linux-wallpaperengine/src/WallpaperEngine/Render/CWallpaper.cpp
Alexis Maiquez f4ccf40e14 Fixed background scaling (should improve #81)
Added some more debug information for renderdoc

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2022-11-06 12:48:55 +01:00

397 lines
12 KiB
C++

#include "CWallpaper.h"
#include "CScene.h"
#include "CVideo.h"
#include <utility>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace WallpaperEngine::Render;
CWallpaper::CWallpaper (Core::CWallpaper* wallpaperData, std::string type, CContext* context) :
m_wallpaperData (wallpaperData),
m_type (std::move(type)),
m_context (context),
m_destFramebuffer (GL_NONE)
{
// generate the VAO to stop opengl from complaining
glGenVertexArrays (1, &this->m_vaoBuffer);
glBindVertexArray (this->m_vaoBuffer);
this->setupShaders ();
GLfloat texCoords [] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
// inverted positions so the final texture is rendered properly
GLfloat position [] = {
-1.0f, 1.0f, 0.0f,
1.0, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f
};
glGenBuffers (1, &this->m_texCoordBuffer);
glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
glBufferData (GL_ARRAY_BUFFER, sizeof (texCoords), texCoords, GL_STATIC_DRAW);
glGenBuffers (1, &this->m_positionBuffer);
glBindBuffer (GL_ARRAY_BUFFER, this->m_positionBuffer);
glBufferData (GL_ARRAY_BUFFER, sizeof (position), position, GL_STATIC_DRAW);
}
CWallpaper::~CWallpaper ()
{
}
const CContainer* CWallpaper::getContainer () const
{
return this->m_context->getContainer ();
}
WallpaperEngine::Core::CWallpaper* CWallpaper::getWallpaperData ()
{
return this->m_wallpaperData;
}
GLuint CWallpaper::getWallpaperFramebuffer () const
{
return this->m_sceneFBO->getFramebuffer ();
}
GLuint CWallpaper::getWallpaperTexture () const
{
return this->m_sceneFBO->getTextureID(0);
}
void CWallpaper::setupShaders ()
{
// reserve shaders in OpenGL
GLuint vertexShaderID = glCreateShader (GL_VERTEX_SHADER);
// give shader's source code to OpenGL to be compiled
const char* sourcePointer = "#version 120\n"
"attribute vec3 a_Position;\n"
"attribute vec2 a_TexCoord;\n"
"varying vec2 v_TexCoord;\n"
"void main () {\n"
"gl_Position = vec4 (a_Position, 1.0);\n"
"v_TexCoord = a_TexCoord;\n"
"}";
glShaderSource (vertexShaderID, 1, &sourcePointer, nullptr);
glCompileShader (vertexShaderID);
GLint result = GL_FALSE;
int infoLogLength = 0;
// ensure the vertex shader was correctly compiled
glGetShaderiv (vertexShaderID, GL_COMPILE_STATUS, &result);
glGetShaderiv (vertexShaderID, 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 (vertexShaderID, 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);
}
// reserve shaders in OpenGL
GLuint fragmentShaderID = glCreateShader (GL_FRAGMENT_SHADER);
// give shader's source code to OpenGL to be compiled
sourcePointer = "#version 120\n"
"uniform sampler2D g_Texture0;\n"
"varying vec2 v_TexCoord;\n"
"void main () {\n"
"gl_FragColor = texture2D (g_Texture0, v_TexCoord);\n"
"}";
glShaderSource (fragmentShaderID, 1, &sourcePointer, nullptr);
glCompileShader (fragmentShaderID);
result = GL_FALSE;
infoLogLength = 0;
// ensure the vertex shader was correctly compiled
glGetShaderiv (fragmentShaderID, GL_COMPILE_STATUS, &result);
glGetShaderiv (fragmentShaderID, 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 (fragmentShaderID, 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);
}
// create the final program
this->m_shader = glCreateProgram ();
// link the shaders together
glAttachShader (this->m_shader, vertexShaderID);
glAttachShader (this->m_shader, fragmentShaderID);
glLinkProgram (this->m_shader);
// check that the shader was properly linked
result = GL_FALSE;
infoLogLength = 0;
glGetProgramiv (this->m_shader, GL_LINK_STATUS, &result);
glGetProgramiv (this->m_shader, 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_shader, 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_shader, vertexShaderID);
glDetachShader (this->m_shader, fragmentShaderID);
glDeleteShader (vertexShaderID);
glDeleteShader (fragmentShaderID);
// get textures
this->g_Texture0 = glGetUniformLocation (this->m_shader, "g_Texture0");
this->a_Position = glGetAttribLocation (this->m_shader, "a_Position");
this->a_TexCoord = glGetAttribLocation (this->m_shader, "a_TexCoord");
}
void CWallpaper::updateTexCoord (GLfloat* texCoords, GLsizeiptr size) const
{
glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
glBufferData (GL_ARRAY_BUFFER, size, texCoords, GL_STATIC_DRAW);
}
void CWallpaper::setDestinationFramebuffer (GLuint framebuffer)
{
this->m_destFramebuffer = framebuffer;
}
void CWallpaper::render (glm::ivec4 viewport, bool vflip, bool renderFrame, bool newFrame)
{
if (renderFrame == true)
this->renderFrame (viewport);
int projectionWidth = 1920;
int projectionHeight = 1080;
