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- #include "CImage.h"
- #include <sstream>
- #include "WallpaperEngine/Data/Parsers/MaterialParser.h"
- #include "WallpaperEngine/Data/Model/Object.h"
- #include "WallpaperEngine/Data/Model/Material.h"
- using namespace WallpaperEngine;
- using namespace WallpaperEngine::Render::Objects;
- using namespace WallpaperEngine::Render::Objects::Effects;
- using namespace WallpaperEngine::Data::Parsers;
- using namespace WallpaperEngine::Data::Builders;
- CImage::CImage (Wallpapers::CScene& scene, const Image& image) :
- Render::CObject (scene, image),
- Render::FBOProvider (&scene),
- m_texture (nullptr),
- m_sceneSpacePosition (GL_NONE),
- m_copySpacePosition (GL_NONE),
- m_passSpacePosition (GL_NONE),
- m_texcoordCopy (GL_NONE),
- m_texcoordPass (GL_NONE),
- m_modelViewProjectionScreen (),
- m_modelViewProjectionPass (glm::mat4 (1.0)),
- m_modelViewProjectionCopy (),
- m_modelViewProjectionScreenInverse (),
- m_modelViewProjectionPassInverse (glm::inverse (m_modelViewProjectionPass)),
- m_modelViewProjectionCopyInverse (),
- m_modelMatrix(),
- m_viewProjectionMatrix(),
- m_image (image),
- m_material (nullptr),
- m_colorBlendMaterial (nullptr),
- m_pos (),
- m_animationTime (0.0),
- m_initialized (false) {
- // get scene width and height to calculate positions
- auto scene_width = static_cast<float> (scene.getWidth ());
- auto scene_height = static_cast<float> (scene.getHeight ());
- // TODO: MAKE USE OF THE USER PROPERTIES POINTER HERE TOO! SO EVERYTHING IS UPDATED ACCORDINGLY
- glm::vec3 origin = this->getImage ().origin->value->getVec3 ();
- glm::vec2 size = this->getSize ();
- glm::vec3 scale = this->getImage ().scale->value->getVec3 ();
- // detect texture (if any)
- if (auto textures = (*this->m_image.model->material->passes.begin ())->textures; !textures.empty ()) {
- std::string textureName = textures.begin ()->second;
- if (textureName.find ("_rt_") == 0 || textureName.find ("_alias_") == 0) {
- this->m_texture = this->getScene ().findFBO (textureName);
- } else {
- // get the first texture on the first pass (this one represents the image assigned to this object)
- this->m_texture = this->getContext ().resolveTexture (textureName);
- }
- } else {
- if (this->m_image.model->solidlayer && size.x == 0.0f && size.y == 0.0f) {
- size.x = scene_width;
- size.y = scene_height;
- }
- // if (this->m_image->isSolid ()) // layer receives cursor events: https://docs.wallpaperengine.io/en/scene/scenescript/reference/event/cursor.html
- // same applies to effects
- // TODO: create a dummy texture of correct size, fbo constructors should be enough, but this should be properly
- // handled
- this->m_texture = std::make_shared<CFBO> (
- "", TextureFormat_ARGB8888, TextureFlags_NoFlags, 1, size.x,
- size.y, size.x, size.y);
- }
- // If the wallpaper doesn't specify a size, fall back to the texture or model dimensions
- if ((size.x == 0.0f || size.y == 0.0f) && this->m_texture != nullptr) {
- size.x = static_cast<float> (this->m_texture->getRealWidth ());
- size.y = static_cast<float> (this->m_texture->getRealHeight ());
- } else if ((size.x == 0.0f || size.y == 0.0f) &&
- this->getImage ().model->width.has_value () &&
- this->getImage ().model->height.has_value ()) {
- size.x = static_cast<float> (this->getImage ().model->width.value ());
- size.y = static_cast<float> (this->getImage ().model->height.value ());
- }
- // fullscreen layers should use the whole projection's size
- // TODO: WHAT SHOULD AUTOSIZE DO?
