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@@ -185,10 +185,9 @@ void CWallpaper::setupShaders ()
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this->a_TexCoord = glGetAttribLocation (this->m_shader, "a_TexCoord");
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this->a_TexCoord = glGetAttribLocation (this->m_shader, "a_TexCoord");
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}
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}
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-void CWallpaper::render (glm::vec4 viewport, bool renderFrame, bool newFrame)
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+void CWallpaper::render (glm::vec4 viewport, bool drawToBackground, char* image_data)
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{
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{
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- if (renderFrame == true)
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- this->renderFrame (viewport);
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+ this->renderFrame (viewport);
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int windowWidth = 1920;
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int windowWidth = 1920;
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int windowHeight = 1080;
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int windowHeight = 1080;
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@@ -258,129 +257,52 @@ void CWallpaper::render (glm::vec4 viewport, bool renderFrame, bool newFrame)
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glBindBuffer (GL_ARRAY_BUFFER, 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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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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-
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- // write to default's framebuffer
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- glBindFramebuffer (GL_FRAMEBUFFER, GL_NONE);
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-
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- if (newFrame == true)
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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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-
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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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-
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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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-
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-char* CWallpaper::renderImage ()
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-{
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- int windowWidth = 1920;
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- int windowHeight = 1080;
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- glm::vec4 viewport = {0, 0, windowWidth, windowHeight};
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-
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- this->renderFrame (viewport);
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-
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-
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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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-
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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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-
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- windowWidth = video->getWidth ();
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- windowHeight = video->getHeight ();
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- }
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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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-
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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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-
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- widthRatio -= diff;
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- heightRatio -= diff;
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- }
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-
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- if (heightRatio > 1.0f)
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+ // we only want texCoords to be set once
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+ static bool setTexCoords = true;
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+ if (setTexCoords)
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{
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{
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- float diff = heightRatio - 1.0f;
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-
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- widthRatio -= diff;
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- heightRatio -= diff;
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- }
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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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-
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- widthRatio += diff;
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- heightRatio += diff;
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- }
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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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-
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- widthRatio += diff;
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- heightRatio += diff;
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+ setTexCoords = false;
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+ if (drawToBackground)
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+ {
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+ // Need to flip the image (FB stores the image upside down)
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+ GLfloat texCoords [] = {
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+ 0.0f, 1.0f,
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+ 1.0f, 1.0f,
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+ 0.0f, 0.0f,
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+ 0.0f, 0.0f,
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+ 1.0f, 1.0f,
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+ 1.0f, 0.0f
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+ };
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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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+ }
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+ else
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+ {
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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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+ 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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+ }
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}
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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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-
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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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-
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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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- // Need to flip the image (FB stores the image upside down)
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- GLfloat texCoords [] = {
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- 0.0f, 1.0f,
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- 1.0f, 1.0f,
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- 0.0f, 0.0f,
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- 0.0f, 0.0f,
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- 1.0f, 1.0f,
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- 1.0f, 0.0f
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- };
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-
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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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-
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glViewport (viewport.x, viewport.y, viewport.z, viewport.w);
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glViewport (viewport.x, viewport.y, viewport.z, viewport.w);
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- // A fbo for flipping the image. Without this call the image will be flipped.
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- static CFBO* screen_fbo = this->createFBO ("_sc_FullFrameBuffer", ITexture::TextureFormat::ARGB8888, 1.0, windowWidth, windowHeight, windowWidth, windowHeight);
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-
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- glBindFramebuffer (GL_FRAMEBUFFER, screen_fbo->getFramebuffer());
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+ static CFBO* screen_fbo = new CFBO("_sc_FullFrameBuffer", ITexture::TextureFormat::ARGB8888, 1.0, windowWidth, windowHeight, windowWidth, windowHeight);
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+
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+ if (drawToBackground)
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+ // write to screen buffer
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+ glBindFramebuffer (GL_FRAMEBUFFER, screen_fbo->getFramebuffer());
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+ else
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+ // write to default's framebuffer
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+ glBindFramebuffer (GL_FRAMEBUFFER, GL_NONE);
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+
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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_BLEND);
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glDisable (GL_DEPTH_TEST);
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glDisable (GL_DEPTH_TEST);
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@@ -403,13 +325,9 @@ char* CWallpaper::renderImage ()
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glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
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glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
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glDrawArrays (GL_TRIANGLES, 0, 6);
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glDrawArrays (GL_TRIANGLES, 0, 6);
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- glBindTexture (GL_TEXTURE_2D, screen_fbo->getTextureID ());
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-
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// Get FB data from OpenGL, X11 will free this pointer when it is created into an XImage.
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// Get FB data from OpenGL, X11 will free this pointer when it is created into an XImage.
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- char* image;
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- image = (char*)malloc(windowWidth*windowHeight*4);
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- glReadPixels(0, 0, 1920, 1080, GL_BGRA, GL_UNSIGNED_BYTE, (void*)(image));
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- return image;
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+ if (image_data)
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+ glReadPixels(0, 0, 1920, 1080, GL_BGRA, GL_UNSIGNED_BYTE, (void*)(image_data));
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}
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}
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void CWallpaper::setupFramebuffers ()
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void CWallpaper::setupFramebuffers ()
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