linux-wallpaperengine/main.cpp
Alexis Maiquez 176470dad9 Image color and alpha can now be user-settings
Removed old Color structures not useful anymore

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2023-02-01 02:08:05 +01:00

678 lines
22 KiB
C++

#include <iostream>
#include <getopt.h>
#include <stdlib.h>
#include <unistd.h>
#include <SDL_mixer.h>
#include <SDL.h>
#include <FreeImage.h>
#include <sys/stat.h>
#include <GL/glew.h>
#include <csignal>
#include <GLFW/glfw3.h>
#include <libgen.h>
#include "WallpaperEngine/Core/CProject.h"
#include "WallpaperEngine/Render/CWallpaper.h"
#include "WallpaperEngine/Render/CContext.h"
#include "WallpaperEngine/Render/CVideo.h"
#include "WallpaperEngine/Assets/CPackage.h"
#include "WallpaperEngine/Assets/CDirectory.h"
#include "WallpaperEngine/Assets/CVirtualContainer.h"
#include "WallpaperEngine/Assets/CCombinedContainer.h"
#include "WallpaperEngine/Assets/CPackageLoadException.h"
float g_Time;
bool g_KeepRunning = true;
int g_AudioVolume = 15;
const char* assets_default_paths [] = {
".steam/steam/steamapps/common/wallpaper_engine/assets",
".local/share/Steam/steamapps/common/wallpaper_engine/assets",
nullptr
};
const char* backgrounds_default_paths [] = {
".local/share/Steam/steamapps/workshop/content/431960",
".steam/steam/steamapps/workshop/content/431960",
nullptr
};
void print_help (const char* route)
{
std::cout
<< "Usage: " << route << " [options] background_path/background_id" << std::endl
<< std::endl
<< "where background_path/background_id can be:" << std::endl
<< "\tthe ID of the background (for autodetection on your steam installation)" << std::endl
<< "\ta full path to the background's folder" << std::endl
<< std::endl
<< "options:" << std::endl
<< "\t--silent\t\t\t\t\tMutes all the sound the wallpaper might produce" << std::endl
<< "\t--volume <amount>\t\t\tSets the volume for all the sounds in the background" << std::endl
<< "\t--screen-root <screen name>\tDisplay as screen's background" << std::endl
<< "\t--fps <maximum-fps>\t\t\tLimits the FPS to the given number, useful to keep battery consumption low" << std::endl
<< "\t--assets-dir <path>\t\t\tFolder where the assets are stored" << std::endl
<< "\t--screenshot\t\t\t\tTakes a screenshot of the background" << std::endl
<< "\t--list-properties\t\t\tList all the available properties and their possible values" << std::endl
<< "\t--set-property <name=value>\tOverrides the default value of the given property" << std::endl;
}
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);
}
void signalhandler(int sig)
{
g_KeepRunning = false;
}
int validatePath(const char* path, std::string& final)
{
char finalPath [PATH_MAX];
char* pointer = realpath (path, finalPath);
if (finalPath == nullptr)
return errno;
// ensure the path points to a folder
struct stat pathinfo;
if (stat (finalPath, &pathinfo) != 0)
return errno;
if (!S_ISDIR (pathinfo.st_mode))
return ENOTDIR;
final = finalPath;
return 0;
}
std::string getHomePath ()
{
char* home = getenv ("HOME");
if (home == nullptr)
throw std::runtime_error ("$HOME doesn't exist");
std::string homepath;
int error = validatePath (home, homepath);
if (error == ENOTDIR)
throw std::runtime_error ("Invalid user home path");
else if (error == ENAMETOOLONG)
throw std::runtime_error ("Cannot get user's home folder, path is too long");
else if (error != 0)
throw std::runtime_error ("Cannot find the home folder for the user");
return homepath;
}
void initGLFW ()
{
// first of all, initialize the window
if (glfwInit () == GLFW_FALSE)
throw std::runtime_error ("Failed to initialize GLFW");
// initialize freeimage
FreeImage_Initialise (TRUE);
// set some window hints (opengl version to be used)
glfwWindowHint (GLFW_SAMPLES, 4);
glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
if (DEBUG)
glfwWindowHint (GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
}
void addPkg (CCombinedContainer* containers, const std::string& path, std::string pkgfile)
{
try
{
std::string scene_path = path + pkgfile;
// add the package to the list
containers->add (new WallpaperEngine::Assets::CPackage (scene_path));
