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- #include <vector>
- #include "CWallpaper.h"
- #include "WallpaperEngine/Logging/Log.h"
- #include "WallpaperEngine/Render/Wallpapers/CScene.h"
- #include "WallpaperEngine/Render/Wallpapers/CVideo.h"
- #include "WallpaperEngine/Render/Wallpapers/CWeb.h"
- #include "WallpaperEngine/Data/Model/Project.h"
- #include "WallpaperEngine/Data/Model/Wallpaper.h"
- using namespace WallpaperEngine::Render;
- CWallpaper::CWallpaper (
- const Wallpaper& wallpaperData, RenderContext& context, AudioContext& audioContext,
- const WallpaperState::TextureUVsScaling& scalingMode, const uint32_t& clampMode
- ) :
- ContextAware (context), FBOProvider (nullptr), m_wallpaperData (wallpaperData), m_audioContext (audioContext),
- m_state (scalingMode, clampMode) {
- glGenVertexArrays (1, &this->m_vaoBuffer);
- glBindVertexArray (this->m_vaoBuffer);
- this->setupShaders ();
- constexpr 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
- constexpr 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 };
- // GL_DYNAMIC_DRAW: render() rewrites this buffer's contents (via glBufferSubData) whenever
- // the wallpaper's UVs change. The attrib pointer/enable state below is captured by the VAO
- // once here rather than redone every render() call - only the buffer's contents change later.
- glGenBuffers (1, &this->m_texCoordBuffer);
- glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
- glBufferData (GL_ARRAY_BUFFER, sizeof (texCoords), texCoords, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray (this->a_TexCoord);
- glVertexAttribPointer (this->a_TexCoord, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
- // Static for the object's lifetime, so its attrib setup also only needs to happen once here.
- glGenBuffers (1, &this->m_positionBuffer);
- glBindBuffer (GL_ARRAY_BUFFER, this->m_positionBuffer);
- glBufferData (GL_ARRAY_BUFFER, sizeof (position), position, GL_STATIC_DRAW);
- glEnableVertexAttribArray (this->a_Position);
- glVertexAttribPointer (this->a_Position, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
- }
- CWallpaper::~CWallpaper () {
- // programs here only ever have 2 shaders attached (vertex + fragment)
- GLuint attachedShaders[2];
- GLsizei attachedCount = 0;
- glGetAttachedShaders (this->m_shader, 2, &attachedCount, attachedShaders);
- for (auto i = 0; i < attachedCount; i++) {
- glDeleteShader (attachedShaders[i]);
- }
- glDeleteProgram (this->m_shader);
- glDeleteBuffers (1, &this->m_texCoordBuffer);
- glDeleteBuffers (1, &this->m_positionBuffer);
- glDeleteVertexArrays (1, &this->m_vaoBuffer);
- }
- const AssetLocator& CWallpaper::getAssetLocator () const { return *this->m_wallpaperData.project.assetLocator; }
- const Wallpaper& 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 () {
- const GLuint vertexShaderID = glCreateShader (GL_VERTEX_SHADER);
- const char* sourcePointer = "#version 330\n"
- "precision highp float;\n"
- "in vec3 a_Position;\n"
- "in vec2 a_TexCoord;\n"
- "out 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;
- glGetShaderiv (vertexShaderID, GL_COMPILE_STATUS, &result);
- glGetShaderiv (vertexShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
- if (infoLogLength > 0) {
- const auto logBuffer = new char[infoLogLength + 1];
- memset (logBuffer, 0, infoLogLength + 1);
- glGetShaderInfoLog (vertexShaderID, infoLogLength, nullptr, logBuffer);
- const std::string message = logBuffer;
- delete[] logBuffer;
- sLog.exception (message);
- }
- const GLuint fragmentShaderID = glCreateShader (GL_FRAGMENT_SHADER);
- sourcePointer = "#version 330\n"
- "precision highp float;\n"
- "uniform sampler2D g_Texture0;\n"
- "in vec2 v_TexCoord;\n"
- "out vec4 out_FragColor;\n"
- "void main () {\n"
- "out_FragColor = texture (g_Texture0, v_TexCoord);\n"
- "}";
- glShaderSource (fragmentShaderID, 1, &sourcePointer, nullptr);
- glCompileShader (fragmentShaderID);
- result = GL_FALSE;
- infoLogLength = 0;
- glGetShaderiv (fragmentShaderID, GL_COMPILE_STATUS, &result);
- glGetShaderiv (fragmentShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
- if (infoLogLength > 0) {
- const auto logBuffer = new char[infoLogLength + 1];
- memset (logBuffer, 0, infoLogLength + 1);
