mirror of
https://github.com/Almamu/linux-wallpaperengine.git
synced 2025-07-15 22:02:29 +08:00

~ changed how g_Time is calculated so any shader that uses it should behave properly ~ changed how the uniforms are set to a reinterpret_cast instead of static_cast to perform a direct pointer conversion (safe as we know the types were actually those types) Signed-off-by: Alexis Maiquez <almamu@almamu.com>
500 lines
17 KiB
C++
500 lines
17 KiB
C++
#include <sstream>
|
|
#include "CPass.h"
|
|
|
|
#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariable.h"
|
|
#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableFloat.h"
|
|
#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableInteger.h"
|
|
#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector2.h"
|
|
#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector3.h"
|
|
#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector4.h"
|
|
#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableFloatPointer.h"
|
|
#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector2Pointer.h"
|
|
|
|
#include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstant.h"
|
|
#include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantFloat.h"
|
|
#include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantInteger.h"
|
|
#include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantVector3.h"
|
|
|
|
using namespace WallpaperEngine::Core::Objects::Effects::Constants;
|
|
using namespace WallpaperEngine::Render::Shaders::Variables;
|
|
|
|
using namespace WallpaperEngine::Render::Objects::Effects;
|
|
|
|
extern float g_Time;
|
|
|
|
CPass::CPass (CMaterial* material, Core::Objects::Images::Materials::CPass* pass) :
|
|
m_material (material),
|
|
m_pass (pass)
|
|
{
|
|
this->m_fragShader = new Render::Shaders::Compiler (
|
|
this->m_material->getImage ()->getContainer (),
|
|
pass->getShader (),
|
|
Shaders::Compiler::Type_Pixel,
|
|
pass->getCombos (),
|
|
pass->getConstants ()
|
|
);
|
|
this->m_fragShader->precompile ();
|
|
this->m_vertShader = new Render::Shaders::Compiler (
|
|
this->m_material->getImage ()->getContainer (),
|
|
pass->getShader (),
|
|
Shaders::Compiler::Type_Vertex,
|
|
this->m_fragShader->getCombos (),
|
|
pass->getConstants ()
|
|
);
|
|
this->m_vertShader->precompile ();
|
|
|
|
this->setupTextures ();
|
|
this->setupShaders ();
|
|
this->setupShaderVariables ();
|
|
}
|
|
|
|
void CPass::render (GLuint drawTo, GLuint input)
|
|
{
|
|
// clear whatever buffer we're drawing to if we're not drawing to screen
|
|
if (drawTo > 0)
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
// set texture blending
|
|
if (this->m_pass->getBlendingMode () == "translucent")
|
|
{
|
|
glEnable (GL_BLEND);
|
|
glBlendFuncSeparate (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else if (this->m_pass->getBlendingMode () == "additive")
|
|
{
|
|
glEnable (GL_BLEND);
|
|
glBlendFuncSeparate (GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
|
|
}
|
|
else if (this->m_pass->getBlendingMode () == "normal")
|
|
{
|
|
glEnable (GL_BLEND);
|
|
glBlendFuncSeparate (GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
|
|
}
|
|
else
|
|
{
|
|
glDisable (GL_BLEND);
|
|
}
|
|
|
|
// set depth testing
|
|
if (this->m_pass->getDepthTest () == "disabled")
|
|
{
|
|
glDisable (GL_DEPTH_TEST);
|
|
}
|
|
else
|
|
{
|
|
glEnable (GL_DEPTH_TEST);
|
|
}
|
|
|
|