if (this->getWallpaperData ()->is <WallpaperEngine::Core::CScene> ())
{
auto projection = this->getWallpaperData ()->as <WallpaperEngine::Core::CScene> ()->getOrthogonalProjection ();
projectionWidth = projection->getWidth ();
projectionHeight = projection->getHeight ();
}
else if (this->is <WallpaperEngine::Render::CVideo> ())
{
auto video = this->as <WallpaperEngine::Render::CVideo> ();
projectionWidth = video->getWidth ();
projectionHeight = video->getHeight ();
}
float ustart = 0.0f;
float uend = 0.0f;
float vstart = 0.0f;
float vend = 0.0f;
if (
(viewport.w > viewport.z && projectionWidth >= projectionHeight) ||
(viewport.z > viewport.w && projectionHeight > projectionWidth)
)
{
if (vflip)
{
vstart = 0.0f;
vend = 1.0f;
}
else
{
vstart = 1.0f;
vend = 0.0f;
}
int newWidth = viewport.w / (float) projectionHeight * projectionWidth;
float newCenter = newWidth / 2.0f;
float viewportCenter = viewport.z / 2.0;
float left = newCenter - viewportCenter;
float right = newCenter + viewportCenter;
ustart = left / newWidth;
uend = right / newWidth;
}
if (
(viewport.z > viewport.w && projectionWidth >= projectionHeight) ||
(viewport.w > viewport.z && projectionHeight > projectionWidth)
)
{
ustart = 0.0f;
uend = 1.0f;
int newHeight = viewport.z / (float) projectionWidth * projectionHeight;
float newCenter = newHeight / 2.0f;
float viewportCenter = viewport.w / 2.0;
float down = newCenter - viewportCenter;
float up = newCenter + viewportCenter;
if (vflip)
{
vstart = down / newHeight;
vend = up / newHeight;
}
else
{
vstart = up / newHeight;
vend = down / newHeight;
}
}
GLfloat texCoords [] = {
ustart, vstart,
uend, vstart,
ustart, vend,
ustart, vend,
uend, vstart,
uend, vend,
};
glViewport (viewport.x, viewport.y, viewport.z, viewport.w);
glBindFramebuffer (GL_FRAMEBUFFER, this->m_destFramebuffer);
if (newFrame)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable (GL_BLEND);
glDisable (GL_DEPTH_TEST);
// do not use any shader
glUseProgram (this->m_shader);
// activate scene texture
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, this->getWallpaperTexture ());
// set uniforms and attribs
glEnableVertexAttribArray (this->a_TexCoord);
glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
glBufferData (GL_ARRAY_BUFFER, sizeof (texCoords), texCoords, GL_STATIC_DRAW);
glVertexAttribPointer (this->a_TexCoord, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray (this->a_Position);
glBindBuffer (GL_ARRAY_BUFFER, this->m_positionBuffer);
glVertexAttribPointer (this->a_Position, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glUniform1i (this->g_Texture0, 0);
// write the framebuffer as is to the screen
glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
glDrawArrays (GL_TRIANGLES, 0, 6);
}
void CWallpaper::setupFramebuffers ()
{
int projectionWidth = 1920;
int projectionHeight = 1080;
if (this->getWallpaperData ()->is <WallpaperEngine::Core::CScene> ())
{
auto projection = this->getWallpaperData ()->as <WallpaperEngine::Core::CScene> ()->getOrthogonalProjection ();
projectionWidth = projection->getWidth ();
projectionHeight = projection->getHeight ();
}
else if (this->is <WallpaperEngine::Render::CVideo> ())
{
auto video = this->as <WallpaperEngine::Render::CVideo> ();
projectionWidth = video->getWidth ();
projectionHeight = video->getHeight ();
}
// create framebuffer for the scene
this->m_sceneFBO = this->createFBO (
"_rt_FullFrameBuffer",
ITexture::TextureFormat::ARGB8888,
ITexture::TextureFlags::NoInterpolation,
1.0,
projectionWidth, projectionHeight,
projectionWidth, projectionHeight
);
}
CContext* CWallpaper::getContext ()
{
return this->m_context;
}
CFBO* CWallpaper::createFBO (const std::string& name, ITexture::TextureFormat format, ITexture::TextureFlags flags, float scale, uint32_t realWidth, uint32_t realHeight, uint32_t textureWidth, uint32_t textureHeight)
{
CFBO* fbo = new CFBO (name, format, flags, scale, realWidth, realHeight, textureWidth, textureHeight);
this->m_fbos.insert (std::make_pair (name, fbo));
return fbo;
}
const std::map<std::string, CFBO*>& CWallpaper::getFBOs () const
{
return this->m_fbos;
}
CFBO* CWallpaper::findFBO (const std::string& name) const
{
auto it = this->m_fbos.find (name);
if (it == this->m_fbos.end ())
throw std::runtime_error ("Cannot find given FBO");
return it->second;
}
CFBO* CWallpaper::getFBO () const
{
return this->m_sceneFBO;
}
CWallpaper* CWallpaper::fromWallpaper (Core::CWallpaper* wallpaper, CContext* context)
{
if (wallpaper->is <Core::CScene> () == true)
return new WallpaperEngine::Render::CScene (wallpaper->as <Core::CScene> (), context);
else if (wallpaper->is <Core::CVideo> () == true)
return new WallpaperEngine::Render::CVideo (wallpaper->as <Core::CVideo> (), context);
else
throw std::runtime_error ("Unsupported wallpaper type");
}