More code cleanup:

- Separated program args parsing and validation from initialization code
 - Application's main body in it's own class

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
This commit is contained in:
Alexis Maiquez 2023-02-07 04:17:51 +01:00
parent 476d45be0a
commit 55760aee4d
10 changed files with 623 additions and 499 deletions

View File

@ -43,6 +43,11 @@ add_executable(
src/WallpaperEngine/Logging/CLog.cpp
src/WallpaperEngine/Logging/CLog.h
src/WallpaperEngine/Application/CApplicationContext.cpp
src/WallpaperEngine/Application/CApplicationContext.h
src/WallpaperEngine/Application/CWallpaperApplication.cpp
src/WallpaperEngine/Application/CWallpaperApplication.h
src/WallpaperEngine/Assets/CPackageLoadException.cpp
src/WallpaperEngine/Assets/CPackageLoadException.h
src/WallpaperEngine/Assets/CAssetLoadException.cpp

459
main.cpp
View File

@ -23,227 +23,21 @@
#include "WallpaperEngine/Assets/CPackageLoadException.h"
#include "Steam/FileSystem/FileSystem.h"
#include "WallpaperEngine/Application/CApplicationContext.h"
#include "WallpaperEngine/Application/CWallpaperApplication.h"
#include "WallpaperEngine/Audio/CAudioContext.h"
#include "WallpaperEngine/Audio/Drivers/CSDLAudioDriver.h"
#include "WallpaperEngine/Render/Drivers/COpenGLDriver.h"
#include "common.h"
#define WORKSHOP_APP_ID 431960
#define APP_DIRECTORY "wallpaper_engine"
float g_Time;
float g_TimeLast;
bool g_KeepRunning = true;
bool g_AudioEnabled = true;
int g_AudioVolume = 128;
void print_help (const char* route)
{
sLog.out ("Usage: ", route, " [options] background_path/background_id");
sLog.out ("");
sLog.out ("where background_path/background_id can be:");
sLog.out ("\tthe ID of the background (for autodetection on your steam installation)");
sLog.out ("\ta full path to the background's folder");
sLog.out ("");
sLog.out ("options:");
sLog.out ("\t--silent\t\t\t\t\tMutes all the sound the wallpaper might produce");
sLog.out ("\t--volume <amount>\t\t\tSets the volume for all the sounds in the background");
sLog.out ("\t--screen-root <screen name>\tDisplay as screen's background");
sLog.out ("\t--fps <maximum-fps>\t\t\tLimits the FPS to the given number, useful to keep battery consumption low");
sLog.out ("\t--assets-dir <path>\t\t\tFolder where the assets are stored");
sLog.out ("\t--screenshot\t\t\t\tTakes a screenshot of the background");
sLog.out ("\t--list-properties\t\t\tList all the available properties and their possible values");
sLog.out ("\t--set-property <name=value>\tOverrides the default value of the given property");
}
std::string stringPathFixes(const std::string& s)
{
if (s.empty () == true)
return s;
std::string str (s);
// remove single-quotes from the arguments
if (str [0] == '\'' && str [str.size() - 1] == '\'')
str
.erase (str.size() - 1, 1)
.erase (0, 1);
return std::move (str);
}
WallpaperEngine::Application::CWallpaperApplication* appPointer;
void signalhandler(int sig)
{
g_KeepRunning = false;
}
if (appPointer == nullptr)
return;
void addPkg (CCombinedContainer* containers, const std::filesystem::path& path, std::string pkgfile)
{
try
{
auto scene_path = std::filesystem::path (path) / pkgfile;
// add the package to the list
containers->add (new WallpaperEngine::Assets::CPackage (scene_path));
sLog.out ("Detected ", pkgfile, " file at ", scene_path, ". Adding to list of searchable paths");
}
catch (CPackageLoadException& ex)
{
// ignore this error, the package file was not found
sLog.out ("No ", pkgfile, " file found at ", path, ". Defaulting to normal folder storage");
}
catch (std::runtime_error& ex)
{
// the package was found but there was an error loading it (wrong header or something)
sLog.exception ("Failed to load scene.pkg file: ", ex.what());
}
}
CVirtualContainer* buildVirtualContainer ()
{
CVirtualContainer* container = new WallpaperEngine::Assets::CVirtualContainer ();
//
// Had to get a little creative with the effects to achieve the same bloom effect without any custom code
// these virtual files are loaded by an image in the scene that takes current _rt_FullFrameBuffer and
// applies the bloom effect to render it out to the screen
//
// add the effect file for screen bloom
container->add (
"effects/wpenginelinux/bloomeffect.json",
"{"
"\t\"name\":\"camerabloom_wpengine_linux\","
"\t\"group\":\"wpengine_linux_camera\","
"\t\"dependencies\":[],"
"\t\"passes\":"
"\t["
"\t\t{"
"\t\t\t\"material\": \"materials/util/downsample_quarter_bloom.json\","
"\t\t\t\"target\": \"_rt_4FrameBuffer\","
"\t\t\t\"bind\":"
"\t\t\t["
"\t\t\t\t{"
"\t\t\t\t\t\"name\": \"_rt_FullFrameBuffer\","
"\t\t\t\t\t\"index\": 0"
"\t\t\t\t}"
"\t\t\t]"
"\t\t},"
"\t\t{"
"\t\t\t\"material\": \"materials/util/downsample_eighth_blur_v.json\","