- if (this->getImage ().model->fullscreen) {
- size = {scene_width, scene_height};
- origin = {scene_width / 2, scene_height / 2, 0};
- // TODO: CHANGE ALIGNMENT TOO?
- }
- glm::vec2 scaledSize = size * glm::vec2 (scale);
- // calculate the center and shift from there
- this->m_pos.x = origin.x - (scaledSize.x / 2);
- this->m_pos.w = origin.y + (scaledSize.y / 2);
- this->m_pos.z = origin.x + (scaledSize.x / 2);
- this->m_pos.y = origin.y - (scaledSize.y / 2);
- if (this->getImage ().alignment.find ("top") != std::string::npos) {
- this->m_pos.y -= scaledSize.y / 2;
- this->m_pos.w -= scaledSize.y / 2;
- } else if (this->getImage ().alignment.find ("bottom") != std::string::npos) {
- this->m_pos.y += scaledSize.y / 2;
- this->m_pos.w += scaledSize.y / 2;
- }
- if (this->getImage ().alignment.find ("left") != std::string::npos) {
- this->m_pos.x += scaledSize.x / 2;
- this->m_pos.z += scaledSize.x / 2;
- } else if (this->getImage ().alignment.find ("right") != std::string::npos) {
- this->m_pos.x -= scaledSize.x / 2;
- this->m_pos.z -= scaledSize.x / 2;
- }
- // wallpaper engine
- this->m_pos.x -= scene_width / 2;
- this->m_pos.y = scene_height / 2 - this->m_pos.y;
- this->m_pos.z -= scene_width / 2;
- this->m_pos.w = scene_height / 2 - this->m_pos.w;
- // register both FBOs into the scene
- std::ostringstream nameA, nameB;
- // TODO: determine when _rt_imageLayerComposite and _rt_imageLayerAlbedo is used
- nameA << "_rt_imageLayerComposite_" << this->getImage ().id << "_a";
- nameB << "_rt_imageLayerComposite_" << this->getImage ().id << "_b";
- this->m_currentMainFBO = this->m_mainFBO =
- scene.create (nameA.str (), TextureFormat_ARGB8888, this->m_texture->getFlags (), 1,
- {size.x, size.y}, {size.x, size.y});
- this->m_currentSubFBO = this->m_subFBO =
- scene.create (nameB.str (), TextureFormat_ARGB8888, this->m_texture->getFlags (), 1,
- {size.x, size.y}, {size.x, size.y});
- // build a list of vertices, these might need some change later (or maybe invert the camera)
- GLfloat sceneSpacePosition [] = {this->m_pos.x, this->m_pos.y, 0.0f, this->m_pos.x, this->m_pos.w, 0.0f,
- this->m_pos.z, this->m_pos.y, 0.0f, this->m_pos.z, this->m_pos.y, 0.0f,
- this->m_pos.x, this->m_pos.w, 0.0f, this->m_pos.z, this->m_pos.w, 0.0f};
- float width = 1.0f;
- float height = 1.0f;
- if (this->getTexture ()->isAnimated ()) {
- // animated images use different coordinates as they're essentially a texture atlas
- width = static_cast<float> (this->getTexture ()->getRealWidth ()) /
- static_cast<float> (this->getTexture ()->getTextureWidth (0));
- height = static_cast<float> (this->getTexture ()->getRealHeight ()) /
- static_cast<float> (this->getTexture ()->getTextureHeight (0));
- }
- // calculate the correct texCoord limits for the texture based on the texture screen size and real size
- else if (this->getTexture () != nullptr &&
- (this->getTexture ()->getTextureWidth (0) != this->getTexture ()->getRealWidth () ||
- this->getTexture ()->getTextureHeight (0) != this->getTexture ()->getRealHeight ())) {
- // Account for padding in non-power-of-two textures: clamp UVs to the real content
- width = static_cast<float> (this->getTexture ()->getRealWidth ()) /
