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- #include "common.h"
- #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, CRenderContext* 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 () const
- {
- 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
- sLog.exception (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
- sLog.exception (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
- sLog.exception (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);
- uint32_t projectionWidth = this->getWidth ();
- uint32_t projectionHeight = this->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);
- glBindVertexArray (this->m_vaoBuffer);
- 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 ()
- {
- uint32_t width = this->getWidth ();
- uint32_t height = this->getHeight ();
- // create framebuffer for the scene
- this->m_sceneFBO = this->createFBO (
- "_rt_FullFrameBuffer",
- ITexture::TextureFormat::ARGB8888,
- ITexture::TextureFlags::ClampUVs,
- 1.0,
- width, height,
- width, height
- );
- }
- CRenderContext* 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 ())
- sLog.exception ("Cannot find FBO ", name);
- return it->second;
- }
- CFBO* CWallpaper::getFBO () const
- {
- return this->m_sceneFBO;
- }
- CWallpaper* CWallpaper::fromWallpaper (Core::CWallpaper* wallpaper, CRenderContext* 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
- sLog.exception ("Unsupported wallpaper type");
- }
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