpaper.h"
#include "WallpaperEngine/Data/Model/Project.h"
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace WallpaperEngine::Render;
CWallpaper::CWallpaper (
const Wallpaper& wallpaperData, CRenderContext& context,CAudioContext& audioContext,
const CWallpaperState::TextureUVsScaling& scalingMode,
const uint32_t& clampMode
) :
CContextAware (context),
CFBOProvider (nullptr),
m_wallpaperData (wallpaperData),
m_audioContext (audioContext),
m_state (scalingMode, clampMode) {
// generate the VAO to stop opengl from complaining
glGenVertexArrays (1, &this->m_vaoBuffer);
glBindVertexArray (this->m_vaoBuffer);
this->setupShaders ();
const 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};
// inverted positions so the final texture is rendered properly
const GLfloat position [] = {-1.0f, 1.0f, 0.0f, 1.0, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f};
glGenBuffers (1, &this->m_texCoordBuffer);
glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
glBufferData (GL_ARRAY_BUFFER, sizeof (texCoords), texCoords, GL_STATIC_DRAW);
glGenBuffers (1, &this->m_positionBuffer);
glBindBuffer (GL_ARRAY_BUFFER, this->m_positionBuffer);
glBufferData (GL_ARRAY_BUFFER, sizeof (position), position, GL_STATIC_DRAW);
}
CWallpaper::~CWallpaper () = default;
const Container& CWallpaper::getContainer () const {
return *this->m_wallpaperData.project.container;
}
const Wallpaper& CWallpaper::getWallpaperData () const {
return this->m_wallpaperData;
}
GLuint CWallpaper::getWallpaperFramebuffer () const {
return this->m_sceneFBO->getFramebuffer ();
}
GLuint CWallpaper::getWallpaperTexture () const {
return this->m_sceneFBO->getTextureID (0);
}
void CWallpaper::setupShaders () {
// reserve shaders in OpenGL
const GLuint vertexShaderID = glCreateShader (GL_VERTEX_SHADER);
// give shader's source code to OpenGL to be compiled
const char* sourcePointer = "#version 330\n"
"precision highp float;\n"
"in vec3 a_Position;\n"
"in vec2 a_TexCoord;\n"
"out vec2 v_TexCoord;\n"
"void main () {\n"
"gl_Position = vec4 (a_Position, 1.0);\n"
"v_TexCoord = a_TexCoord;\n"
"}";
glShaderSource (vertexShaderID, 1, &sourcePointer, nullptr);
glCompileShader (vertexShaderID);
GLint result = GL_FALSE;
int infoLogLength = 0;
// ensure the vertex shader was correctly compiled
glGetShaderiv (vertexShaderID, GL_COMPILE_STATUS, &result);
glGetShaderiv (vertexShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 0) {
char* logBuffer = new char [infoLogLength + 1];
// ensure logBuffer ends with a \0
memset (logBuffer, 0, infoLogLength + 1);
// get information about the error
glGetShaderInfoLog (vertexShaderID, infoLogLength, nullptr, logBuffer);
// throw an exception about the issue
const std::string message = logBuffer;
// free the buffer
delete [] logBuffer;
// throw an exception
sLog.exception (message);
}
// reserve shaders in OpenGL
const GLuint fragmentShaderID = glCreateShader (GL_FRAGMENT_SHADER);
// give shader's source code to OpenGL to be compiled
sourcePointer = "#version 330\n"
"precision highp float;\n"
"uniform sampler2D g_Texture0;\n"
"in vec2 v_TexCoord;\n"
"out vec4 out_FragColor;\n"
"void main () {\n"
"out_FragColor = texture (g_Texture0, v_TexCoord);\n"
"}";
glShaderSource (fragmentShaderID, 1, &sourcePointer, nullptr);
glCompileShader (fragmentShaderID);
result = GL_FALSE;
infoLogLength = 0;
// ensure the vertex shader was correctly compiled
glGetShaderiv (fragmentShaderID, GL_COMPILE_STATUS, &result);
glGetShaderiv (fragmentShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 0) {
char* logBuffer = new char [infoLogLength + 1];
// ensure logBuffer ends with a \0
memset (logBuffer, 0, infoLogLength + 1);
// get information about the error
glGetShaderInfoLog (fragmentShaderID, infoLogLength, nullptr, logBuffer);
// throw an exception about the issue
const std::string message = logBuffer;
// free the buffer
delete [] logBuffer;
// throw an exception
sLog.exception (message);
}
// create the final program
this->m_shader = glCreateProgram ();
// link the shaders together
glAttachShader (this->m_shader, vertexShaderID);
glAttachShader (this->m_shader, fragmentShaderID);
glLinkProgram (this->m_shader);
// check that the shader was properly linked
result = GL_FALSE;
infoLogLength = 0;