- static_cast<float> (this->getTexture ()->getTextureWidth (0));
- height = static_cast<float> (this->getTexture ()->getRealHeight ()) /
- static_cast<float> (this->getTexture ()->getTextureHeight (0));
- }
- // TODO: RECALCULATE THESE POSITIONS FOR PASSTHROUGH SO THEY TAKE THE RIGHT PART OF THE TEXTURE
- float x = 0.0f;
- float y = 0.0f;
- if (this->getTexture ()->isAnimated ()) {
- // animations should be copied completely
- x = 0.0f;
- y = 0.0f;
- width = 1.0f;
- height = 1.0f;
- }
- GLfloat realWidth = size.x;
- GLfloat realHeight = size.y;
- GLfloat realX = 0.0;
- GLfloat realY = 0.0;
- if (this->getImage ().model->passthrough) {
- x = -((this->m_pos.x + (scene_width / 2)) / size.x);
- y = -((this->m_pos.w + (scene_height / 2)) / size.y);
- height = (this->m_pos.y + (scene_height / 2)) / size.y;
- width = (this->m_pos.z + (scene_width / 2)) / size.x;
- if (this->getImage ().model->fullscreen) {
- realX = -1.0;
- realY = -1.0;
- realWidth = 1.0;
- realHeight = 1.0;
- }
- }
- GLfloat texcoordCopy [] = {x, height, x, y, width, height, width, height, x, y, width, y};
- GLfloat copySpacePosition [] = {realX, realHeight, 0.0f, realX, realY, 0.0f, realWidth, realHeight, 0.0f,
- realWidth, realHeight, 0.0f, realX, realY, 0.0f, realWidth, realY, 0.0f};
- GLfloat texcoordPass [] = {0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f};
- GLfloat passSpacePosition [] = {-1.0, 1.0, 0.0f, -1.0, -1.0, 0.0f, 1.0, 1.0, 0.0f,
- 1.0, 1.0, 0.0f, -1.0, -1.0, 0.0f, 1.0, -1.0, 0.0f};
- // bind vertex list to the openGL buffers
- glGenBuffers (1, &this->m_sceneSpacePosition);
- glBindBuffer (GL_ARRAY_BUFFER, this->m_sceneSpacePosition);
- glBufferData (GL_ARRAY_BUFFER, sizeof (sceneSpacePosition), sceneSpacePosition, GL_STATIC_DRAW);
- glGenBuffers (1, &this->m_copySpacePosition);
- glBindBuffer (GL_ARRAY_BUFFER, this->m_copySpacePosition);
- glBufferData (GL_ARRAY_BUFFER, sizeof (copySpacePosition), copySpacePosition, GL_STATIC_DRAW);
- // bind pass' vertex list to the openGL buffers
- glGenBuffers (1, &this->m_passSpacePosition);
- glBindBuffer (GL_ARRAY_BUFFER, this->m_passSpacePosition);
- glBufferData (GL_ARRAY_BUFFER, sizeof (passSpacePosition), passSpacePosition, GL_STATIC_DRAW);
- glGenBuffers (1, &this->m_texcoordCopy);
- glBindBuffer (GL_ARRAY_BUFFER, this->m_texcoordCopy);
- glBufferData (GL_ARRAY_BUFFER, sizeof (texcoordCopy), texcoordCopy, GL_STATIC_DRAW);
- glGenBuffers (1, &this->m_texcoordPass);
- glBindBuffer (GL_ARRAY_BUFFER, this->m_texcoordPass);
- glBufferData (GL_ARRAY_BUFFER, sizeof (texcoordPass), texcoordPass, GL_STATIC_DRAW);
- this->m_modelViewProjectionScreen =
- this->getScene ().getCamera ().getProjection () * this->getScene ().getCamera ().getLookAt ();
- this->m_modelViewProjectionScreenInverse = glm::inverse (this->m_modelViewProjectionScreen);
- this->m_modelViewProjectionCopy = glm::ortho<float> (0.0, size.x, 0.0, size.y);
- this->m_modelViewProjectionCopyInverse = glm::inverse (this->m_modelViewProjectionCopy);
- this->m_modelMatrix = glm::ortho<float> (0.0, size.x, 0.0, size.y);
- this->m_viewProjectionMatrix = glm::mat4 (1.0);
- }
- void CImage::setup () {
- // do not double-init stuff, that's bad!