"\t\t\t\"target\": \"_rt_8FrameBuffer\","
"\t\t\t\"bind\":"
"\t\t\t["
"\t\t\t\t{"
"\t\t\t\t\t\"name\": \"_rt_4FrameBuffer\","
"\t\t\t\t\t\"index\": 0"
"\t\t\t\t}"
"\t\t\t]"
"\t\t},"
"\t\t{"
"\t\t\t\"material\": \"materials/util/blur_h_bloom.json\","
"\t\t\t\"target\": \"_rt_Bloom\","
"\t\t\t\"bind\":"
"\t\t\t["
"\t\t\t\t{"
"\t\t\t\t\t\"name\": \"_rt_8FrameBuffer\","
"\t\t\t\t\t\"index\": 0"
"\t\t\t\t}"
"\t\t\t]"
"\t\t},"
"\t\t{"
"\t\t\t\"material\": \"materials/util/combine.json\","
"\t\t\t\"target\": \"_rt_FullFrameBuffer\","
"\t\t\t\"bind\":"
"\t\t\t["
"\t\t\t\t{"
"\t\t\t\t\t\"name\": \"_rt_imageLayerComposite_-1_a\","
"\t\t\t\t\t\"index\": 0"
"\t\t\t\t},"
"\t\t\t\t{"
"\t\t\t\t\t\"name\": \"_rt_Bloom\","
"\t\t\t\t\t\"index\": 1"
"\t\t\t\t}"
"\t\t\t]"
"\t\t}"
"\t]"
"}"
);
// add some model for the image element even if it's going to waste rendering cycles
container->add (
"models/wpenginelinux.json",
"{"
"\t\"material\":\"materials/wpenginelinux.json\""
"}"
);
// models require materials, so add that too
container->add (
"materials/wpenginelinux.json",
"{"
"\t\"passes\":"
"\t\t["
"\t\t\t{"
"\t\t\t\t\"blending\": \"normal\","
"\t\t\t\t\"cullmode\": \"nocull\","
"\t\t\t\t\"depthtest\": \"disabled\","
"\t\t\t\t\"depthwrite\": \"disabled\","
"\t\t\t\t\"shader\": \"genericimage2\","
"\t\t\t\t\"textures\": [\"_rt_FullFrameBuffer\"]"
"\t\t\t}"
"\t\t]"
"}"
);
return container;
}
void takeScreenshot (WallpaperEngine::Render::CWallpaper* wp, const std::filesystem::path& filename, FREE_IMAGE_FORMAT format)
{
GLint width, height;
// bind texture and get the size
glBindFramebuffer (GL_FRAMEBUFFER, wp->getWallpaperFramebuffer ());
glBindTexture (GL_TEXTURE_2D, wp->getWallpaperTexture ());
glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
// make room for storing the pixel data
uint8_t* buffer = new uint8_t [width * height * sizeof (uint8_t) * 3];
uint8_t* pixel = buffer;
// read the image into the buffer
glReadPixels (0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
// build the output file with FreeImage
FIBITMAP* bitmap = FreeImage_Allocate (width, height, 24);
RGBQUAD color;
// now get access to the pixels
for (int y = height; y > 0; y --)
{
for (int x = 0; x < width; x ++)
{
color.rgbRed = *pixel ++;
color.rgbGreen = *pixel ++;
color.rgbBlue = *pixel ++;
// set the pixel in the destination
FreeImage_SetPixelColor (bitmap, x, y, &color);
}
}
// finally save the file
FreeImage_Save (format, bitmap, filename.c_str (), 0);
// free all the used memory
delete[] buffer;
FreeImage_Unload (bitmap);
// unbind the textures
glBindTexture (GL_TEXTURE_2D, GL_NONE);
appPointer->signal (sig);
}
void initLogging ()
@ -256,244 +50,21 @@ int main (int argc, char* argv[])
{
initLogging ();
std::vector <std::string> screens;
std::map <std::string, std::string> propertyOverrides;
int maximumFPS = 30;
bool shouldTakeScreenshot = false;
bool shouldListPropertiesAndStop = false;
FREE_IMAGE_FORMAT screenshotFormat = FIF_UNKNOWN;
std::string path;
std::filesystem::path assetsPath;
std::filesystem::path screenshotPath;
static struct option long_options [] = {
{"screen-root", required_argument, 0, 'r'},
{"pkg", required_argument, 0, 'p'},
{"dir", required_argument, 0, 'd'},
{"silent", no_argument, 0, 's'},
{"volume", required_argument, 0, 'v'},
{"help", no_argument, 0, 'h'},
{"fps", required_argument, 0, 'f'},
{"assets-dir", required_argument, 0, 'a'},
{"screenshot", required_argument, 0, 'c'},
{"list-properties", no_argument, 0, 'l'},
{"set-property", required_argument, 0, 'o'},
{nullptr, 0, 0, 0}
};
while (true)
{
int c = getopt_long (argc, argv, "r:p:d:shf:a:", long_options, nullptr);
if (c == -1)
break;
switch (c)
{
case 'o':
{
std::string value = optarg;
std::string::size_type equals = value.find ('=');
// properties without value are treated as booleans for now
if (equals == std::string::npos)
propertyOverrides.insert_or_assign (value, "1");
else
propertyOverrides.insert_or_assign (
value.substr (0, equals),
value.substr (equals + 1)
);
}
break;
case 'l':
shouldListPropertiesAndStop = true;
break;
case 'r':
screens.emplace_back (optarg);
break;
case 'p':
case 'd':
sLog.error ("--dir/--pkg is deprecated and not used anymore");
path = stringPathFixes (optarg);
break;
case 's':
g_AudioEnabled = false;
break;
case 'h':
print_help (argv [0]);
break;
case 'f':
maximumFPS = atoi (optarg);
break;
case 'a': assetsPath = optarg;
break;
case 'v':
g_AudioVolume = atoi (optarg);
break;
case 'c':
shouldTakeScreenshot = true;
screenshotPath = stringPathFixes (optarg);
break;
}
}
if (path.empty () == true)
{
if (optind < argc && strlen (argv [optind]) > 0)
{
path = argv [optind];
}
else
{
print_help (argv [0]);
return 0;
}
}
// validate screenshot file just to make sure
