linux-wallpaperengine/src/WallpaperEngine/Render/Wallpapers/CScene.cpp
Alexis Maiquez 7bffcded09
feat: make custom version of glslang to improve shader compatibility + random improvements (#291)
* feat: added glslang and spirv-core for handling shaders, should provide better results than current systems

* fix: brought back proper include placement, should fix some shaders not working

* chore: dial down required version to 330

* fix: crash when taking screenshot

* fix: use glReadnPixels for X11 copying to be more memory safe

* chore: reverted part of last commit

* chore: delay initialization of browser until it's used once

* chore: do not initialize web browser unless explicitly needed

* chore: cleanup filesystem functions to use containers directly

* chore: memory cleanup fixes

* chore: fix glReadPixels for older opengl versions

* chore: remove shader patches as they shouldn't be needed anymore

* chore: initialise variables

* chore: update deps, actions and readme

* chore: make use of custon glslang and SPIRV-Cross

* Revert "chore: update deps, actions and readme"

This reverts commit c3fbc9340b.

* chore: update actions to include submodules

* chore: do not depend on SPIRV-Tools

* fix: added log10 macro

* feat: update to latest glslang (swizzle and vec2/vec3/vec4 implicit casting to float)

* revert: delayed initialization of cef was causing issues, reverted

* chore: re-organized web wallpaper support to use custom scheme and better handle multiprocessing

* chore: make use of external repos for all deps instead of copying things manually and more cleanup work

* chore: wrong include file used in CGLSLContext.cpp

* chore: fix wayland generation folder not being present

* feat: somewhat support TEXB0004

* chore: improve function call matching and fallback to more lax method if no function is found

* chore: changed shader compilation slightly so they're passed onto glsl just once

* feat: swap android's fft implementation (which wasn't right) with kissfft's and fix update frequency issues

* chore: added missing dependency

* chore: added missing dep to PKGBUILD

* feat: add testing tools to run over all backgrounds and getting output data

* chore: jail CDirectory to the basepath and prevent accessing data outside of the main directory

* chore: process script now scales the previews so the html file is not too big

* chore: add showcase gallery to the README.md

* chore: update README

* chore: some readability improvements on code

* chore: fix segfault after code cleanup

* chore: make use of std::filesystem::canonical instead of basepath and slight typing changes on texture objects

* chore: fix path detection being wrong, make use of std::filesystem::path on CContainers

* chore: cleanup of the core part of the project

* chore: bring back std::move and make some methods const where it makes sense

* feat: added a pretty printer for easier debug and comparison between different versions of linux-wallpaperengine

* chore: refactored shader compilation code once more to be easier to follow and fixed the longstanding bug of #include not being added in the right place

* chore: more debug info for the pretty printer

* fix: some textures applied were not the right ones

* chore: properly set combos based on textures

* feat: take into account project properties for shader values
feat: proper parsing of combo values in shaders
fix: shader units weren't linked as they should
chore: more support for detecting shader things automatically

* fix: blending mode for passes using the wrong value
fix: shader uniforms from project properties should now be taken into account

* chore: use ubuntu 22 and ubuntu 24 as builders, ubuntu 20 is retired

* chore: use ubuntu 22 and ubuntu 24 as builders, ubuntu 20 is retired

* chore: hopefully fix github actions build

* refactor: simplified working with properties, constants and shader variables

* chore: remove a couple of todos that aren't needed anymore

* chore: simplify the texture detection a little bit, still work left to do

* fix: regression on texture setup not working properly

* fix: filenames with dots were not being handled properly

* chore: remove some uselesss messages

* chore: fixed std::string json values not casting anything to it as it was assumed

* fix: null user value for constants means it cannot be modified by the user

* chore: remove exception when a shader constant uses a non-existant property

* fix: angles can be an user setting too, also added detection for animation frames to show a warning

* fix: ensure variable information is not commented out by a line comment

* fix: shader includes weren't being processed properly

* chore: update to latest glslang and SPIRV-Cross to support non-integer array indices

* chore: make use of auto where it made sense

* feat: make use of in/out promotion on glslang-WallpaperEngine
feat: use glslang-WallpaperEngine linkin process as an extra validation

* chore: improve scripts for running the app

* chore: hide background structure dump behind a command-line switch

* chore: rewritten bloom effect as a json object inside C++ so it's easier to follow