- if (this->m_initialized) {
- return;
- }
- // TODO: CHECK ORDER OF THINGS, 2419444134'S ID 27 DEPENDS ON 104'S COMPOSITE_A WHEN OUR LAST RENDER IS ON COMPOSITE_B
- // TODO: SUPPORT PASSTHROUGH (IT'S A SHADER)
- // passthrough images without effects are bad, do not draw them
- if (this->m_image.model->passthrough && this->m_image.effects.empty ()) {
- return;
- }
- // copy pass to the composite layer
- for (const auto& cur : this->getImage ().model->material->passes) {
- this->m_passes.push_back (
- new CPass (*this, std::make_shared<FBOProvider> (this), *cur, std::nullopt, std::nullopt, std::nullopt)
- );
- }
- // prepare the passes list
- if (!this->getImage ().effects.empty ()) {
- // generate the effects used by this material
- for (const auto& cur : this->m_image.effects) {
- // do not add non-visible effects, this might need some adjustements tho as some effects might not be visible
- // but affect the output of the image...
- if (!cur->visible->value->getBool ()) {
- continue;
- }
- const auto fboProvider = std::make_shared<FBOProvider> (this);
- // create all the fbos for this effect
- for (const auto& fbo : cur->effect->fbos) {
- fboProvider->create (*fbo, this->m_texture->getFlags (), this->getSize ());
- }
- // TODO: MAKE USE OF ZIP OPERATOR IN BOOST? WAY OVERKILL JUST FOR THIS...
- auto curEffect = cur->effect->passes.begin ();
- auto endEffect = cur->effect->passes.end ();
- auto curOverride = cur->passOverrides.begin ();
- auto endOverride = cur->passOverrides.end ();
- for (; curEffect != endEffect; ++curEffect) {
- if (!(*curEffect)->material.has_value ()) {
- if (!(*curEffect)->command.has_value ()) {
- sLog.error ("Pass without material and command not supported");
- continue;
- }
- if (!(*curEffect)->source.has_value ()) {
- sLog.error ("Pass without material and source not supported");
- continue;
- }
- if (!(*curEffect)->target.has_value ()) {
- sLog.error ("Pass without material and target not supported");
- continue;
- }
- if ((*curEffect)->command != Command_Copy) {
- sLog.error ("Only copy command is supported for pass without material");
- continue;
- }
- auto virtualPass = std::make_unique<MaterialPass>(MaterialPass {
- .blending = BlendingMode_Normal,
- .cullmode = CullingMode_Disable,
- .depthtest = DepthtestMode_Disabled,
- .depthwrite = DepthwriteMode_Disabled,
- .shader = "commands/copy",
- .textures = {
- {0, *(*curEffect)->source}
- },
- .combos = {},
- .constants = {}
- });
- const auto& config = *this->m_virtualPassess.emplace_back (std::move(virtualPass));
- // build a pass for a copy shader
- this->m_passes.push_back (
- new CPass (*this, fboProvider, config, std::nullopt, std::nullopt, (*curEffect)->target.value ())
- );
- } else {
- for (auto& pass : (*curEffect)->material.value ()->passes) {
- const auto override =
- curOverride != endOverride
- ? **curOverride
- : std::optional<std::reference_wrapper<const ImageEffectPassOverride>> (std::nullopt);
- const auto target = (*curEffect)->target.has_value ()
- ? *(*curEffect)->target
- : std::optional<std::reference_wrapper<std::string>> (std::nullopt);
- this->m_passes.push_back (
- new CPass (*this, fboProvider, *pass, override, (*curEffect)->binds, target));
- }
- if (curOverride != endOverride) {
- ++curOverride;
- }
- }
- }
- }
- }
- // extra render pass if there's any blending to be done
- if (this->m_image.colorBlendMode > 0) {
- this->m_materials.colorBlending.material = MaterialParser::load (this->getScene ().getScene ().project, "materials/util/effectpassthrough.json");
- this->m_materials.colorBlending.override = std::make_unique<ImageEffectPassOverride> (ImageEffectPassOverride {
