linux-wallpaperengine/src/WallpaperEngine/Render/Objects/CImage.cpp
Alexis Maiquez 13bcd52e8c ~ Fixed regression in composite layer handling
~ Properly fixed usage of "previous" as texture

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2021-11-30 23:49:08 +01:00

354 lines
12 KiB
C++

#include <sstream>
#include "CImage.h"
using namespace WallpaperEngine;
using namespace WallpaperEngine::Render::Objects;
CImage::CImage (CScene* scene, Core::Objects::CImage* image) :
Render::CObject (scene, Type, image),
m_image (image),
m_texture (nullptr)
{
auto projection = this->getScene ()->getScene ()->getOrthogonalProjection ();
// get scene width and height to calculate positions
auto scene_width = static_cast <float> (projection->getWidth ());
auto scene_height = static_cast <float> (projection->getHeight ());
glm::vec3 origin = this->getImage ()->getOrigin ();
glm::vec2 size = this->getSize ();
glm::vec3 scale = this->getImage ()->getScale ();
float xleft = 0.0f;
float ytop = 0.0f;
float xright = 0.0f;
float ybottom = 0.0f;
// TODO: TAKE INTO ACCOUNT SCALE
// depending on the alignment these values might change, for now just support center
if (this->getImage ()->getAlignment () == "center")
{
// calculate the real position of the image
xleft = (-scene_width / 2) + (origin.x - (size.x / 2));
xright = (-scene_width / 2) + (origin.x + (size.x / 2));
ytop = (-scene_height / 2) + origin.y + (size.y / 2);
ybottom = (-scene_height / 2) + (origin.y - (size.y / 2));
}
else
{
throw std::runtime_error ("Only centered images are supported for now!");
}
std::string textureName = (*(*this->m_image->getMaterial ()->getPasses ().begin ())->getTextures ().begin ());
if (textureName.find ("_rt_") == 0)
{
this->m_texture = this->getScene ()->findFBO (textureName);
}
else
{
// get the first texture on the first pass (this one represents the image assigned to this object)
this->m_texture = this->getScene ()->getContainer ()->readTexture (textureName);
}
// register both FBOs into the scene
std::ostringstream nameA, nameB;
nameA << "_rt_imageLayerComposite_" << this->getImage ()->getId () << "_a";
nameB << "_rt_imageLayerComposite_" << this->getImage ()->getId () << "_b";
this->m_currentMainFBO = this->m_mainFBO = scene->createFBO (nameA.str (), ITexture::TextureFormat::ARGB8888, 1, this->m_texture->getRealWidth (), this->m_texture->getRealHeight (), this->m_texture->getRealWidth (), this->m_texture->getRealHeight ());
this->m_currentSubFBO = this->m_subFBO = scene->createFBO (nameB.str (), ITexture::TextureFormat::ARGB8888, 1, this->m_texture->getRealWidth (), this->m_texture->getRealHeight (), this->m_texture->getRealWidth (), this->m_texture->getRealHeight ());
GLfloat realWidth = this->m_texture->getRealWidth () / 2;
GLfloat realHeight = this->m_texture->getRealHeight () / 2;
// build a list of vertices, these might need some change later (or maybe invert the camera)
GLfloat sceneSpacePosition [] = {
xleft, ytop, 0.0f,
xright, ytop, 0.0f,
xleft, ybottom, 0.0f,
xleft, ybottom, 0.0f,
xright, ytop, 0.0f,
xright, ybottom, 0.0f
};
GLfloat copySpacePosition [] = {
-realWidth, -realHeight, 0.0f,
realWidth, -realHeight, 0.0f,
-realWidth, realHeight, 0.0f,
-realWidth, realHeight, 0.0f,
realWidth, -realHeight, 0.0f,
realWidth, realHeight, 0.0f
};
GLfloat passSpacePosition [] = {
-1.0f, -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,
1.0f, 1.0f, 0.0f
};
float width = 1.0f;
float height = 1.0f;
// calculate the correct texCoord limits for the texture based on the texture screen size and real size
if (this->getTexture () != nullptr &&
(this->getTexture ()->getTextureWidth () != this->getTexture ()->getRealWidth () ||