if (shouldTakeScreenshot == true)
{
if (screenshotPath.has_extension () == false)
sLog.exception ("Cannot determine screenshot format");
std::string extension = screenshotPath.extension ();
if (extension == ".bmp")
screenshotFormat = FIF_BMP;
else if (extension == ".png")
screenshotFormat = FIF_PNG;
else if (extension == ".jpg" || extension == ".jpeg")
screenshotFormat = FIF_JPEG;
else
sLog.exception ("Cannot determine screenshot format, unknown extension ", extension);
}
// check if the background might be an ID and try to find the right path in the steam installation folder
if (path.find ('/') == std::string::npos)
path = Steam::FileSystem::workshopDirectory (WORKSHOP_APP_ID, path);
WallpaperEngine::Assets::CCombinedContainer containers;
// the background's path is required to load project.json regardless of the type of background we're using
containers.add (new WallpaperEngine::Assets::CDirectory (path));
// add the virtual container for mocked up files
containers.add (buildVirtualContainer ());
// try to add the common packages
addPkg (&containers, path, "scene.pkg");
addPkg (&containers, path, "gifscene.pkg");
if (assetsPath.empty () == true)
{
try
{
assetsPath = Steam::FileSystem::appDirectory (APP_DIRECTORY, "assets");
}
catch (std::runtime_error)
{
// set current path as assets' folder
std::filesystem::path directory = std::filesystem::canonical ("/proc/self/exe")
.parent_path () / "assets";
}
}
else
{
sLog.out ("Found wallpaper engine's assets at ", assetsPath, " based on --assets-dir parameter");
}
if (assetsPath.empty () == true)
sLog.exception ("Cannot determine a valid path for the wallpaper engine assets");
// add containers to the list
containers.add (new WallpaperEngine::Assets::CDirectory (assetsPath));
// parse the project.json file
auto project = WallpaperEngine::Core::CProject::fromFile ("project.json", &containers);
// go to the right folder so the videos will play
if (project->getWallpaper ()->is <WallpaperEngine::Core::CVideo> () == true)
chdir (path.c_str ());
// show properties if required
for (auto cur : project->getProperties ())
{
// update the value of the property
auto override = propertyOverrides.find (cur->getName ());
if (override != propertyOverrides.end ())
{
sLog.out ("Applying override value for ", cur->getName ());
cur->update (override->second);
}
if (shouldListPropertiesAndStop)
sLog.out (cur->dump ());
}
WallpaperEngine::Application::CApplicationContext appContext (argc, argv);
WallpaperEngine::Application::CWallpaperApplication app (appContext);
// halt if the list-properties option was specified
if (shouldListPropertiesAndStop)
if (appContext.onlyListProperties)
return 0;
// attach signals so if a stop is requested the X11 resources are freed and the program shutsdown gracefully
std::signal(SIGINT, signalhandler);
std::signal(SIGTERM, signalhandler);
appPointer = &app;
// initialize sdl audio driver
WallpaperEngine::Audio::Drivers::CSDLAudioDriver audioDriver;
// initialize audio context
WallpaperEngine::Audio::CAudioContext audioContext (&audioDriver);
// initialize OpenGL driver
WallpaperEngine::Render::Drivers::COpenGLDriver videoDriver ("Wallpaper Engine");
// initialize render context
WallpaperEngine::Render::CRenderContext context (screens, videoDriver, &containers);
// initialize mouse support
context.setMouse (new CMouseInput (videoDriver.getWindow ()));
// ensure the context knows what wallpaper to render
context.setWallpaper (
WallpaperEngine::Render::CWallpaper::fromWallpaper (project->getWallpaper (), &context, &audioContext)
);
// attach signals to gracefully stop
std::signal (SIGINT, signalhandler);
std::signal (SIGTERM, signalhandler);
float startTime, endTime, minimumTime = 1.0f / maximumFPS;
while (videoDriver.closeRequested () == false && g_KeepRunning == true)
{
// keep track of the previous frame's time
g_TimeLast = g_Time;
// calculate the current time value
g_Time = videoDriver.getRenderTime ();
// get the start time of the frame
startTime = g_Time;
// render the scene
context.render ();
// get the end time of the frame
endTime = videoDriver.getRenderTime ();
// ensure the frame time is correct to not overrun FPS
if ((endTime - startTime) < minimumTime)
usleep ((minimumTime - (endTime - startTime)) * CLOCKS_PER_SEC);
if (shouldTakeScreenshot == true && videoDriver.getFrameCounter () == 5)
{
takeScreenshot (context.getWallpaper (), screenshotPath, screenshotFormat);
// disable screenshot just in case the counter overflows
shouldTakeScreenshot = false;
}
}
// ensure this is updated as sometimes it might not come from a signal
g_KeepRunning = false;
sLog.out ("Stop requested");
SDL_Quit ();
// show the wallpaper application
app.show ();
return 0;
}