- .id = -1,
- .combos = {
- {"BLENDMODE", this->m_image.colorBlendMode},
- },
- .constants = {},
- .textures = {},
- });
- this->m_passes.push_back (
- new CPass (
- *this,
- std::make_shared <FBOProvider>(this),
- **this->m_materials.colorBlending.material->passes.begin (),
- *this->m_materials.colorBlending.override,
- std::nullopt,
- std::nullopt
- )
- );
- }
- // if there's more than one pass the blendmode has to be moved from the beginning to the end
- if (this->m_passes.size () > 1) {
- const auto first = this->m_passes.begin ();
- const auto last = this->m_passes.rbegin ();
- (*last)->setBlendingMode ((*first)->getBlendingMode ());
- (*first)->setBlendingMode (BlendingMode_Normal);
- }
- // calculate full animation time (if any)
- this->m_animationTime = 0.0f;
- for (const auto& cur : this->getTexture ()->getFrames ()) {
- this->m_animationTime += cur->frametime;
- }
- this->setupPasses ();
- this->m_initialized = true;
- }
- void CImage::setupPasses () {
- // do a pass on everything and setup proper inputs and values
- std::shared_ptr<const CFBO> drawTo = this->m_currentMainFBO;
- std::shared_ptr<const TextureProvider> asInput = this->getTexture ();
- GLuint texcoord = this->getTexCoordCopy ();
- auto cur = this->m_passes.begin ();
- auto end = this->m_passes.end ();
- bool first = true;
- for (; cur != end; ++cur) {
- // TODO: PROPERLY CHECK EFFECT'S VISIBILITY AND TAKE IT INTO ACCOUNT
- // TODO: THIS REQUIRES ON-THE-FLY EVALUATION OF EFFECTS VISIBILITY TO FIGURE OUT
- // TODO: WHICH ONE IS THE LAST + A FEW OTHER THINGS
- Effects::CPass* pass = *cur;
- std::shared_ptr<const CFBO> prevDrawTo = drawTo;
- GLuint spacePosition = (first) ? this->getCopySpacePosition () : this->getPassSpacePosition ();
- const glm::mat4* projection = (first) ? &this->m_modelViewProjectionCopy : &this->m_modelViewProjectionPass;
- const glm::mat4* inverseProjection =
- (first) ? &this->m_modelViewProjectionCopyInverse : &this->m_modelViewProjectionPassInverse;
- first = false;
- pass->setModelMatrix (&this->m_modelMatrix);
- pass->setViewProjectionMatrix (&this->m_viewProjectionMatrix);
- // set viewport and target texture if needed
- if (pass->getTarget ().has_value ()) {
- // setup target texture
- std::string target = pass->getTarget ().value ();
- drawTo = pass->getFBOProvider ()->find (target);
- // spacePosition = this->getPassSpacePosition ();
- // not a local fbo, try to find a scene fbo with the same name
- if (drawTo == nullptr) {
- // this one throws if no fbo was found
- drawTo = this->getScene ().findFBO (target);
- }
- }
- // determine if it's the last element in the list as this is a screen-copy-like process
- // TODO: PROPERLY CHECK IF THIS IS ALL THAT'S NEEDED
- else if (std::next (cur) == end && this->getImage ().visible->value->getBool ()) {
- // TODO: PROPERLY CHECK EFFECT'S VISIBILITY AND TAKE IT INTO ACCOUNT
- spacePosition = this->getSceneSpacePosition ();
- drawTo = this->getScene ().getFBO ();
- projection = &this->m_modelViewProjectionScreen;
- inverseProjection = &this->m_modelViewProjectionScreenInverse;
- }
- pass->setDestination (drawTo);
- pass->setInput (asInput);
- pass->setPosition (spacePosition);
- pass->setTexCoord (texcoord);
- pass->setModelViewProjectionMatrix (projection);
- pass->setModelViewProjectionMatrixInverse (inverseProjection);
- texcoord = this->getTexCoordPass ();
- drawTo = prevDrawTo;
- if (!pass->getTarget ().has_value ())
- this->pinpongFramebuffer (&drawTo, &asInput);
- }
- }
