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

Added support for shader patches Removed useless DEBUG define in favour of NDEBUG Signed-off-by: Alexis Maiquez <almamu@almamu.com>
503 lines
16 KiB
C++
503 lines
16 KiB
C++
#include <sstream>
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#include "CImage.h"
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using namespace WallpaperEngine;
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using namespace WallpaperEngine::Render::Objects;
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CImage::CImage (CScene* scene, Core::Objects::CImage* image) :
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Render::CObject (scene, Type, image),
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m_image (image),
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m_animationTime (0.0),
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m_material (nullptr),
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m_colorBlendMaterial (nullptr),
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m_texture (nullptr),
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m_initialized (false),
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m_sceneSpacePosition (GL_NONE),
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m_copySpacePosition (GL_NONE),
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m_texcoordCopy (GL_NONE),
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m_texcoordPass (GL_NONE),
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m_passSpacePosition (GL_NONE),
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m_modelViewProjectionScreen (),
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m_modelViewProjectionCopy (),
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m_modelViewProjectionPass (glm::mat4 (1.0)),
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m_pos ()
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{
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auto projection = this->getScene ()->getScene ()->getOrthogonalProjection ();
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// get scene width and height to calculate positions
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auto scene_width = static_cast <float> (projection->getWidth ());
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auto scene_height = static_cast <float> (projection->getHeight ());
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glm::vec3 origin = this->getImage ()->getOrigin ();
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glm::vec2 size = this->getSize ();
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glm::vec3 scale = this->getImage ()->getScale ();
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glm::vec2 scaledSize = size * glm::vec2 (scale);
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// calculate the center and shift from there
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this->m_pos.x = origin.x - (scaledSize.x / 2);
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this->m_pos.w = origin.y + (scaledSize.y / 2);
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this->m_pos.z = origin.x + (scaledSize.x / 2);
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this->m_pos.y = origin.y - (scaledSize.y / 2);
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if (this->getImage ()->getAlignment ().find ("top") != std::string::npos)
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{
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this->m_pos.y -= scaledSize.y / 2;
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this->m_pos.w -= scaledSize.y / 2;
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}
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else if (this->getImage ()->getAlignment ().find ("bottom") != std::string::npos)
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{
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this->m_pos.y += scaledSize.y / 2;
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this->m_pos.w += scaledSize.y / 2;
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}
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if (this->getImage ()->getAlignment ().find ("left") != std::string::npos)
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{
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this->m_pos.x += scaledSize.x / 2;
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this->m_pos.z += scaledSize.x / 2;
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}
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else if (this->getImage ()->getAlignment ().find ("right") != std::string::npos)
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{
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this->m_pos.x -= scaledSize.x / 2;
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this->m_pos.z -= scaledSize.x / 2;
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}
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// wallpaper engine
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this->m_pos.x -= scene_width / 2;
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this->m_pos.y = scene_height / 2 - this->m_pos.y;
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this->m_pos.z -= scene_width / 2;
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this->m_pos.w = scene_height / 2 - this->m_pos.w;
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// detect texture (if any)
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auto textures = (*this->m_image->getMaterial ()->getPasses ().begin ())->getTextures ();
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if (!textures.empty())
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{
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std::string textureName = *textures.begin ();
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if (textureName.find ("_rt_") == 0)
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{
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this->m_texture = this->getScene ()->findFBO (textureName);
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}
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else
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{
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// get the first texture on the first pass (this one represents the image assigned to this object)
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this->m_texture = this->getScene ()->getContext ().resolveTexture (textureName);
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}
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}
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else
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{
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glm::vec2 realSize = size * glm::vec2 (scale);
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// TODO: create a dummy texture of correct size, fbo constructors should be enough, but this should be properly handled
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this->m_texture = new CFBO (
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"",
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ITexture::TextureFormat::ARGB8888,
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ITexture::TextureFlags::NoFlags,
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1,
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realSize.x, realSize.y,
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realSize.x, realSize.y
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);
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}
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// register both FBOs into the scene
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std::ostringstream nameA, nameB;
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// TODO: determine when _rt_imageLayerComposite and _rt_imageLayerAlbedo is used
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nameA << "_rt_imageLayerComposite_" << this->getImage ()->getId () << "_a";
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nameB << "_rt_imageLayerComposite_" << this->getImage ()->getId () << "_b";
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this->m_currentMainFBO = this->m_mainFBO = scene->createFBO (
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nameA.str (),
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ITexture::TextureFormat::ARGB8888,
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this->m_texture->getFlags (),
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1,
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this->m_texture->getRealWidth (), this->m_texture->getRealHeight (),
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this->m_texture->getRealWidth (), this->m_texture->getRealHeight ()