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@ -0,0 +1,199 @@
#include "CApplicationContext.h"
#include "Steam/FileSystem/FileSystem.h"
#include "WallpaperEngine/Logging/CLog.h"
#include <cstring>
#include <string>
#include <getopt.h>
#define WORKSHOP_APP_ID 431960
#define APP_DIRECTORY "wallpaper_engine"
using namespace WallpaperEngine::Application;
struct option long_options [] = {
{"screen-root", required_argument, 0, 'r'},
{"pkg", required_argument, 0, 'p'},
{"dir", required_argument, 0, 'd'},
{"silent", no_argument, 0, 's'},
{"volume", required_argument, 0, 'v'},
{"help", no_argument, 0, 'h'},
{"fps", required_argument, 0, 'f'},
{"assets-dir", required_argument, 0, 'a'},
{"screenshot", required_argument, 0, 'c'},
{"list-properties", no_argument, 0, 'l'},
{"set-property", required_argument, 0, 'o'},
{nullptr, 0, 0, 0}
};
std::string stringPathFixes(const std::string& s)
{
if (s.empty () == true)
return s;
std::string str (s);
// remove single-quotes from the arguments
if (str [0] == '\'' && str [str.size() - 1] == '\'')
str
.erase (str.size() - 1, 1)
.erase (0, 1);
return std::move (str);
}
CApplicationContext::CApplicationContext (int argc, char* argv[]) :
takeScreenshot (false),
maximumFPS (30),
audioVolume (128),
audioEnabled (true),
onlyListProperties (false)
{
int c;
while ((c = getopt_long (argc, argv, "r:p:d:shf:a:", long_options, nullptr)) != -1)
{
switch (c)
{
case 'o':
{
std::string value = optarg;
std::string::size_type equals = value.find ('=');
// properties without value are treated as booleans for now
if (equals == std::string::npos)
this->properties.insert_or_assign (value, "1");
else
this->properties.insert_or_assign (
value.substr (0, equals),
value.substr (equals + 1)
);
}
break;
case 'l':
this->onlyListProperties = true;
break;
case 'r':
screens.emplace_back (optarg);
break;
case 'p':
case 'd':
sLog.error ("--dir/--pkg is deprecated and not used anymore");
this->background = stringPathFixes (optarg);
break;
case 's':
this->audioEnabled = false;
break;
case 'h':
this->printHelp (argv [0]);
break;
case 'f':
maximumFPS = atoi (optarg);
break;
case 'a':
this->assets = stringPathFixes (optarg);
break;
case 'v':
this->audioVolume = std::max (atoi (optarg), 128);
break;
case 'c':
this->takeScreenshot = true;
this->screenshot = stringPathFixes (optarg);
break;
}
}
if (this->background.empty () == true)
{
if (optind < argc && strlen (argv [optind]) > 0)
{
this->background = argv [optind];
}
else
{
this->printHelp (argv [0]);
}
}
// perform some extra validation on the inputs
this->validatePath ();
this->validateAssets ();
this->validateScreenshot ();
}
void CApplicationContext::validatePath ()
{
if (this->background.find ('/') != std::string::npos)
return;
this->background = Steam::FileSystem::workshopDirectory (WORKSHOP_APP_ID, this->background);
}
void CApplicationContext::validateAssets ()
{
if (this->assets.empty () == false)
{
sLog.out ("Using wallpaper engine's assets at ", this->assets, " based on --assets-dir parameter");
return;
}
try
{
this->assets = Steam::FileSystem::appDirectory (APP_DIRECTORY, "assets");
}
catch (std::runtime_error&)
{
// set current path as assets' folder
std::filesystem::path directory = std::filesystem::canonical ("/proc/self/exe")
.parent_path () / "assets";
}
}
void CApplicationContext::validateScreenshot ()
{
if (this->takeScreenshot == false)
return;
if (this->screenshot.has_extension () == false)
sLog.exception ("Cannot determine screenshot format");
std::string extension = this->screenshot.extension ();
if (extension == ".bmp")
this->screenshotFormat = FIF_BMP;
else if (extension == ".png")
this->screenshotFormat = FIF_PNG;
else if (extension == ".jpg" || extension == ".jpeg")
this->screenshotFormat = FIF_JPEG;
else
sLog.exception ("Cannot determine screenshot format, unknown extension ", extension);
}
void CApplicationContext::printHelp (const char* route)
{
sLog.out ("Usage: ", route, " [options] background_path/background_id");
sLog.out ("");
sLog.out ("where background_path/background_id can be:");
sLog.out ("\tthe ID of the background (for autodetection on your steam installation)");
sLog.out ("\ta full path to the background's folder");
sLog.out ("");
sLog.out ("options:");
sLog.out ("\t--silent\t\t\t\t\tMutes all the sound the wallpaper might produce");
sLog.out ("\t--volume <amount>\t\t\tSets the volume for all the sounds in the background");
sLog.out ("\t--screen-root <screen name>\tDisplay as screen's background");
sLog.out ("\t--fps <maximum-fps>\t\t\tLimits the FPS to the given number, useful to keep battery consumption low");
sLog.out ("\t--assets-dir <path>\t\t\tFolder where the assets are stored");
sLog.out ("\t--screenshot\t\t\t\tTakes a screenshot of the background");
sLog.out ("\t--list-properties\t\t\tList all the available properties and their possible values");
sLog.out ("\t--set-property <name=value>\tOverrides the default value of the given property");
}