* chore: removed deprecated parameters and switched to argparse instead of getopt
fix: clamping mode wasn't applied by background properly, only globally

* chore: removed help prompt from the output unless actually required

* fix: web subprocesses weren't launching due to parameter's parsing, temporal fix

* feat: added material command copy support

* feat: do not initialize some subsystems if they're disabled or not used by backgrounds

* chore: ignore type in combos as only seems to be used in the editor

* chore: update to latest glslang-WallpaperEngine changes

* chore: delete uniforms if they already exist before setting

* chore: more cleanup and fixes

* chore: more cleanup and fixes

* chore: more cleanup and fixes

* chore: update file functions to make use of shared_ptr/unique_ptr instead of copying things around

* chore: more changes to unique_ptr and shared_ptr

* chore: more changes to unique_ptr and shared_ptr

* chore: more changes to unique_ptr and shared_ptr
feat: improved render initialization process to make it easier and simpler to add new drivers (no more #ifdef in CWallpaperApplication.cpp)

* chore: change all is/as castings to use typeid so no string comparison takes place

* chore: more cleanup, default initialization of values wherever possible

* chore: moved more things to std::unique_ptr and std::shared_ptr

* chore: moved more things to std::unique_ptr and std::shared_ptr

* fix: browser context usage crashed the app

* chore: the setting controls fullscreen detection creation the same way audio works

* fix: ensure that at least one frame is rendered before detecting fullscreen windows

* chore: slight changes to output and documentation to properly reflect current build configuration

* chore: fix mipmap texture creation

* chore: fix pass uniforms not taking into account fragment shader's uniforms
chore: keep processed code in the shader sent to opengl so it appears on RenderDoc

* chore: formating issues by codefactor

* chore: do not use new to allocate the pretty printer

* fix: strchr wasn't properly done for window geometry

* chore: add recording mode for status page generation

* chore: update .gitignore

* chore: update script to make use of video generation instead of the old python scripts