this->getTexture ()->getTextureHeight () != this->getTexture ()->getRealHeight ())
)
{
uint32_t x = 1;
uint32_t y = 1;
while (x < size.x) x <<= 1;
while (y < size.y) y <<= 1;
width = size.x * scale.x / x;
height = size.y * scale.y / y;
}
GLfloat texcoordCopy [] = {
0.0f, 0.0f,
width, 0.0f,
0.0f, height,
0.0f, height,
width, 0.0f,
width, height
};
GLfloat texcoordPass [] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
// bind vertex list to the openGL buffers
glGenBuffers (1, &this->m_sceneSpacePosition);
glBindBuffer (GL_ARRAY_BUFFER, this->m_sceneSpacePosition);
glBufferData (GL_ARRAY_BUFFER, sizeof (sceneSpacePosition), sceneSpacePosition, GL_STATIC_DRAW);
glGenBuffers (1, &this->m_copySpacePosition);
glBindBuffer (GL_ARRAY_BUFFER, this->m_copySpacePosition);
glBufferData (GL_ARRAY_BUFFER, sizeof (copySpacePosition), copySpacePosition, GL_STATIC_DRAW);
// bind pass' vertex list to the openGL buffers
glGenBuffers (1, &this->m_passSpacePosition);
glBindBuffer (GL_ARRAY_BUFFER, this->m_passSpacePosition);
glBufferData (GL_ARRAY_BUFFER, sizeof (passSpacePosition), passSpacePosition, GL_STATIC_DRAW);
glGenBuffers (1, &this->m_texcoordCopy);
glBindBuffer (GL_ARRAY_BUFFER, this->m_texcoordCopy);
glBufferData (GL_ARRAY_BUFFER, sizeof (texcoordCopy), texcoordCopy, GL_STATIC_DRAW);
glGenBuffers (1, &this->m_texcoordPass);
glBindBuffer (GL_ARRAY_BUFFER, this->m_texcoordPass);
glBufferData (GL_ARRAY_BUFFER, sizeof (texcoordPass), texcoordPass, GL_STATIC_DRAW);
this->m_modelViewProjectionScreen =
this->getScene ()->getCamera ()->getProjection () *
this->getScene ()->getCamera ()->getLookAt () *
glm::scale (glm::mat4 (1.0f), scale);
this->m_modelViewProjectionPass =
glm::ortho<float> (-size.x / 2, size.x / 2, -size.y / 2, size.y / 2, 0, 10000);
}
void CImage::setup ()
{
// generate the main material used to copy the image to the correct texture
this->m_copyMaterial = new Effects::CMaterial (
new CEffect (this, new Core::Objects::CEffect ("", "", "", "", this->m_image)),
this->m_image->getMaterial ()
);
// generate the main material used to render the image
this->m_material = new Effects::CMaterial (
new CEffect (this, new Core::Objects::CEffect ("", "", "", "", this->m_image)),
this->m_image->getMaterial ()
);
// generate the effects used by this material
auto cur = this->getImage ()->getEffects ().begin ();
auto end = this->getImage ()->getEffects ().end ();
for (; cur != end; cur ++)
this->m_effects.emplace_back (new CEffect (this, *cur));
}
void CImage::pinpongFramebuffer (CFBO** drawTo, ITexture** asInput)
{
// temporarily store FBOs used
CFBO* currentMainFBO = this->m_currentMainFBO;
CFBO* currentSubFBO = this->m_currentSubFBO;
if (drawTo != nullptr)
*drawTo = currentSubFBO;
if (asInput != nullptr)
*asInput = currentMainFBO;
// swap the FBOs
this->m_currentMainFBO = currentSubFBO;
this->m_currentSubFBO = currentMainFBO;
}
void CImage::simpleRender ()
{
// first render to the composite layer
auto cur = this->m_copyMaterial->getPasses ().begin ();
auto end = this->m_copyMaterial->getPasses ().end ();
for (; cur != end; cur ++)
(*cur)->render (this->m_mainFBO, this->getTexture (), *this->getCopySpacePosition (), *this->getTexCoordCopy (), this->m_modelViewProjectionPass);
// a simple material renders directly to the screen
cur = this->m_material->getPasses ().begin ();
end = this->m_material->getPasses ().end ();
for (; cur != end; cur ++)
(*cur)->render (this->getScene ()->getFBO (), this->m_mainFBO, *this->getSceneSpacePosition (), *this->getTexCoordPass (), this->m_modelViewProjectionScreen);
}
void CImage::complexRender ()
{
// start drawing to the main framebuffer
CFBO* drawTo = this->m_mainFBO;