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@ -0,0 +1,34 @@
#pragma once
#include <FreeImage.h>
#include <filesystem>
#include <map>
#include <string>
#include <vector>
namespace WallpaperEngine::Application
{
class CApplicationContext
{
public:
CApplicationContext (int argc, char* argv[]);
std::vector <std::string> screens;
std::map <std::string, std::string> properties;
std::string background;
std::filesystem::path assets;
std::filesystem::path screenshot;
bool takeScreenshot;
int maximumFPS;
int audioVolume;
bool audioEnabled;
bool onlyListProperties;
FREE_IMAGE_FORMAT screenshotFormat;
private:
void validatePath ();
void validateAssets ();
void validateScreenshot ();
void printHelp (const char* route);
};
}

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@ -0,0 +1,265 @@
#include "CWallpaperApplication.h"
#include "WallpaperEngine/Assets/CDirectory.h"
#include "WallpaperEngine/Assets/CVirtualContainer.h"
#include "WallpaperEngine/Audio/Drivers/CSDLAudioDriver.h"
#include "WallpaperEngine/Core/CVideo.h"
#include "WallpaperEngine/Logging/CLog.h"
#include "WallpaperEngine/Render/CRenderContext.h"
#include "WallpaperEngine/Render/Drivers/COpenGLDriver.h"
#include <unistd.h>
float g_Time;
float g_TimeLast;
bool g_KeepRunning = true;
bool g_AudioEnabled = true;
int g_AudioVolume = 128;
using namespace WallpaperEngine::Application;
CWallpaperApplication::CWallpaperApplication (CApplicationContext& context) :
m_context (context)
{
this->setupContainer ();
this->loadProject ();
this->setupProperties ();
}
void CWallpaperApplication::setupContainer ()
{
this->m_vfs.add (new CDirectory (this->m_context.background));
this->m_vfs.addPkg (std::filesystem::path (this->m_context.background) / "scene.pkg");
this->m_vfs.addPkg (std::filesystem::path (this->m_context.background) / "gifscene.pkg");
this->m_vfs.add (new CDirectory (this->m_context.assets));
// TODO: move this somewhere else?
CVirtualContainer* container = new CVirtualContainer ();
//
// Had to get a little creative with the effects to achieve the same bloom effect without any custom code
// these virtual files are loaded by an image in the scene that takes current _rt_FullFrameBuffer and
// applies the bloom effect to render it out to the screen
//
// add the effect file for screen bloom
container->add (
"effects/wpenginelinux/bloomeffect.json",
"{"
"\t\"name\":\"camerabloom_wpengine_linux\","
"\t\"group\":\"wpengine_linux_camera\","
"\t\"dependencies\":[],"
"\t\"passes\":"
"\t["
"\t\t{"
"\t\t\t\"material\": \"materials/util/downsample_quarter_bloom.json\","
"\t\t\t\"target\": \"_rt_4FrameBuffer\","
"\t\t\t\"bind\":"
"\t\t\t["
"\t\t\t\t{"
"\t\t\t\t\t\"name\": \"_rt_FullFrameBuffer\","
"\t\t\t\t\t\"index\": 0"
"\t\t\t\t}"
"\t\t\t]"
"\t\t},"
"\t\t{"
"\t\t\t\"material\": \"materials/util/downsample_eighth_blur_v.json\","
"\t\t\t\"target\": \"_rt_8FrameBuffer\","
"\t\t\t\"bind\":"
"\t\t\t["
"\t\t\t\t{"
"\t\t\t\t\t\"name\": \"_rt_4FrameBuffer\","
"\t\t\t\t\t\"index\": 0"
"\t\t\t\t}"
"\t\t\t]"
"\t\t},"
"\t\t{"
"\t\t\t\"material\": \"materials/util/blur_h_bloom.json\","
"\t\t\t\"target\": \"_rt_Bloom\","
"\t\t\t\"bind\":"
"\t\t\t["
"\t\t\t\t{"
"\t\t\t\t\t\"name\": \"_rt_8FrameBuffer\","
"\t\t\t\t\t\"index\": 0"
"\t\t\t\t}"
"\t\t\t]"
"\t\t},"
"\t\t{"
"\t\t\t\"material\": \"materials/util/combine.json\","
"\t\t\t\"target\": \"_rt_FullFrameBuffer\","
"\t\t\t\"bind\":"
"\t\t\t["
"\t\t\t\t{"
"\t\t\t\t\t\"name\": \"_rt_imageLayerComposite_-1_a\","
"\t\t\t\t\t\"index\": 0"
"\t\t\t\t},"
"\t\t\t\t{"
"\t\t\t\t\t\"name\": \"_rt_Bloom\","
"\t\t\t\t\t\"index\": 1"
"\t\t\t\t}"
"\t\t\t]"
"\t\t}"
"\t]"
"}"
);
// add some model for the image element even if it's going to waste rendering cycles
container->add (
"models/wpenginelinux.json",
"{"
"\t\"material\":\"materials/wpenginelinux.json\""
"}"
);
// models require materials, so add that too
container->add (
"materials/wpenginelinux.json",
"{"
"\t\"passes\":"
"\t\t["
"\t\t\t{"
"\t\t\t\t\"blending\": \"normal\","
"\t\t\t\t\"cullmode\": \"nocull\","
"\t\t\t\t\"depthtest\": \"disabled\","
"\t\t\t\t\"depthwrite\": \"disabled\","