* chore: also copy project.json so it can be used on the site too

* fix: regression on invisible images not being rendered

* feat: add option to disable camera parallax

* chore: add the reversing tools I have locally

* chore: mention some of the common issues in the README.md

* chore: take submodules into account for archlinux

* chore: missed cd "$pkgname" in arch's prepare step
2025-05-10 19:34:59 +02:00

273 lines
12 KiB
C++

#include "WallpaperEngine/Core/Objects/CImage.h"
#include "WallpaperEngine/Core/Objects/CSound.h"
#include "WallpaperEngine/Render/Objects/CImage.h"
#include "WallpaperEngine/Render/Objects/CSound.h"
#include "WallpaperEngine/Render/CWallpaperState.h"
#include "CScene.h"
#include "WallpaperEngine/Logging/CLog.h"
extern float g_Time;
extern float g_TimeLast;
using namespace WallpaperEngine;
using namespace WallpaperEngine::Render;
using namespace WallpaperEngine::Render::Wallpapers;
CScene::CScene (
std::shared_ptr<const Core::CWallpaper> wallpaper, CRenderContext& context, CAudioContext& audioContext,
const CWallpaperState::TextureUVsScaling& scalingMode,
const WallpaperEngine::Assets::ITexture::TextureFlags& clampMode
) :
CWallpaper (wallpaper, context, audioContext, scalingMode, clampMode) {
// caller should check this, if not a std::bad_cast is good to throw
const auto& scene = wallpaper->as <Core::Wallpapers::CScene> ();
// setup the scene camera
this->m_camera = new CCamera (this, scene->getCamera ());
// detect size if the orthogonal project is auto
if (scene->getOrthogonalProjection ()->isAuto ()) {
// calculate the size of the projection based on the size of everything
for (const auto& [id, sceneObject] : scene->getObjects ()) {
if (!sceneObject->is<Core::Objects::CImage> ())
continue;
const glm::vec2 size = sceneObject->as<Core::Objects::CImage> ()->getSize ();
scene->getOrthogonalProjection ()->setWidth (size.x);
scene->getOrthogonalProjection ()->setHeight (size.y);
}
}
this->m_parallaxDisplacement = {0, 0};
this->m_camera->setOrthogonalProjection (scene->getOrthogonalProjection ()->getWidth (),
scene->getOrthogonalProjection ()->getHeight ());
// setup framebuffers here as they're required for the scene setup
this->setupFramebuffers ();
// set clear color
const glm::vec3 clearColor = this->getScene ()->getClearColor ();
glClearColor (clearColor.r, clearColor.g, clearColor.b, 1.0f);
// create all objects based off their dependencies
for (const auto& [id, sceneObject] : scene->getObjects ())
this->createObject (sceneObject);
// copy over objects by render order
for (const auto& cur : scene->getObjectsByRenderOrder ()) {
auto obj = this->m_objects.find (cur->getId ());
// ignores not created objects like particle systems
if (obj == this->m_objects.end ())
continue;
this->m_objectsByRenderOrder.emplace_back (obj->second);
}
const uint32_t sceneWidth = scene->getOrthogonalProjection ()->getWidth ();
const uint32_t sceneHeight = scene->getOrthogonalProjection ()->getHeight ();
// create extra framebuffers for the bloom effect
this->_rt_4FrameBuffer =
this->createFBO ("_rt_4FrameBuffer", ITexture::TextureFormat::ARGB8888, ITexture::TextureFlags::ClampUVs, 1.0,
sceneWidth / 4, sceneHeight / 4, sceneWidth / 4, sceneHeight / 4);
this->_rt_8FrameBuffer =
this->createFBO ("_rt_8FrameBuffer", ITexture::TextureFormat::ARGB8888, ITexture::TextureFlags::ClampUVs, 1.0,
sceneWidth / 8, sceneHeight / 8, sceneWidth / 8, sceneHeight / 8);
this->_rt_Bloom = this->createFBO ("_rt_Bloom", ITexture::TextureFormat::ARGB8888, ITexture::TextureFlags::ClampUVs,
1.0, sceneWidth / 8, sceneHeight / 8, sceneWidth / 8, sceneHeight / 8);
//
// Had to get a little creative with the effects to achieve the same bloom effect without any custom code
// this custom image loads some effect files from the virtual container to achieve the same bloom effect
// this approach requires of two extra draw calls due to the way the effect works in official WPE
// (it renders directly to the screen, whereas here we never do that from a scene)
//
const std::string imagejson = "{"
"\t\"image\": \"models/wpenginelinux.json\","
"\t\"name\": \"bloomimagewpenginelinux\","
"\t\"visible\": true,"
"\t\"scale\": \"1.0 1.0 1.0\","
"\t\"angles\": \"0.0 0.0 0.0\","
"\t\"origin\": \"" +
std::to_string (sceneWidth / 2) + " " + std::to_string (sceneHeight / 2) +
" 0.0\","
"\t\"id\": -1" +
","
"\t\"effects\":"
"\t["
"\t\t{"
"\t\t\t\"file\": \"effects/wpenginelinux/bloomeffect.json\","
"\t\t\t\"id\": 15242000,"
"\t\t\t\"name\": \"\","
"\t\t\t\"passes\":"
"\t\t\t["
"\t\t\t\t{"
"\t\t\t\t\t\"constantshadervalues\":"
"\t\t\t\t\t{"
"\t\t\t\t\t\t\"bloomstrength\": " +
std::to_string (this->getScene ()->getBloomStrength ()) +
","
"\t\t\t\t\t\t\"bloomthreshold\": " +
std::to_string (this->getScene ()->getBloomThreshold ()) +