// update variables used in the render process (like g_ModelViewProjectionMatrix)
|
|
this->m_modelViewProjectionMatrix =
|
|
this->m_material->getImage ()->getScene ()->getCamera ()->getProjection () *
|
|
this->m_material->getImage ()->getScene ()->getCamera ()->getLookAt () *
|
|
glm::mat4 (1.0f);
|
|
|
|
// update a_TexCoord and a_Position based on what to draw to
|
|
// this should not be required once we do some prediction on rendering things
|
|
// but for now should be enough
|
|
this->a_TexCoord = (input == this->m_material->getImage ()->getTexture ()->getTextureID ()) ? *this->m_material->getImage ()->getTexCoordBuffer () : *this->m_material->getImage ()->getPassTexCoordBuffer ();
|
|
this->a_Position = (drawTo > 0) ? *this->m_material->getImage ()->getPassVertexBuffer () : *this->m_material->getImage ()->getVertexBuffer ();
|
|
// use the shader we have registered
|
|
glUseProgram (this->m_programID);
|
|
|
|
// bind the input texture
|
|
glActiveTexture (GL_TEXTURE0);
|
|
glBindTexture (GL_TEXTURE_2D, input);
|
|
|
|
// first bind the textures to their sampler place
|
|
{
|
|
// set texture slots for the shader
|
|
auto cur = this->m_textures.begin ();
|
|
auto end = this->m_textures.end ();
|
|
|
|
for (int index = 1; cur != end; cur ++, index ++)
|
|
{
|
|
// set the active texture index
|
|
glActiveTexture (GL_TEXTURE0 + index);
|
|
// bind the correct texture there
|
|
glBindTexture (GL_TEXTURE_2D, (*cur)->getTextureID ());
|
|
}
|
|
}
|
|
|
|
// add uniforms
|
|
{
|
|
auto cur = this->m_uniforms.begin ();
|
|
auto end = this->m_uniforms.end ();
|
|
|
|
for (; cur != end; cur ++)
|
|
{
|
|
switch ((*cur)->type)
|
|
{
|
|
case Double:
|
|
glUniform1d ((*cur)->id, *reinterpret_cast <const double*> ((*cur)->value));
|
|
break;
|
|
case Float:
|
|
glUniform1f ((*cur)->id, *reinterpret_cast <const float*> ((*cur)->value));
|
|
break;
|
|
case Integer:
|
|
glUniform1i ((*cur)->id, *reinterpret_cast <const int*> ((*cur)->value));
|
|
break;
|
|
case Vector4:
|
|
glUniform4fv ((*cur)->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec4*> ((*cur)->value)));
|
|
break;
|
|
case Vector3:
|
|
glUniform3fv ((*cur)->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec3*> ((*cur)->value)));
|
|
break;
|
|
case Vector2:
|
|
glUniform2fv ((*cur)->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec2*> ((*cur)->value)));
|
|
break;
|
|
case Matrix4:
|
|
glUniformMatrix4fv ((*cur)->id, 1, GL_FALSE, glm::value_ptr (*reinterpret_cast <const glm::mat4*> ((*cur)->value)));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this->g_Texture0Rotation != -1)
|
|
{
|
|
glUniform2f (this->g_Texture0Rotation, 0.0f, 0.0f);
|
|
}
|
|
if (this->g_Texture0Translation != -1)
|
|
{
|
|
glUniform4f (this->g_Texture0Translation, 0.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
{
|
|
auto cur = this->m_attribs.begin ();
|
|
auto end = this->m_attribs.end ();
|
|
|
|
for (; cur != end; cur ++)
|
|
{
|
|
glEnableVertexAttribArray ((*cur)->id);
|
|
glBindBuffer (GL_ARRAY_BUFFER, *(*cur)->value);
|
|
glVertexAttribPointer ((*cur)->id, (*cur)->elements, (*cur)->type, GL_FALSE, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
// start actual rendering now
|
|
glBindBuffer (GL_ARRAY_BUFFER, (drawTo > 0) ? *this->m_material->getImage ()->getPassVertexBuffer () : *this->m_material->getImage ()->getVertexBuffer ());
|
|
glDrawArrays (GL_TRIANGLES, 0, 6);
|
|
|
|
// disable vertex attribs array
|
|
{
|