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);
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this->m_currentSubFBO = this->m_subFBO = scene->createFBO (
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nameB.str (),
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ITexture::TextureFormat::ARGB8888,
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this->m_texture->getFlags (),
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1,
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this->m_texture->getRealWidth (), this->m_texture->getRealHeight (),
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this->m_texture->getRealWidth (), this->m_texture->getRealHeight ()
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);
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GLfloat realWidth = this->m_texture->getRealWidth ();
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GLfloat realHeight = this->m_texture->getRealHeight ();
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// build a list of vertices, these might need some change later (or maybe invert the camera)
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GLfloat sceneSpacePosition [] = {
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this->m_pos.x, this->m_pos.y, 0.0f,
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this->m_pos.x, this->m_pos.w, 0.0f,
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this->m_pos.z, this->m_pos.y, 0.0f,
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this->m_pos.z, this->m_pos.y, 0.0f,
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this->m_pos.x, this->m_pos.w, 0.0f,
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this->m_pos.z, this->m_pos.w, 0.0f
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};
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GLfloat copySpacePosition [] = {
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0.0, realHeight, 0.0f,
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0.0, 0.0, 0.0f,
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realWidth, realHeight, 0.0f,
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realWidth, realHeight, 0.0f,
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0.0, 0.0, 0.0f,
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realWidth, 0.0, 0.0f
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};
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GLfloat passSpacePosition [] = {
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-1.0, 1.0, 0.0f,
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-1.0, -1.0, 0.0f,
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1.0, 1.0, 0.0f,
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1.0, 1.0, 0.0f,
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-1.0, -1.0, 0.0f,
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1.0, -1.0, 0.0f
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};
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float width = 1.0f;
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float height = 1.0f;
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if (this->getTexture ()->isAnimated ())
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{
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// animated images use different coordinates as they're essentially a texture atlas
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width = static_cast<float> (this->getTexture ()->getRealWidth ()) / static_cast<float> (this->getTexture ()->getTextureWidth ());
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height = static_cast<float> (this->getTexture ()->getRealHeight ()) / static_cast<float> (this->getTexture ()->getTextureHeight ());
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}
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// calculate the correct texCoord limits for the texture based on the texture screen size and real size
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else if (this->getTexture () != nullptr &&
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(this->getTexture ()->getTextureWidth () != this->getTexture ()->getRealWidth () ||
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this->getTexture ()->getTextureHeight () != this->getTexture ()->getRealHeight ())
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)
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{
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uint32_t x = 1;
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uint32_t y = 1;
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while (x < size.x) x <<= 1;
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while (y < size.y) y <<= 1;
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width = scaledSize.x / x;
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height = scaledSize.y / y;
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}
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float x = 0.0f;
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float y = 0.0f;
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if (this->getTexture ()->isAnimated ())
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{
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// animations should be copied completely
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x = 0.0f;
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y = 0.0f;
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width = 1.0f;
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height = 1.0f;
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}
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GLfloat texcoordCopy [] = {
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x, height,
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x, y,
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width, height,
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width, height,
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x, y,
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width, y
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};
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GLfloat texcoordPass [] = {
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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// bind vertex list to the openGL buffers
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glGenBuffers (1, &this->m_sceneSpacePosition);
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glBindBuffer (GL_ARRAY_BUFFER, this->m_sceneSpacePosition);
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glBufferData (GL_ARRAY_BUFFER, sizeof (sceneSpacePosition), sceneSpacePosition, GL_STATIC_DRAW);
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glGenBuffers (1, &this->m_copySpacePosition);
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glBindBuffer (GL_ARRAY_BUFFER, this->m_copySpacePosition);
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glBufferData (GL_ARRAY_BUFFER, sizeof (copySpacePosition), copySpacePosition, GL_STATIC_DRAW);
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// bind pass' vertex list to the openGL buffers
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glGenBuffers (1, &this->m_passSpacePosition);
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glBindBuffer (GL_ARRAY_BUFFER, this->m_passSpacePosition);
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glBufferData (GL_ARRAY_BUFFER, sizeof (passSpacePosition), passSpacePosition, GL_STATIC_DRAW);
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glGenBuffers (1, &this->m_texcoordCopy);
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glBindBuffer (GL_ARRAY_BUFFER, this->m_texcoordCopy);
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glBufferData (GL_ARRAY_BUFFER, sizeof (texcoordCopy), texcoordCopy, GL_STATIC_DRAW);
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glGenBuffers (1, &this->m_texcoordPass);
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glBindBuffer (GL_ARRAY_BUFFER, this->m_texcoordPass);
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glBufferData (GL_ARRAY_BUFFER, sizeof (texcoordPass), texcoordPass, GL_STATIC_DRAW);
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this->m_modelViewProjectionScreen =
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this->getScene ()->getCamera ()->getProjection () *
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this->getScene ()->getCamera ()->getLookAt ();
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this->m_modelViewProjectionCopy = glm::ortho <float> (0.0, size.x, 0.0, size.y);
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}
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void CImage::setup ()
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{
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// do not double-init stuff, that's bad!