- glGetShaderInfoLog (fragmentShaderID, infoLogLength, nullptr, logBuffer);
- const std::string message = logBuffer;
- delete[] logBuffer;
- sLog.exception (message);
- }
- this->m_shader = glCreateProgram ();
- glAttachShader (this->m_shader, vertexShaderID);
- glAttachShader (this->m_shader, fragmentShaderID);
- glLinkProgram (this->m_shader);
- 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) {
- const auto logBuffer = new char[infoLogLength + 1];
- memset (logBuffer, 0, infoLogLength + 1);
- glGetProgramInfoLog (this->m_shader, infoLogLength, nullptr, logBuffer);
- const std::string message = logBuffer;
- delete[] logBuffer;
- sLog.exception (message);
- }
- // shaders can be detached and deleted once linked into the program
- glDetachShader (this->m_shader, vertexShaderID);
- glDetachShader (this->m_shader, fragmentShaderID);
- glDeleteShader (vertexShaderID);
- glDeleteShader (fragmentShaderID);
- 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::setDestinationFramebuffer (GLuint framebuffer) { this->m_destFramebuffer = framebuffer; }
- void CWallpaper::setSpanInfo (const SpanInfo& spanInfo) { this->m_spanInfo = spanInfo; }
- const CWallpaper::SpanInfo* CWallpaper::getSpanInfo () const {
- return this->m_spanInfo.has_value () ? &this->m_spanInfo.value () : nullptr;
- }
- void CWallpaper::updateUVs (const glm::ivec4& viewport, const bool vflip) {
- if (this->m_state.hasChanged (viewport, vflip, this->getWidth (), this->getHeight ())) {
- this->m_state.updateState (viewport, vflip, this->getWidth (), this->getHeight ());
- }
- }
- void CWallpaper::render (
- const glm::ivec4& viewport, const bool vflip, const glm::ivec2& globalPosition, const glm::ivec2& logicalSize
- ) {
- const uint32_t currentFrame = this->getContext ().getDriver ().getFrameCounter ();
- const bool needsSceneRender = (currentFrame != this->m_lastRenderedFrame);
- const glm::ivec4 sceneViewport = this->m_spanInfo.has_value ()
- ? glm::ivec4 { 0, 0, this->m_spanInfo->totalBounds.z, this->m_spanInfo->totalBounds.w }
- : viewport;
- #if !NDEBUG
- glPushDebugGroup (GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Rendering scene");
- #endif /* !NDEBUG */
- if (needsSceneRender) {
- this->renderFrame (sceneViewport);
- this->m_lastRenderedFrame = currentFrame;
- }
- #if !NDEBUG
- glPopDebugGroup ();
- glPushDebugGroup (GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Rendering scene to output");
- #endif /* !NDEBUG */
- float ustart, uend, vstart, vend;
- if (this->m_spanInfo.has_value ()) {
- // span mode: scale the wallpaper to the bounding box using the normal scaling rules
- // (fill/fit/stretch/default), then slice per monitor
- const auto& span = this->m_spanInfo.value ();
- const float spanW = static_cast<float> (span.totalBounds.z);
- const float spanH = static_cast<float> (span.totalBounds.w);
- const float spanX = static_cast<float> (span.totalBounds.x);
- const float spanY = static_cast<float> (span.totalBounds.y);
- this->updateUVs (span.totalBounds, vflip);
- auto [baseUstart, baseUend, baseVstart, baseVend] = this->m_state.getTextureUVs ();
- // this viewport's relative position within the bounding box [0..1]; logicalSize is in the
- // same coordinate space as globalPosition and totalBounds
- const float relLeft = (static_cast<float> (globalPosition.x) - spanX) / spanW;
- const float relRight = (static_cast<float> (globalPosition.x + logicalSize.x) - spanX) / spanW;
- const float relTop = (static_cast<float> (globalPosition.y) - spanY) / spanH;
- const float relBottom = (static_cast<float> (globalPosition.y + logicalSize.y) - spanY) / spanH;
- // interpolate within the base UVs to get this viewport's slice
- const float baseURange = baseUend - baseUstart;
- const float baseVRange = baseVend - baseVstart;
- ustart = baseUstart + relLeft * baseURange;
- uend = baseUstart + relRight * baseURange;
- vstart = baseVstart + relTop * baseVRange;
- vend = baseVstart + relBottom * baseVRange;
- if (this->m_lastRenderedFrame < 5) {
- sLog.debug (
- "SPAN DEBUG: viewport=", viewport.z, "x", viewport.w, " globalPos=(", globalPosition.x, ",",
- globalPosition.y, ")", " span=(", span.totalBounds.x, ",", span.totalBounds.y, ",", span.totalBounds.z,