|
auto cur = this->m_attribs.begin ();
|
|
auto end = this->m_attribs.end ();
|
|
|
|
for (; cur != end; cur ++)
|
|
glDisableVertexAttribArray ((*cur)->id);
|
|
}
|
|
}
|
|
|
|
GLuint CPass::compileShader (Render::Shaders::Compiler* shader, GLuint type)
|
|
{
|
|
// reserve shaders in OpenGL
|
|
GLuint shaderID = glCreateShader (type);
|
|
|
|
// give shader's source code to OpenGL to be compiled
|
|
const char* sourcePointer = shader->getCompiled ().c_str ();
|
|
|
|
glShaderSource (shaderID, 1, &sourcePointer, nullptr);
|
|
glCompileShader (shaderID);
|
|
|
|
GLint result = GL_FALSE;
|
|
int infoLogLength = 0;
|
|
|
|
// ensure the vertex shader was correctly compiled
|
|
glGetShaderiv (shaderID, GL_COMPILE_STATUS, &result);
|
|
glGetShaderiv (shaderID, 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 (shaderID, infoLogLength, nullptr, logBuffer);
|
|
// throw an exception about the issue
|
|
std::string message = logBuffer;
|
|
// free the buffer
|
|
delete[] logBuffer;
|
|
// throw an exception
|
|
throw std::runtime_error (message);
|
|
}
|
|
|
|
return shaderID;
|
|
}
|
|
|
|
void CPass::setupShaders ()
|
|
{
|
|
// compile the shaders
|
|
GLuint vertexShaderID = compileShader (this->m_vertShader, GL_VERTEX_SHADER);
|
|
GLuint fragmentShaderID = compileShader (this->m_fragShader, GL_FRAGMENT_SHADER);
|
|
// create the final program
|
|
this->m_programID = glCreateProgram ();
|
|
// link the shaders together
|
|
glAttachShader (this->m_programID, vertexShaderID);
|
|
glAttachShader (this->m_programID, fragmentShaderID);
|
|
glLinkProgram (this->m_programID);
|
|
// check that the shader was properly linked
|
|
GLint result = GL_FALSE;
|
|
int infoLogLength = 0;
|
|
|
|
glGetProgramiv (this->m_programID, GL_LINK_STATUS, &result);
|
|
glGetProgramiv (this->m_programID, 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_programID, infoLogLength, nullptr, logBuffer);
|
|
// throw an exception about the issue
|
|
std::string message = logBuffer;
|
|
// free the buffer
|
|
delete[] logBuffer;
|
|
// throw an exception
|
|
throw std::runtime_error (message);
|
|
}
|
|
|
|
// after being liked shaders can be dettached and deleted
|
|
glDetachShader (this->m_programID, vertexShaderID);
|
|
glDetachShader (this->m_programID, fragmentShaderID);
|
|
|
|
glDeleteShader (vertexShaderID);
|
|
glDeleteShader (fragmentShaderID);
|
|
|
|
// setup uniforms
|
|
this->setupUniforms ();
|
|
// setup attributes too
|
|
this->setupAttributes ();
|
|
// get information from the program, like uniforms, etc
|
|
// support three textures for now
|
|
this->g_Texture0Rotation = glGetUniformLocation (this->m_programID, "g_Texture0Rotation");
|
|
this->g_Texture0Translation = glGetUniformLocation (this->m_programID, "g_Texture0Translation");
|
|
|
|
// bind a_TexCoord and a_Position
|
|
this->a_TexCoord = glGetAttribLocation (this->m_programID, "a_TexCoord");
|
|
this->a_Position = glGetAttribLocation (this->m_programID, "a_Position");
|
|
}
|
|
|
|
void CPass::setupAttributes ()
|
|
{
|
|
this->addAttribute ("a_TexCoord", GL_FLOAT, 2, &this->a_TexCoord);
|
|
this->addAttribute ("a_Position", GL_FLOAT, 3, &this->a_Position);
|
|
}
|
|
|
|
void CPass::setupUniforms ()
|
|
{
|
|
// register all the texture uniforms with correct values
|
|
this->addUniform ("g_Texture0", 0);
|
|
this->addUniform ("g_Texture1", 1);
|
|
this->addUniform ("g_Texture2", 2);
|
|
this->addUniform ("g_Texture3", 3);