"\t\t\t\t\"shader\": \"genericimage2\","
"\t\t\t\t\"textures\": [\"_rt_FullFrameBuffer\"]"
"\t\t\t}"
"\t\t]"
"}"
);
this->m_vfs.add (container);
}
void CWallpaperApplication::loadProject ()
{
this->m_project = CProject::fromFile ("project.json", &this->m_vfs);
// go to the right folder so the videos will play
// TODO: stop doing chdir and use full path
if (this->m_project->getWallpaper ()->is <WallpaperEngine::Core::CVideo> () == true)
chdir (this->m_context.background.c_str ());
}
void CWallpaperApplication::setupProperties ()
{
// show properties if required
for (auto cur : this->m_project->getProperties ())
{
// update the value of the property
auto override = this->m_context.properties.find (cur->getName ());
if (override != this->m_context.properties.end ())
{
sLog.out ("Applying override value for ", cur->getName ());
cur->update (override->second);
}
if (this->m_context.onlyListProperties)
sLog.out (cur->dump ());
}
}
void CWallpaperApplication::takeScreenshot (WallpaperEngine::Render::CWallpaper* wp, const std::filesystem::path& filename, FREE_IMAGE_FORMAT format)
{
GLint width, height;
// bind texture and get the size
glBindFramebuffer (GL_FRAMEBUFFER, wp->getWallpaperFramebuffer ());
glBindTexture (GL_TEXTURE_2D, wp->getWallpaperTexture ());
glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
// make room for storing the pixel data
uint8_t* buffer = new uint8_t [width * height * sizeof (uint8_t) * 3];
uint8_t* pixel = buffer;
// read the image into the buffer
glReadPixels (0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
// build the output file with FreeImage
FIBITMAP* bitmap = FreeImage_Allocate (width, height, 24);
RGBQUAD color;
// now get access to the pixels
for (int y = height; y > 0; y --)
{
for (int x = 0; x < width; x ++)
{
color.rgbRed = *pixel ++;
color.rgbGreen = *pixel ++;
color.rgbBlue = *pixel ++;
// set the pixel in the destination
FreeImage_SetPixelColor (bitmap, x, y, &color);
}
}
// finally save the file
FreeImage_Save (format, bitmap, filename.c_str (), 0);
// free all the used memory
delete[] buffer;
FreeImage_Unload (bitmap);
// unbind the textures
glBindTexture (GL_TEXTURE_2D, GL_NONE);
}
void CWallpaperApplication::show ()
{
// initialize sdl audio driver
WallpaperEngine::Audio::Drivers::CSDLAudioDriver audioDriver;
// initialize audio context
WallpaperEngine::Audio::CAudioContext audioContext (&audioDriver);
// initialize OpenGL driver
WallpaperEngine::Render::Drivers::COpenGLDriver videoDriver (this->m_project->getTitle ().c_str ());
// initialize render context
WallpaperEngine::Render::CRenderContext context (this->m_context.screens, videoDriver, &this->m_vfs);
// initialize mouse support
context.setMouse (new CMouseInput (videoDriver.getWindow ()));
// ensure the context knows what wallpaper to render
context.setWallpaper (
WallpaperEngine::Render::CWallpaper::fromWallpaper (this->m_project->getWallpaper (), &context, &audioContext)
);
float startTime, endTime, minimumTime = 1.0f / this->m_context.maximumFPS;
while (videoDriver.closeRequested () == false && g_KeepRunning == true)
{
// keep track of the previous frame's time
g_TimeLast = g_Time;
// calculate the current time value
g_Time = videoDriver.getRenderTime ();
// get the start time of the frame
startTime = g_Time;
// render the scene
context.render ();
// get the end time of the frame
endTime = videoDriver.getRenderTime ();
// ensure the frame time is correct to not overrun FPS
if ((endTime - startTime) < minimumTime)
usleep ((minimumTime - (endTime - startTime)) * CLOCKS_PER_SEC);
if (this->m_context.takeScreenshot == true && videoDriver.getFrameCounter () == 5)
{
this->takeScreenshot (context.getWallpaper (), this->m_context.screenshot, this->m_context.screenshotFormat);
// disable screenshot just in case the counter overflows
this->m_context.takeScreenshot = false;
}
}
// ensure this is updated as sometimes it might not come from a signal
g_KeepRunning = false;
sLog.out ("Stop requested");
SDL_Quit ();
}
void CWallpaperApplication::signal (int signal)
{
g_KeepRunning = false;
}