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if (this->m_initialized)
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return;
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// TODO: SUPPORT PASSTHROUGH (IT'S A SHADER)
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{
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// generate the main material used to render the image
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this->m_material = new Effects::CMaterial (
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new CEffect (this, new Core::Objects::CEffect ("", "", "", "", this->m_image, Core::UserSettings::CUserSettingBoolean::fromScalar (true))),
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this->m_image->getMaterial ()
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);
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// add blendmode to the combos
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for (const auto& cur : this->m_material->getPasses ())
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this->m_passes.push_back (cur);
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}
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// prepare the passes list
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if (!this->getImage ()->getEffects ().empty ())
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{
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// generate the effects used by this material
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for (const auto& cur : this->getImage ()->getEffects ())
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{
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auto effect = new CEffect (this, cur);
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for (const auto& material : effect->getMaterials ())
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for (const auto& pass : material->getPasses ())
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this->m_passes.push_back (pass);
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this->m_effects.push_back (effect);
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}
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}
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if (this->m_image->getColorBlendMode () > 0)
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{
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auto material = Core::Objects::Images::CMaterial::fromFile ("materials/util/effectpassthrough.json", this->getContainer ());
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// effectpasshthrough only has one pass
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(*material->getPasses ().begin ())->insertCombo ("BLENDMODE", this->m_image->getColorBlendMode ());
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// generate the main material used to render the image
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this->m_colorBlendMaterial = new Effects::CMaterial(
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new CEffect (this, new Core::Objects::CEffect ("", "", "", "", this->m_image, Core::UserSettings::CUserSettingBoolean::fromScalar (true))),
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material
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);
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// add blendmode to the combos
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for (const auto& cur : this->m_colorBlendMaterial->getPasses ())
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this->m_passes.push_back (cur);
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}
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// if there's more than one pass the blendmode has to be moved from the beginning to the end
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if (this->m_passes.size () > 1)
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{
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auto first = this->m_passes.begin ();
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auto last = this->m_passes.rbegin ();
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(*last)->getPass ()->setBlendingMode ((*first)->getPass ()->getBlendingMode ());
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(*first)->getPass ()->setBlendingMode ("normal");
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}
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// calculate full animation time (if any)
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this->m_animationTime = 0.0f;
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for (const auto& cur : this->getTexture ()->getFrames ())
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this->m_animationTime += cur->frametime;
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this->setupPasses ();
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this->m_initialized = true;
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}
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void CImage::setupPasses ()
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{
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// do a pass on everything and setup proper inputs and values
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const CFBO* drawTo = this->m_currentMainFBO;
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const ITexture* asInput = this->getTexture ();
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GLuint texcoord = this->getTexCoordCopy ();
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auto cur = this->m_passes.begin ();
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auto end = this->m_passes.end ();
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bool first = true;
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for (; cur != end; cur ++)
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{
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// TODO: PROPERLY CHECK EFFECT'S VISIBILITY AND TAKE IT INTO ACCOUNT
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Effects::CPass* pass = *cur;
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const CFBO* prevDrawTo = drawTo;
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GLuint spacePosition = (first) ? this->getCopySpacePosition () : this->getPassSpacePosition ();
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glm::mat4* projection = (first) ? &this->m_modelViewProjectionCopy : &this->m_modelViewProjectionPass;
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first = false;
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// set viewport and target texture if needed
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if (pass->getMaterial ()->getMaterial ()->hasTarget ())
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{
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// setup target texture
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std::string target = pass->getMaterial ()->getMaterial ()->getTarget ();
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drawTo = pass->getMaterial ()->getEffect ()->findFBO (target);
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// spacePosition = this->getPassSpacePosition ();
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// not a local fbo, try to find a scene fbo with the same name
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if (drawTo == nullptr)
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// this one throws if no fbo was found
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drawTo = this->getScene ()->findFBO (target);
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}
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// determine if it's the last element in the list as this is a screen-copy-like process
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else if (std::next (cur) == end && this->getImage ()->isVisible ())
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{
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// TODO: PROPERLY CHECK EFFECT'S VISIBILITY AND TAKE IT INTO ACCOUNT
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spacePosition = this->getSceneSpacePosition ();
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drawTo = this->getScene ()->getFBO ();
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projection = &this->m_modelViewProjectionScreen;
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}
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pass->setDestination (drawTo);