glGetProgramiv (this->m_shader, GL_LINK_STATUS, &result);
glGetProgramiv (this->m_shader, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 0) {
char* logBuffer = new char [infoLogLength + 1];
// ensure logBuffer ends with a \0
memset (logBuffer, 0, infoLogLength + 1);
// get information about the error
glGetProgramInfoLog (this->m_shader, infoLogLength, nullptr, logBuffer);
// throw an exception about the issue
const std::string message = logBuffer;
// free the buffer
delete [] logBuffer;
// throw an exception
sLog.exception (message);
}
// after being liked shaders can be dettached and deleted
glDetachShader (this->m_shader, vertexShaderID);
glDetachShader (this->m_shader, fragmentShaderID);
glDeleteShader (vertexShaderID);
glDeleteShader (fragmentShaderID);
// get textures
this->g_Texture0 = glGetUniformLocation (this->m_shader, "g_Texture0");
this->a_Position = glGetAttribLocation (this->m_shader, "a_Position");
this->a_TexCoord = glGetAttribLocation (this->m_shader, "a_TexCoord");
}
void CWallpaper::setDestinationFramebuffer (GLuint framebuffer) {
this->m_destFramebuffer = framebuffer;
}
void CWallpaper::updateUVs (const glm::ivec4& viewport, const bool vflip) {
// update UVs if something has changed, otherwise use old values
if (this->m_state.hasChanged (viewport, vflip, this->getWidth (), this->getHeight ())) {
// Update wallpaper state
this->m_state.updateState (viewport, vflip, this->getWidth (), this->getHeight ());
}
}
void CWallpaper::render (glm::ivec4 viewport, bool vflip) {
#if !NDEBUG
glPushDebugGroup (GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Rendering scene");
#endif /* !NDEBUG */
this->renderFrame (viewport);
#if !NDEBUG
glPopDebugGroup ();
glPushDebugGroup (GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Rendering scene to output");
#endif /* !NDEBUG */
// Update UVs coordinates according to scaling mode of this wallpaper
updateUVs (viewport, vflip);
auto [ustart, uend, vstart, vend] = this->m_state.getTextureUVs ();
const GLfloat texCoords [] = {
ustart, vstart, uend, vstart, ustart, vend, ustart, vend, uend, vstart, uend, vend,
};
glViewport (viewport.x, viewport.y, viewport.z, viewport.w);
glBindFramebuffer (GL_FRAMEBUFFER, this->m_destFramebuffer);
glBindVertexArray (this->m_vaoBuffer);
glDisable (GL_BLEND);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
// 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);
glBufferData (GL_ARRAY_BUFFER, sizeof (texCoords), texCoords, GL_STATIC_DRAW);
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);
#if !NDEBUG
glPopDebugGroup ();
#endif /* !NDEBUG */
}
void CWallpaper::setPause (bool newState) {}
void CWallpaper::setupFramebuffers () {
const uint32_t width = this->getWidth ();
const uint32_t height = this->getHeight ();
const uint32_t clamp = this->m_state.getClampingMode ();
// create framebuffer for the scene
this->m_sceneFBO = this->create (
"_rt_FullFrameBuffer", TextureFormat_ARGB8888, clamp, 1.0, {width,
height}, {width, height});
this->alias ("_rt_MipMappedFrameBuffer", "_rt_FullFrameBuffer");
}
CAudioContext& CWallpaper::getAudioContext () {
return this->m_audioContext;
}
std::shared_ptr<const CFBO> CWallpaper::findFBO (const std::string& name) const {
const auto fbo = this->find (name);
if (fbo == nullptr)
sLog.exception ("Cannot find FBO ", name);
return fbo;
}
std::shared_ptr<const CFBO> CWallpaper::getFBO () const {
return this->m_sceneFBO;
}
std::unique_ptr<CWallpaper> CWallpaper::fromWallpaper (
const Wallpaper& wallpaper, CRenderContext& context, CAudioContext& audioContext,
WebBrowser::CWebBrowserContext* browserContext, const CWallpaperState::TextureUVsScaling& scalingMode,
const uint32_t& clampMode
) {
if (wallpaper.is<Scene> ()) {
return std::make_unique <WallpaperEngine::Render::Wallpapers::CScene> (
wallpaper, context, audioContext, scalingMode, clampMode);
}
if (wallpaper.is<Video> ()) {
return std::make_unique<WallpaperEngine::Render::Wallpapers::CVideo> (
wallpaper, context, audioContext, scalingMode, clampMode);
}
if (wallpaper.is<Web> ()) {
return std::make_unique<WallpaperEngine::Render::Wallpapers::CWeb> (
wallpaper, context, audioContext, *browserContext, scalingMode, clampMode);
}
sLog.exception ("Unsupported wallpaper type");
}