View File

@ -0,0 +1,31 @@
#pragma once
#include "CApplicationContext.h"
#include "WallpaperEngine/Assets/CCombinedContainer.h"
#include "WallpaperEngine/Core/CProject.h"
#include "WallpaperEngine/Render/CWallpaper.h"
namespace WallpaperEngine::Application
{
using namespace WallpaperEngine::Core;
using namespace WallpaperEngine::Assets;
class CWallpaperApplication
{
public:
CWallpaperApplication (CApplicationContext& context);
void show ();
void signal (int signal);
private:
void setupContainer ();
void loadProject ();
void setupProperties ();
void takeScreenshot (WallpaperEngine::Render::CWallpaper* wp, const std::filesystem::path& filename, FREE_IMAGE_FORMAT format);
CProject* m_project;
CApplicationContext& m_context;
CCombinedContainer m_vfs;
};
}

View File

@ -1,5 +1,8 @@
#include "CCombinedContainer.h"
#include "CAssetLoadException.h"
#include "CPackage.h"
#include "CPackageLoadException.h"
#include "WallpaperEngine/Logging/CLog.h"
using namespace WallpaperEngine::Assets;
@ -8,6 +11,26 @@ void CCombinedContainer::add (CContainer* container)
this->m_containers.emplace_back (container);
}
void CCombinedContainer::addPkg (const std::filesystem::path& path)
{
try
{
// add the package to the list
this->add (new CPackage (path));
sLog.out ("Detected ", path.filename (), " file at ", path, ". Adding to list of searchable paths");
}
catch (CPackageLoadException& ex)
{
// ignore this error, the package file was not found
sLog.out ("No ", path.filename (), " file found at ", path, ". Defaulting to normal folder storage");
}
catch (std::runtime_error& ex)
{
// the package was found but there was an error loading it (wrong header or something)
sLog.exception ("Failed to load scene.pkg file: ", ex.what());
}
}
const void* CCombinedContainer::readFile (std::string filename, uint32_t* length) const
{
for (auto cur : this->m_containers)

View File

@ -1,11 +1,8 @@
//
// Created by almamu on 8/8/21.
//
#pragma once
#include <vector>
#include <stdexcept>
#include <filesystem>
#include "CContainer.h"
@ -20,6 +17,7 @@ namespace WallpaperEngine::Assets
* @param container
*/
void add (CContainer* container);
void addPkg (const std::filesystem::path& path);
const void* readFile (std::string filename, uint32_t* length) const override;