"\t\t\t\t\t}"
"\t\t\t\t},"
"\t\t\t\t{"
"\t\t\t\t\t\"constantshadervalues\":"
"\t\t\t\t\t{"
"\t\t\t\t\t\t\"bloomstrength\": " +
std::to_string (this->getScene ()->getBloomStrength ()) +
","
"\t\t\t\t\t\t\"bloomthreshold\": " +
std::to_string (this->getScene ()->getBloomThreshold ()) +
"\t\t\t\t\t}"
"\t\t\t\t},"
"\t\t\t\t{"
"\t\t\t\t\t\"constantshadervalues\":"
"\t\t\t\t\t{"
"\t\t\t\t\t\t\"bloomstrength\": " +
std::to_string (this->getScene ()->getBloomStrength ()) +
","
"\t\t\t\t\t\t\"bloomthreshold\": " +
std::to_string (this->getScene ()->getBloomThreshold ()) +
"\t\t\t\t\t}"
"\t\t\t\t}"
"\t\t\t]"
"\t\t}"
"\t],"
"\t\"size\": \"" +
std::to_string (sceneWidth) + " " + std::to_string (sceneHeight) +
"\""
"}";
const auto json = nlohmann::json::parse (imagejson);
// create image for bloom passes
if (this->getScene ()->isBloom ()) {
this->m_bloomObject = this->createObject (
WallpaperEngine::Core::CObject::fromJSON (json, scene->getProject (), this->getContainer ()));
this->m_objectsByRenderOrder.push_back (this->m_bloomObject);
}
}
Render::CObject* CScene::createObject (const Core::CObject* object) {
Render::CObject* renderObject = nullptr;
// ensure the item is not loaded already
const auto current = this->m_objects.find (object->getId ());
if (current != this->m_objects.end ())
return current->second;
// check dependencies too!
for (const auto& cur : object->getDependencies ()) {
// self-dependency is a possibility...
if (cur == object->getId ())
continue;
auto dep = this->getScene ()->getObjects ().find (cur);
if (dep != this->getScene ()->getObjects ().end ())
this->createObject (dep->second);
}
if (object->is<Core::Objects::CImage> ()) {
auto* image = new Objects::CImage (this, object->as<Core::Objects::CImage> ());
try {
image->setup ();
} catch (std::runtime_error&) {
// this error message is already printed, so just show extra info about it
sLog.error ("Cannot setup image ", image->getImage ()->getName ());
}
renderObject = image;
} else if (object->is<Core::Objects::CSound> ()) {
renderObject = new Objects::CSound (this, object->as<Core::Objects::CSound> ());
}
if (renderObject != nullptr)
this->m_objects.emplace (renderObject->getId (), renderObject);
return renderObject;
}
CCamera* CScene::getCamera () const {
return this->m_camera;
}
void CScene::renderFrame (glm::ivec4 viewport) {
// ensure the virtual mouse position is up to date
this->updateMouse (viewport);
// update the parallax position if required
if (this->getScene ()->isCameraParallax () && !this->getContext ().getApp ().getContext ().settings.mouse.disableparallax) {
const float influence = this->getScene ()->getCameraParallaxMouseInfluence ();
const float amount = this->getScene ()->getCameraParallaxAmount ();
const float delay =
glm::min (static_cast<float> (this->getScene ()->getCameraParallaxDelay ()), g_Time - g_TimeLast);
this->m_parallaxDisplacement =
glm::mix (this->m_parallaxDisplacement, (this->m_mousePosition * amount) * influence, delay);
}
// use the scene's framebuffer by default
glBindFramebuffer (GL_FRAMEBUFFER, this->getWallpaperFramebuffer ());
// ensure we render over the whole framebuffer
glViewport (0, 0, this->m_sceneFBO->getRealWidth (), this->m_sceneFBO->getRealHeight ());
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (const auto& cur : this->m_objectsByRenderOrder)
cur->render ();
}
void CScene::updateMouse (glm::ivec4 viewport) {
// update virtual mouse position first
const glm::dvec2 position = this->getContext ().getInputContext ().getMouseInput ().position ();
// TODO: PROPERLY TRANSLATE THESE TO WHAT'S VISIBLE ON SCREEN (FOR BACKGROUNDS THAT DO NOT EXACTLY FIT ON SCREEN)
// rollover the position to the last
this->m_mousePositionLast = this->m_mousePosition;
// calculate the current position of the mouse
this->m_mousePosition.x = glm::clamp ((position.x - viewport.x) / viewport.z, 0.0, 1.0);
this->m_mousePosition.y = glm::clamp ((position.y - viewport.y) / viewport.w, 0.0, 1.0);
// screen-space positions have to be transposed to what the screen will actually show
}
const Core::Wallpapers::CScene* CScene::getScene () const {
return this->getWallpaperData ()->as<Core::Wallpapers::CScene> ();
}
int CScene::getWidth () const {
return this->getScene ()->getOrthogonalProjection ()->getWidth ();
}
int CScene::getHeight () const {
return this->getScene ()->getOrthogonalProjection ()->getHeight ();
}
glm::vec2* CScene::getMousePosition () {
return &this->m_mousePosition;
}
glm::vec2* CScene::getMousePositionLast () {
return &this->m_mousePositionLast;
}
glm::vec2* CScene::getParallaxDisplacement () {
return &this->m_parallaxDisplacement;
}
const std::vector<CObject*>& CScene::getObjectsByRenderOrder () const {
return this->m_objectsByRenderOrder;
}