|
|
this->addUniform ("g_Texture4", 4);
|
|
this->addUniform ("g_Texture5", 5);
|
|
this->addUniform ("g_Texture6", 6);
|
|
this->addUniform ("g_Texture7", 7);
|
|
// register all the texture sizes required
|
|
this->addUniform ("g_Texture0Resolution", this->m_material->getImage ()->getTexture ()->getResolution ());
|
|
// register the extra texture resolutions
|
|
{
|
|
auto cur = this->m_textures.begin ();
|
|
auto end = this->m_textures.end ();
|
|
|
|
for (int index = 1; cur != end; cur ++, index ++)
|
|
{
|
|
std::ostringstream namestream;
|
|
|
|
namestream << "g_Texture" << index << "Resolution";
|
|
|
|
this->addUniform (namestream.str (), (*cur)->getResolution ());
|
|
}
|
|
}
|
|
|
|
// register variables like brightness and alpha with some default value
|
|
this->addUniform ("g_Brightness", 1.0f);
|
|
this->addUniform ("g_UserAlpha", 1.0f);
|
|
// add some external variables
|
|
this->addUniform ("g_Time", &g_Time);
|
|
// add model-view-projection matrix
|
|
this->addUniform ("g_ModelViewProjectionMatrix", &this->m_modelViewProjectionMatrix);
|
|
}
|
|
|
|
void CPass::addAttribute (const std::string& name, GLint type, GLint elements, const GLuint* value)
|
|
{
|
|
GLint id = glGetAttribLocation (this->m_programID, name.c_str ());
|
|
|
|
if (id == -1)
|
|
return;
|
|
|
|
this->m_attribs.emplace_back (
|
|
new AttribEntry (id, name, type, elements, value)
|
|
);
|
|
}
|
|
|
|
template <typename T>
|
|
void CPass::addUniform (const std::string& name, UniformType type, T value)
|
|
{
|
|
GLint id = glGetUniformLocation (this->m_programID, name.c_str ());
|
|
|
|
// parameter not found, can be ignored
|
|
if (id == -1)
|
|
return;
|
|
|
|
// build a copy of the value and allocate it somewhere
|
|
T* newValue = new T (value);
|
|
|
|
// uniform found, add it to the list
|
|
this->m_uniforms.emplace_back (
|
|
new UniformEntry (id, name, type, newValue)
|
|
);
|
|
}
|
|
|
|
template <typename T>
|
|
void CPass::addUniform (const std::string& name, UniformType type, T* value)
|
|
{
|
|
// this version is used to reference to system variables so things like g_Time works fine
|
|
GLint id = glGetUniformLocation (this->m_programID, name.c_str ());
|
|
|
|
// parameter not found, can be ignored
|
|
if (id == -1)
|
|
return;
|
|
|
|
// uniform found, add it to the list
|
|
this->m_uniforms.emplace_back (
|
|
new UniformEntry (id, name, type, value)
|
|
);
|
|
}
|
|
|
|
void CPass::setupTextures ()
|
|
{
|
|
auto cur = this->m_pass->getTextures ().begin ();
|
|
auto end = this->m_pass->getTextures ().end ();
|
|
|
|
for (int index = 0; cur != end; cur ++, index ++)
|
|
{
|
|
// ignore first texture as that'll be the input of the last pass/image
|
|
if (index == 0)
|
|
continue;
|
|
|
|
uint32_t textureSize = 0;
|
|
|
|
// get the first texture on the first pass (this one represents the image assigned to this object)
|
|
void* textureData = this->m_material->getImage ()->getContainer ()->readTexture (
|
|
(*cur), &textureSize
|
|
);
|
|
// load a new texture and push it into the list
|
|
this->m_textures.emplace_back (new CTexture (textureData));
|
|
}
|
|
}
|
|
|
|
void CPass::setupShaderVariables ()
|
|
{
|
|
// find variables in the shaders and set the value with the constants if possible
|
|
auto cur = this->m_pass->getConstants ().begin ();
|
|
auto end = this->m_pass->getConstants ().end ();
|
|
|
|
for (; cur != end; cur ++)
|
|
{
|
|