ITexture* asInput = this->getTexture ();
// do the first pass render into the main framebuffer
auto cur = this->m_copyMaterial->getPasses ().begin ();
auto end = this->m_copyMaterial->getPasses ().end ();
for (; cur != end; cur ++)
(*cur)->render (drawTo, asInput, *this->getCopySpacePosition (), *this->getTexCoordCopy (), this->m_modelViewProjectionPass);
// render all the other materials
auto effectCur = this->getEffects ().begin ();
auto effectEnd = this->getEffects ().end ();
for (; effectCur != effectEnd; effectCur ++)
{
auto materialCur = (*effectCur)->getMaterials ().begin ();
auto materialEnd = (*effectCur)->getMaterials ().end ();
for (; materialCur != materialEnd; materialCur ++)
{
// set viewport and target texture if needed
if ((*materialCur)->getMaterial ()->hasTarget () == true)
{
// setup target texture
std::string target = (*materialCur)->getMaterial ()->getTarget ();
drawTo = (*effectCur)->findFBO (target);
// not a local FBO, so try that one now
if (drawTo == nullptr)
// this one throws if no fbo was found
drawTo = this->getScene ()->findFBO (target);
}
auto passCur = (*materialCur)->getPasses ().begin ();
auto passEnd = (*materialCur)->getPasses ().end ();
for (; passCur != passEnd; passCur ++)
{
GLuint spacePosition = *this->getPassSpacePosition ();
glm::mat4 projection = this->m_modelViewProjectionPass;
// ping-pong only if there's a target
if ((*materialCur)->getMaterial ()->hasTarget () == false)
{
this->pinpongFramebuffer (&drawTo, &asInput);
spacePosition = *this->getCopySpacePosition ();
projection = this->m_modelViewProjectionScreen;
}
(*passCur)->render (drawTo, asInput, spacePosition, *this->getTexCoordPass (), this->m_modelViewProjectionPass);
}
}
}
if (this->getImage ()->isVisible () == false)
return;
// pinpong the framebuffer so we know exactly what we're drawing to the scene
this->pinpongFramebuffer (&drawTo, &asInput);
// final step, this one might need more changes, should passes render directly to the output instead of an intermediate framebuffer?
// do the first pass render into the main framebuffer
cur = this->m_material->getPasses ().begin ();
end = this->m_material->getPasses ().end ();
glColorMask (true, true, true, false);
for (; cur != end; cur ++)
(*cur)->render (this->getScene ()->getFBO (), asInput, *this->getSceneSpacePosition (), *this->getTexCoordPass (), this->m_modelViewProjectionScreen);
}
void CImage::render ()
{
// first and foremost reset the framebuffer switching
this->m_currentMainFBO = this->m_mainFBO;
this->m_currentSubFBO = this->m_subFBO;
glColorMask (true, true, true, true);
// check if there's more than one pass and do different things based on that
if (this->m_effects.empty () == true)
this->simpleRender ();
else
this->complexRender ();
}
ITexture* CImage::getTexture () const
{
return this->m_texture;
}
const Core::Objects::CImage* CImage::getImage () const
{
return this->m_image;
}
const std::vector<CEffect*>& CImage::getEffects () const
{
return this->m_effects;
}
const glm::vec2 CImage::getSize() const
{
if (this->m_texture == nullptr)
return this->getImage ()->getSize ();
return {this->m_texture->getRealWidth (), this->m_texture->getRealHeight ()};
}
const GLuint* CImage::getSceneSpacePosition () const
{
return &this->m_sceneSpacePosition;
}
const GLuint* CImage::getCopySpacePosition () const
{
return &this->m_copySpacePosition;
}
const GLuint* CImage::getPassSpacePosition () const
{
return &this->m_passSpacePosition;
}
const GLuint* CImage::getTexCoordCopy () const
{
return &this->m_texcoordCopy;
}
const GLuint* CImage::getTexCoordPass () const
{
return &this->m_texcoordPass;
}
const std::string CImage::Type = "image";