- ",", span.totalBounds.w, ")", " rel=[", relLeft, ",", relRight, "]x[", relTop, ",", relBottom, "]",
- " baseUV=[", baseUstart, ",", baseUend, "]x[", baseVstart, ",", baseVend, "]", " finalUV=[", ustart,
- ",", uend, "]x[", vstart, ",", vend, "]"
- );
- }
- } else {
- updateUVs (viewport, vflip);
- auto uvs = this->m_state.getTextureUVs ();
- ustart = uvs.ustart;
- uend = uvs.uend;
- vstart = uvs.vstart;
- vend = uvs.vend;
- }
- const 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);
- glDisable (GL_BLEND);
- glDisable (GL_DEPTH_TEST);
- glDisable (GL_CULL_FACE);
- glUseProgram (this->m_shader);
- glActiveTexture (GL_TEXTURE0);
- glBindTexture (GL_TEXTURE_2D, this->getWallpaperTexture ());
- glUniform1i (this->g_Texture0, 0);
- if (ustart != this->m_uploadedUstart || uend != this->m_uploadedUend || vstart != this->m_uploadedVstart
- || vend != this->m_uploadedVend) {
- glBindBuffer (GL_ARRAY_BUFFER, this->m_texCoordBuffer);
- glBufferSubData (GL_ARRAY_BUFFER, 0, sizeof (texCoords), texCoords);
- this->m_uploadedUstart = ustart;
- this->m_uploadedUend = uend;
- this->m_uploadedVstart = vstart;
- this->m_uploadedVend = vend;
- }
- glDrawArrays (GL_TRIANGLES, 0, 6);
- if (this->getContext ().getApp ().getContext ().settings.render.debug.brightnessLog) {
- static uint32_t brightnessFrameCounter = 0;
- if ((brightnessFrameCounter++ % 30) == 0) {
- std::vector<unsigned char> px (viewport.z * viewport.w * 4);
- glReadPixels (
- viewport.x, viewport.y, viewport.z, viewport.w, GL_RGBA, GL_UNSIGNED_BYTE, px.data ()
- );
- uint64_t sum = 0;
- for (size_t i = 0; i < px.size (); i += 4) {
- sum += px[i] + px[i + 1] + px[i + 2];
- }
- const double mean = static_cast<double> (sum) / (px.size () / 4 * 3);
- sLog.out ("[BRIGHTNESS] frame=", brightnessFrameCounter, " mean=", mean);
- }
- }
- #if !NDEBUG
- glPopDebugGroup ();
- #endif /* !NDEBUG */
- }
- void CWallpaper::setPause (bool newState) { }
- void CWallpaper::setAudioPolicy (bool muted, std::optional<int> ambientVolume) { }
- void CWallpaper::setupFramebuffers () {
- const uint32_t width = this->getWidth ();
- const uint32_t height = this->getHeight ();
- const uint32_t clamp = this->m_state.getClampingMode ();
- this->m_sceneFBO = this->create (
- "_rt_FullFrameBuffer", TextureFormat_ARGB8888, clamp, 1.0, { width, height }, { width, height },
- this->m_cornerColor
- );
- this->alias ("_rt_MipMappedFrameBuffer", "_rt_FullFrameBuffer");
- }
- AudioContext& CWallpaper::getAudioContext () const { return this->m_audioContext; }
- const WallpaperState& CWallpaper::getState () const { return this->m_state; }
- void CWallpaper::setScalingMode (WallpaperState::TextureUVsScaling mode) { this->m_state.setTextureUVsStrategy (mode); }
- void CWallpaper::setZoom (float zoom) { this->m_state.setZoom (zoom); }
- void CWallpaper::setCornerColor (const glm::vec4& color) {
- this->m_cornerColor = color;
- if (this->m_sceneFBO != nullptr) {
- this->m_sceneFBO->setBorderColor (color);
- }
- }
- std::shared_ptr<const CFBO> CWallpaper::findFBO (const std::string& name) const {
- const auto fbo = this->find (name);
- if (fbo == nullptr) {
- sLog.exception ("Cannot find FBO ", name);
- }
- return fbo;
- }
- std::shared_ptr<const CFBO> CWallpaper::getFBO () const { return this->m_sceneFBO; }
- std::unique_ptr<CWallpaper> CWallpaper::fromWallpaper (
- const Wallpaper& wallpaper, RenderContext& context, AudioContext& audioContext,
- const std::filesystem::path& resolvedBackgroundPath, const WallpaperState::TextureUVsScaling& scalingMode,
- const uint32_t& clampMode, const glm::ivec2& maxRenderSize
- ) {
- if (wallpaper.is<Scene> ()) {
- return std::make_unique<WallpaperEngine::Render::Wallpapers::CScene> (
- wallpaper, context, audioContext, scalingMode, clampMode
- );
- }
- if (wallpaper.is<Video> ()) {
- return std::make_unique<WallpaperEngine::Render::Wallpapers::CVideo> (
- wallpaper, context, audioContext, scalingMode, clampMode
- );
- }
- if (wallpaper.is<Web> ()) {
- return std::make_unique<WallpaperEngine::Render::Wallpapers::CWeb> (
- wallpaper, context, audioContext, resolvedBackgroundPath, scalingMode, clampMode, maxRenderSize
- );
- }
- sLog.exception ("Unsupported wallpaper type");
- }
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