View File

@ -716,68 +716,53 @@ void CPass::setupShaderVariables ()
if (vertexVar == nullptr && pixelVar == nullptr)
continue;
// if both can be found, ensure they're the correct type
/*if (vertexVar != nullptr && pixelVar != nullptr)
{
if (vertexVar->getType () != pixelVar->getType ())
throw std::runtime_error ("Pixel and vertex shader variable types do not match");
}*/
// get one instance of it
CShaderVariable* var = vertexVar == nullptr ? pixelVar : vertexVar;
// ensure the shader's and the constant are of the same type
if (cur.second->getType () != var->getType ())
if (cur.second->getType () == var->getType ())
{
// there's situations where this type mismatch is actually expected
// integers and floats are equivalent, this could be detected at load time
// but that'd mean to compile the shader in the load, and not on the render stage
// so take into account these conversions here
this->addUniform (var->getName (), cur.second);
continue;
}
if (cur.second->is <CShaderConstantFloat> () == true && var->is <CShaderVariableInteger> () == true)
{
// create an integer value from a float
this->addUniform (var->getName (), static_cast <int> (*cur.second->as <CShaderConstantFloat> ()->getValue ()));
}
else if (cur.second->is <CShaderConstantInteger> () == true && var->is <CShaderVariableFloat> () == true)
{
// create a float value from an integer
this->addUniform (var->getName (), static_cast <float> (*cur.second->as <CShaderConstantInteger> ()->getValue ()));
}
else if (cur.second->is <CShaderConstantVector4> () == true && var->is <CShaderVariableVector2> () == true)
{
CShaderConstantVector4* val = cur.second->as <CShaderConstantVector4> ();
// there's situations where this type mismatch is actually expected
// integers and floats are equivalent, this could be detected at load time
// but that'd mean to compile the shader in the load, and not on the render stage
// so take into account these conversions here
if (cur.second->is <CShaderConstantFloat> () == true && var->is <CShaderVariableInteger> () == true)
{
// create an integer value from a float
this->addUniform (var->getName (), static_cast <int> (*cur.second->as <CShaderConstantFloat> ()->getValue ()));
}
else if (cur.second->is <CShaderConstantInteger> () == true && var->is <CShaderVariableFloat> () == true)
{
// create a float value from an integer
this->addUniform (var->getName (), static_cast <float> (*cur.second->as <CShaderConstantInteger> ()->getValue ()));
}
else if (cur.second->is <CShaderConstantVector4> () == true && var->is <CShaderVariableVector2> () == true)
{
CShaderConstantVector4* val = cur.second->as <CShaderConstantVector4> ();
// create a new vector2 with the first two values
this->addUniform (var->getName (), {val->getValue ()->x, val->getValue ()->y});
}
else if (cur.second->is <CShaderConstantVector4> () == true && var->is <CShaderVariableVector3> () == true)
{
CShaderConstantVector4* val = cur.second->as <CShaderConstantVector4> ();
// create a new vector2 with the first two values
this->addUniform (var->getName (), {val->getValue ()->x, val->getValue ()->y});
}
else if (cur.second->is <CShaderConstantVector4> () == true && var->is <CShaderVariableVector3> () == true)
{
CShaderConstantVector4* val = cur.second->as <CShaderConstantVector4> ();
this->addUniform (var->getName (), {val->getValue ()->x, val->getValue ()->y, val->getValue ()->z});
}
else
{
sLog.exception (
"Constant ",
cur.first,
" type does not match pixel/vertex shader variable and cannot be converted (",
cur.second->getType (),
" to ",
var->getType ()
);
}
this->addUniform (var->getName (), {val->getValue ()->x, val->getValue ()->y, val->getValue ()->z});
}
else
{
// now determine the constant's type and register the correct uniform for it
if (cur.second->is <CShaderConstantFloat> ())
this->addUniform (var->getName (), cur.second->as <CShaderConstantFloat> ()->getValue ());
else if (cur.second->is <CShaderConstantInteger> ())
this->addUniform (var->getName (), cur.second->as <CShaderConstantInteger> ()->getValue ());
else if (cur.second->is <CShaderConstantVector4> ())
this->addUniform (var->getName (), cur.second->as <CShaderConstantVector4> ()->getValue ());
sLog.exception (
"Constant ",
cur.first,
" type does not match pixel/vertex shader variable and cannot be converted (",
cur.second->getType (),
" to ",
var->getType ()
);
}
}
@ -804,6 +789,16 @@ void CPass::addUniform (CShaderVariable* value)
else if (value->is <CShaderVariableVector4> ())
this->addUniform (value->getName (), const_cast <glm::vec4*> (reinterpret_cast <const glm::vec4*> (value->as <CShaderVariableVector4> ()->getValue ())));
}
void CPass::addUniform (const std::string& name, CShaderConstant* value)
{
// now determine the constant's type and register the correct uniform for it
if (value->is <CShaderConstantFloat> ())
this->addUniform (name, value->as <CShaderConstantFloat> ()->getValue ());
else if (value->is <CShaderConstantInteger> ())
this->addUniform (name, value->as <CShaderConstantInteger> ()->getValue ());
else if (value->is <CShaderConstantVector4> ())
this->addUniform (name, value->as <CShaderConstantVector4> ()->getValue ());
}
void CPass::addUniform (const std::string& name, int value)
{

View File

@ -4,6 +4,7 @@
#include <utility>
#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariable.h"
#include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstant.h"
#include "WallpaperEngine/Render/Objects/Effects/CMaterial.h"
#include "WallpaperEngine/Render/Shaders/Compiler.h"
#include "WallpaperEngine/Assets/ITexture.h"
@ -13,6 +14,7 @@ namespace WallpaperEngine::Render::Objects::Effects
{
using namespace WallpaperEngine::Assets;
using namespace WallpaperEngine::Render::Shaders::Variables;
using namespace WallpaperEngine::Core::Objects::Effects::Constants;
class CMaterial;
@ -90,6 +92,7 @@ namespace WallpaperEngine::Render::Objects::Effects
void setupAttributes ();
void addAttribute (const std::string& name, GLint type, GLint elements, const GLuint* value);
void addUniform (CShaderVariable* value);
void addUniform (const std::string& name, CShaderConstant* value);
void addUniform (const std::string& name, int value);
void addUniform (const std::string& name, double value);
void addUniform (const std::string& name, float value);