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pass->setInput (asInput);
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pass->setPosition (spacePosition);
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pass->setTexCoord (texcoord);
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pass->setModelViewProjectionMatrix (projection);
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texcoord = this->getTexCoordPass ();
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drawTo = prevDrawTo;
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if (!pass->getMaterial ()->getMaterial ()->hasTarget ())
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this->pinpongFramebuffer (&drawTo, &asInput);
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}
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}
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void CImage::pinpongFramebuffer (const CFBO** drawTo, const ITexture** asInput)
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{
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// temporarily store FBOs used
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CFBO* currentMainFBO = this->m_currentMainFBO;
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CFBO* currentSubFBO = this->m_currentSubFBO;
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if (drawTo != nullptr)
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*drawTo = currentSubFBO;
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if (asInput != nullptr)
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*asInput = currentMainFBO;
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// swap the FBOs
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this->m_currentMainFBO = currentSubFBO;
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this->m_currentSubFBO = currentMainFBO;
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}
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void CImage::render ()
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{
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// do not try to render something that did not initialize successfully
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if (!this->m_initialized)
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return;
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glColorMask (true, true, true, true);
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// update the position if required
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if (this->getScene ()->getScene ()->isCameraParallax ())
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this->updateScreenSpacePosition ();
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#if !NDEBUG
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std::string str = "Rendering ";
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if (this->getScene ()->getScene ()->isBloom () && this->getId () == 0xFFFFFFFF)
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str += "bloom";
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else
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{
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str += this->getImage ()->getName () +
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" (" + std::to_string (this->getId ()) + ", " + this->getImage ()->getMaterial ()->getName () + ")";
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}
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glPushDebugGroup (GL_DEBUG_SOURCE_APPLICATION, 0, -1, str.c_str ());
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#endif /* DEBUG */
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auto cur = this->m_passes.begin ();
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auto end = this->m_passes.end ();
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for (; cur != end; cur ++)
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{
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// TODO: PROPERLY CHECK EFFECT'S VISIBILITY AND TAKE IT INTO ACCOUNT
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if (std::next (cur) == end)
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glColorMask (true, true, true, false);
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(*cur)->render ();
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}
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#if !NDEBUG
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glPopDebugGroup ();
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#endif /* DEBUG */
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}
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void CImage::updateScreenSpacePosition ()
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{
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double parallaxAmount = this->getScene ()->getScene ()->getCameraParallaxAmount ();
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glm::vec2 depth = this->getImage ()->getParallaxDepth ();
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glm::vec2* displacement = this->getScene ()->getParallaxDisplacement ();
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// no need to update if the depth is 0
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if (depth.x == 0.0 && depth.y == 0.0)
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return;
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float x = (depth.x + parallaxAmount) * displacement->x * this->getSize ().x;
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float y = (depth.y + parallaxAmount) * displacement->y * this->getSize ().x;
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this->m_modelViewProjectionScreen =
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glm::translate (
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this->getScene ()->getCamera ()->getProjection () *
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this->getScene ()->getCamera ()->getLookAt (),
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{x, y, 0.0f}
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);
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}
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const ITexture* CImage::getTexture () const
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{
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return this->m_texture;
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}
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double CImage::getAnimationTime () const
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{
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return this->m_animationTime;
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}
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const Core::Objects::CImage* CImage::getImage () const
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{
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return this->m_image;
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}
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const std::vector<CEffect*>& CImage::getEffects () const
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{
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return this->m_effects;
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}
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glm::vec2 CImage::getSize() const
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{
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if (this->m_texture == nullptr)
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return this->getImage ()->getSize ();
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return {this->m_texture->getRealWidth (), this->m_texture->getRealHeight ()};
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}
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GLuint CImage::getSceneSpacePosition () const
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{
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return this->m_sceneSpacePosition;
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}
|
|
|
|
GLuint CImage::getCopySpacePosition () const
|
|
{
|
|
return this->m_copySpacePosition;
|
|
}
|
|
|
|
GLuint CImage::getPassSpacePosition () const
|
|
{
|
|
return this->m_passSpacePosition;
|
|
}
|
|
|
|
GLuint CImage::getTexCoordCopy () const
|
|
{
|
|
return this->m_texcoordCopy;
|
|
}
|
|
|
|
GLuint CImage::getTexCoordPass () const
|
|
{
|
|
return this->m_texcoordPass;
|
|
}
|
|
|
|
const std::string CImage::Type = "image"; |