mirror of
https://github.com/Almamu/linux-wallpaperengine.git
synced 2025-09-14 13:56:48 +08:00

~ shader passes now won't try to detect projection, texcoord or position, as this'll be specified as parameters ~ removed useless variables being stored ~ model view projection matrix is now stored by image, not by pass ~ proper calculation of centered images Signed-off-by: Alexis Maiquez <almamu@almamu.com>
340 lines
10 KiB
C++
340 lines
10 KiB
C++
#include "CWallpaper.h"
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#include "CScene.h"
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#include "CVideo.h"
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#include <utility>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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using namespace WallpaperEngine::Render;
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CWallpaper::CWallpaper (Core::CWallpaper* wallpaperData, std::string type, CContainer* container) :
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m_container (container),
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m_wallpaperData (wallpaperData),
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m_type (std::move(type))
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{
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this->setupShaders ();
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GLfloat texCoords [] = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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1.0f, 1.0f
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};
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// inverted positions so the final texture is rendered properly
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GLfloat position [] = {
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-1.0f, 1.0f, 0.0f,
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1.0, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f
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};
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glGenBuffers (1, &this->m_texCoordBuffer);
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glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
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glBufferData (GL_ARRAY_BUFFER, sizeof (texCoords), texCoords, GL_STATIC_DRAW);
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glGenBuffers (1, &this->m_positionBuffer);
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glBindBuffer (GL_ARRAY_BUFFER, this->m_positionBuffer);
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glBufferData (GL_ARRAY_BUFFER, sizeof (position), position, GL_STATIC_DRAW);
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}
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CWallpaper::~CWallpaper ()
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{
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}
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CContainer* CWallpaper::getContainer () const
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{
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return this->m_container;
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}
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WallpaperEngine::Core::CWallpaper* CWallpaper::getWallpaperData ()
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{
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return this->m_wallpaperData;
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}
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GLuint CWallpaper::getWallpaperFramebuffer () const
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{
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return this->m_sceneFBO->getFramebuffer ();
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}
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GLuint CWallpaper::getWallpaperTexture () const
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{
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return this->m_sceneFBO->getTextureID();
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}
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void CWallpaper::setupShaders ()
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{
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// reserve shaders in OpenGL
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GLuint vertexShaderID = glCreateShader (GL_VERTEX_SHADER);
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// give shader's source code to OpenGL to be compiled
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const char* sourcePointer = "#version 120\n"
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"attribute vec3 a_Position;\n"
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"attribute vec2 a_TexCoord;\n"
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"varying vec2 v_TexCoord;\n"
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"void main () {\n"
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"gl_Position = vec4 (a_Position, 1.0);\n"
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"v_TexCoord = a_TexCoord;\n"
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"}";
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glShaderSource (vertexShaderID, 1, &sourcePointer, nullptr);
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glCompileShader (vertexShaderID);
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GLint result = GL_FALSE;
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int infoLogLength = 0;
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// ensure the vertex shader was correctly compiled
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glGetShaderiv (vertexShaderID, GL_COMPILE_STATUS, &result);
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glGetShaderiv (vertexShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
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if (infoLogLength > 0)
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{
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char* logBuffer = new char [infoLogLength + 1];
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// ensure logBuffer ends with a \0
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memset (logBuffer, 0, infoLogLength + 1);
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// get information about the error
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glGetShaderInfoLog (vertexShaderID, infoLogLength, nullptr, logBuffer);
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// throw an exception about the issue
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std::string message = logBuffer;
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// free the buffer
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delete[] logBuffer;
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// throw an exception
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throw std::runtime_error (message);
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}
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// reserve shaders in OpenGL
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GLuint fragmentShaderID = glCreateShader (GL_FRAGMENT_SHADER);
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// give shader's source code to OpenGL to be compiled
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sourcePointer = "#version 120\n"
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"uniform sampler2D g_Texture0;\n"
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"varying vec2 v_TexCoord;\n"
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"void main () {\n"
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"gl_FragColor = texture2D (g_Texture0, v_TexCoord);\n"
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"}";
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glShaderSource (fragmentShaderID, 1, &sourcePointer, nullptr);
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glCompileShader (fragmentShaderID);
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result = GL_FALSE;
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infoLogLength = 0;
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// ensure the vertex shader was correctly compiled
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glGetShaderiv (fragmentShaderID, GL_COMPILE_STATUS, &result);
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glGetShaderiv (fragmentShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
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if (infoLogLength > 0)
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{
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char* logBuffer = new char [infoLogLength + 1];
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// ensure logBuffer ends with a \0
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memset (logBuffer, 0, infoLogLength + 1);
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// get information about the error
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glGetShaderInfoLog (fragmentShaderID, infoLogLength, nullptr, logBuffer);
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// throw an exception about the issue
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std::string message = logBuffer;
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// free the buffer
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delete[] logBuffer;
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// throw an exception
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throw std::runtime_error (message);
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}
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// create the final program
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this->m_shader = glCreateProgram ();
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// link the shaders together
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glAttachShader (this->m_shader, vertexShaderID);
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glAttachShader (this->m_shader, fragmentShaderID);
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glLinkProgram (this->m_shader);
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// check that the shader was properly linked
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result = GL_FALSE;
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infoLogLength = 0;
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glGetProgramiv (this->m_shader, GL_LINK_STATUS, &result);
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glGetProgramiv (this->m_shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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if (infoLogLength > 0)
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{
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char* logBuffer = new char [infoLogLength + 1];
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// ensure logBuffer ends with a \0
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memset (logBuffer, 0, infoLogLength + 1);
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// get information about the error
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glGetProgramInfoLog (this->m_shader, infoLogLength, nullptr, logBuffer);
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// throw an exception about the issue