CShaderVariable* vertexVar = this->m_vertShader->findParameter ((*cur).first);
|
|
CShaderVariable* pixelVar = this->m_fragShader->findParameter ((*cur).first);
|
|
|
|
// variable not found, can be ignored
|
|
if (vertexVar == nullptr && pixelVar == nullptr)
|
|
continue;
|
|
|
|
// if both can be found, ensure they're the correct type
|
|
if (vertexVar != nullptr && pixelVar != nullptr)
|
|
{
|
|
if (vertexVar->getType () != pixelVar->getType ())
|
|
throw std::runtime_error ("Pixel and vertex shader variable types do not match");
|
|
}
|
|
|
|
// get one instance of it
|
|
CShaderVariable* var = vertexVar == nullptr ? pixelVar : vertexVar;
|
|
|
|
// ensure the shader's and the constant are of the same type
|
|
if ((*cur).second->getType () != var->getType ())
|
|
throw std::runtime_error ("Constant and pixel/vertex variable are not of the same type");
|
|
|
|
// now determine the constant's type and register the correct uniform for it
|
|
if ((*cur).second->is <CShaderConstantFloat> ())
|
|
this->addUniform (var->getName (), (*cur).second->as <CShaderConstantFloat> ()->getValue ());
|
|
else if ((*cur).second->is <CShaderConstantInteger> ())
|
|
this->addUniform (var->getName (), (*cur).second->as <CShaderConstantInteger> ()->getValue ());
|
|
else if ((*cur).second->is <CShaderConstantVector3> ())
|
|
this->addUniform (var->getName (), (*cur).second->as <CShaderConstantVector3> ()->getValue ());
|
|
}
|
|
}
|
|
|
|
// define some basic methods for the template
|
|
/*template double Core::jsonFindDefault (nlohmann::json& data, const char *key, double defaultValue);*/
|
|
void CPass::addUniform (const std::string& name, int value)
|
|
{
|
|
this->addUniform (name, UniformType::Integer, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, const int* value)
|
|
{
|
|
this->addUniform (name, UniformType::Integer, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, double value)
|
|
{
|
|
this->addUniform (name, UniformType::Double, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, const double* value)
|
|
{
|
|
this->addUniform (name, UniformType::Double, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, float value)
|
|
{
|
|
this->addUniform (name, UniformType::Float, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, const float* value)
|
|
{
|
|
this->addUniform (name, UniformType::Float, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, glm::vec2 value)
|
|
{
|
|
this->addUniform (name, UniformType::Vector2, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, const glm::vec2* value)
|
|
{
|
|
this->addUniform (name, UniformType::Vector2, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, glm::vec3 value)
|
|
{
|
|
this->addUniform (name, UniformType::Vector3, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, const glm::vec3* value)
|
|
{
|
|
this->addUniform (name, UniformType::Vector3, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, glm::vec4 value)
|
|
{
|
|
this->addUniform (name, UniformType::Vector4, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, const glm::vec4* value)
|
|
{
|
|
this->addUniform (name, UniformType::Vector4, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, glm::mat4 value)
|
|
{
|
|
this->addUniform (name, UniformType::Matrix4, value);
|
|
}
|
|
|
|
void CPass::addUniform (const std::string& name, const glm::mat4* value)
|
|
{
|
|
this->addUniform (name, UniformType::Matrix4, value);
|
|
}
|