- void CImage::pinpongFramebuffer (std::shared_ptr<const CFBO>* drawTo, std::shared_ptr<const TextureProvider>* asInput) {
- // temporarily store FBOs used
- std::shared_ptr<const CFBO> currentMainFBO = this->m_currentMainFBO;
- std::shared_ptr<const CFBO> currentSubFBO = this->m_currentSubFBO;
- if (drawTo != nullptr)
- *drawTo = currentSubFBO;
- if (asInput != nullptr)
- *asInput = currentMainFBO;
- // swap the FBOs
- this->m_currentMainFBO = currentSubFBO;
- this->m_currentSubFBO = currentMainFBO;
- }
- void CImage::render () {
- // do not try to render something that did not initialize successfully
- // non-visible materials do need to be rendered
- if (!this->m_initialized) {
- return;
- }
- glColorMask (true, true, true, true);
- // update the position if required
- // TODO: There's more images that are not affected by parallax, autosize or fullscreen are not affected
- if (this->getScene ().getScene ().camera.parallax.enabled && !this->getImage ().model->fullscreen) {
- this->updateScreenSpacePosition ();
- }
- #if !NDEBUG
- std::string str = "Rendering ";
- if (this->getScene ().getScene ().camera.bloom.enabled->value->getBool () && this->getId () == -1)
- str += "bloom";
- else {
- str += this->getImage ().name + " (" + std::to_string (this->getId ()) + ", " +
- this->getImage ().model->material->filename + ")";
- }
- glPushDebugGroup (GL_DEBUG_SOURCE_APPLICATION, 0, -1, str.c_str ());
- #endif /* DEBUG */
- auto cur = this->m_passes.begin ();
- for (const auto end = this->m_passes.end (); cur != end; ++cur) {
- if (std::next (cur) == end) {
- glColorMask (true, true, true, false);
- }
- (*cur)->render ();
- }
- #if !NDEBUG
- glPopDebugGroup ();
- #endif /* DEBUG */
- }
- void CImage::updateScreenSpacePosition () {
- // do not perform any changes to the image based on the parallax if it was explicitly disabled
- if (this->getScene ().getContext ().getApp ().getContext ().settings.mouse.disableparallax) {
- return;
- }
- const double parallaxAmount = this->getScene ().getScene ().camera.parallax.amount->value->getFloat ();
- const glm::vec2 depth = this->getImage ().parallaxDepth;
- const glm::vec2* displacement = this->getScene ().getParallaxDisplacement ();
- float x = (depth.x + parallaxAmount) * displacement->x * this->getSize ().x;
- float y = (depth.y + parallaxAmount) * displacement->y * this->getSize ().x;
- this->m_modelViewProjectionScreen = glm::translate (
- this->getScene ().getCamera ().getProjection () * this->getScene ().getCamera ().getLookAt (),
- {x, y, 0.0f}
- );
- }
- std::shared_ptr<const TextureProvider> CImage::getTexture () const {
- return this->m_texture;
- }
- double CImage::getAnimationTime () const {
- return this->m_animationTime;
- }
- const Image& CImage::getImage () const {
- return this->m_image;
- }
- const std::vector<CEffect*>& CImage::getEffects () const {
- return this->m_effects;
- }
- const Effects::CMaterial* CImage::getMaterial () const {
- return this->m_material;
- }
- glm::vec2 CImage::getSize () const {
- if (this->m_texture == nullptr) {
- return this->getImage ().size;
- }
- return {this->m_texture->getRealWidth (), this->m_texture->getRealHeight ()};
- }
- GLuint CImage::getSceneSpacePosition () const {
- return this->m_sceneSpacePosition;
- }
- GLuint CImage::getCopySpacePosition () const {
- return this->m_copySpacePosition;
- }
- GLuint CImage::getPassSpacePosition () const {
- return this->m_passSpacePosition;
- }
- GLuint CImage::getTexCoordCopy () const {
- return this->m_texcoordCopy;
- }
- GLuint CImage::getTexCoordPass () const {
- return this->m_texcoordPass;
- }
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