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std::string message = logBuffer;
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// free the buffer
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delete[] logBuffer;
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// throw an exception
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throw std::runtime_error (message);
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}
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// after being liked shaders can be dettached and deleted
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glDetachShader (this->m_shader, vertexShaderID);
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glDetachShader (this->m_shader, fragmentShaderID);
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glDeleteShader (vertexShaderID);
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glDeleteShader (fragmentShaderID);
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// get textures
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this->g_Texture0 = glGetUniformLocation (this->m_shader, "g_Texture0");
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this->a_Position = glGetAttribLocation (this->m_shader, "a_Position");
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this->a_TexCoord = glGetAttribLocation (this->m_shader, "a_TexCoord");
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}
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void CWallpaper::render (glm::vec4 viewport, bool newFrame)
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{
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if (newFrame == true)
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this->renderFrame ();
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int windowWidth = 1920;
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int windowHeight = 1080;
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if (this->getWallpaperData ()->is <WallpaperEngine::Core::CScene> ())
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{
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auto projection = this->getWallpaperData ()->as <WallpaperEngine::Core::CScene> ()->getOrthogonalProjection ();
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windowWidth = projection->getWidth ();
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windowHeight = projection->getHeight ();
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}
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else if (this->is <WallpaperEngine::Render::CVideo> ())
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{
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auto video = this->as <WallpaperEngine::Render::CVideo> ();
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windowWidth = video->getWidth ();
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windowHeight = video->getHeight ();
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}
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float widthRatio = windowWidth / viewport.z;
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float heightRatio = windowHeight / viewport.w;
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if (widthRatio > 1.0f)
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{
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float diff = widthRatio - 1.0f;
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widthRatio -= diff;
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heightRatio -= diff;
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}
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if (heightRatio > 1.0f)
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{
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float diff = heightRatio - 1.0f;
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widthRatio -= diff;
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heightRatio -= diff;
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}
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if (widthRatio < 1.0f)
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{
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float diff = 1.0f - widthRatio;
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widthRatio += diff;
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heightRatio += diff;
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}
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if (heightRatio < 1.0f)
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{
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float diff = 1.0f - heightRatio;
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widthRatio += diff;
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heightRatio += diff;
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}
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if (widthRatio < 0.0f) widthRatio = -widthRatio;
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if (heightRatio < 0.0f) heightRatio = -heightRatio;
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GLfloat position [] = {
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-widthRatio, -heightRatio, 0.0f,
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widthRatio, -heightRatio, 0.0f,
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-widthRatio, heightRatio, 0.0f,
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-widthRatio, heightRatio, 0.0f,
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widthRatio, -heightRatio, 0.0f,
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widthRatio, heightRatio, 0.0f
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};
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glBindBuffer (GL_ARRAY_BUFFER, this->m_positionBuffer);
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glBufferData (GL_ARRAY_BUFFER, sizeof (position), position, GL_STATIC_DRAW);
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glViewport (viewport.x, viewport.y, viewport.z, viewport.w);
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// write to default's framebuffer
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glBindFramebuffer (GL_FRAMEBUFFER, GL_NONE);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable (GL_BLEND);
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glDisable (GL_DEPTH_TEST);
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// do not use any shader
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glUseProgram (this->m_shader);
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// activate scene texture
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glActiveTexture (GL_TEXTURE0);
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glBindTexture (GL_TEXTURE_2D, this->getWallpaperTexture ());
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// set uniforms and attribs
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glEnableVertexAttribArray (this->a_TexCoord);
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glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
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glVertexAttribPointer (this->a_TexCoord, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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glEnableVertexAttribArray (this->a_Position);
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glBindBuffer (GL_ARRAY_BUFFER, this->m_positionBuffer);
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glVertexAttribPointer (this->a_Position, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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glUniform1i (this->g_Texture0, 0);
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// write the framebuffer as is to the screen
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glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
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glDrawArrays (GL_TRIANGLES, 0, 6);
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}
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void CWallpaper::setupFramebuffers ()
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{
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int windowWidth = 1920;
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int windowHeight = 1080;
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if (this->getWallpaperData ()->is <WallpaperEngine::Core::CScene> ())
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{
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auto projection = this->getWallpaperData ()->as <WallpaperEngine::Core::CScene> ()->getOrthogonalProjection ();
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windowWidth = projection->getWidth ();
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windowHeight = projection->getHeight ();
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}
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else if (this->is <WallpaperEngine::Render::CVideo> ())
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{
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auto video = this->as <WallpaperEngine::Render::CVideo> ();
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windowWidth = video->getWidth ();
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windowHeight = video->getHeight ();
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}
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// create framebuffer for the scene
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this->m_sceneFBO = this->createFBO ("_rt_FullFrameBuffer", ITexture::TextureFormat::ARGB8888, 1.0, windowWidth, windowHeight, windowWidth, windowHeight);
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}
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CFBO* CWallpaper::createFBO (const std::string& name, ITexture::TextureFormat format, float scale, uint32_t realWidth, uint32_t realHeight, uint32_t textureWidth, uint32_t textureHeight)
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{
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CFBO* fbo = new CFBO (name, format, scale, realWidth, realHeight, textureWidth, textureHeight);
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this->m_fbos.insert (std::make_pair (name, fbo));
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return fbo;
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}
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const std::map<std::string, CFBO*>& CWallpaper::getFBOs () const
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{
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return this->m_fbos;
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}
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CFBO* CWallpaper::findFBO (const std::string& name) const
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{
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auto it = this->m_fbos.find (name);
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if (it == this->m_fbos.end ())
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throw std::runtime_error ("Cannot find given FBO");
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return it->second;
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}
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CFBO* CWallpaper::getFBO () const
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{
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return this->m_sceneFBO;
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} |