std::cout << "Detected " << pkgfile << " file at " << scene_path << ". Adding to list of searchable paths" << std::endl;
}
catch (CPackageLoadException& ex)
{
// ignore this error, the package file was not found
std::cout << "No " << pkgfile << " file found at " << path << ". Defaulting to normal folder storage" << std::endl;
}
catch (std::runtime_error& ex)
{
// the package was found but there was an error loading it (wrong header or something)
fprintf (stderr, "Failed to load scene.pkg file: %s\n", ex.what());
throw std::runtime_error ("Cannot load package file");
}
}
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::string& 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);
}
int main (int argc, char* argv[])
{
std::vector <std::string> screens;
std::map <std::string, std::string> propertyOverrides;
int maximumFPS = 30;
bool shouldEnableAudio = true;
bool shouldTakeScreenshot = false;
bool shouldListPropertiesAndStop = false;
FREE_IMAGE_FORMAT screenshotFormat = FIF_UNKNOWN;
std::string path;
std::string assetsDir;
std::string 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':
std::cerr << "--dir/--pkg is deprecated and not used anymore" << std::endl;
path = stringPathFixes (optarg);
break;
case 's':
shouldEnableAudio = false;
break;
case 'h':
print_help (argv [0]);
break;
case 'f':
maximumFPS = atoi (optarg);
break;
case 'a':
assetsDir = 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)
{
// ensure the file is one of the supported formats
std::string extension = screenshotPath.substr (screenshotPath.find_last_of (".") + 1);
if (extension == "bmp")
screenshotFormat = FIF_BMP;
else if (extension == "png")
screenshotFormat = FIF_PNG;
else if (extension == "jpg" || extension == "jpeg")
screenshotFormat = FIF_JPEG;
else
throw std::runtime_error ("Unsupported screenshot format...");
}
std::string homepath = getHomePath ();
auto containers = new WallpaperEngine::Assets::CCombinedContainer ();
// 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)
{
for (const char** current = backgrounds_default_paths; *current != nullptr; current ++)
{
std::string tmppath = homepath + "/" + *current + "/" + path;
int error = validatePath (tmppath.c_str (), tmppath);
if (error != 0)
continue;
path = tmppath;
}
}
int error = validatePath (path.c_str (), path);
if (error == ENOTDIR)
throw std::runtime_error ("The background path is not a folder");
else if (error == ENAMETOOLONG)
throw std::runtime_error ("Cannot get wallpaper's folder, path is too long");
else if (error != 0)
throw std::runtime_error ("Cannot find the specified folder");
// add a trailing slash to the path so the right file can be found
path += "/";
// 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 (assetsDir.empty () == true)
{
for (const char** current = assets_default_paths; *current != nullptr; current ++)
{
std::string tmppath = homepath + "/" + *current;
error = validatePath (tmppath.c_str (), tmppath);
if (error != 0)
continue;
assetsDir = tmppath;
std::cout << "Found wallpaper engine's assets at " << assetsDir << std::endl;
break;
}
if (assetsDir.empty () == true)
{
unsigned long len = strlen (argv [0]) + 1;
char* copy = new char[len];
strncpy (copy, argv [0], len);
// path still not found, try one last thing on the current binary's folder
std::string exepath = dirname (copy);
exepath += "/assets";
error = validatePath (exepath.c_str (), exepath);
if (error == 0)
{
assetsDir = exepath;
std::cout << "Found assets folder alongside the binary: " << assetsDir << std::endl;
}
delete[] copy;
}
}
else
{
error = validatePath (assetsDir.c_str (), assetsDir);
if (error == ENOTDIR)
throw std::runtime_error ("Invalid assets folder");
else if (error == ENAMETOOLONG)
throw std::runtime_error ("Cannot get assets folder, path is too long");
else if (error != 0)
throw std::runtime_error ("Cannot find the specified assets folder");
std::cout << "Found wallpaper engine's assets at " << assetsDir << " based on --assets-dir parameter" << std::endl;
}
if (assetsDir.empty () == true)
throw std::runtime_error ("Cannot determine a valid path for the wallpaper engine assets");
// add containers to the list
containers->add (new WallpaperEngine::Assets::CDirectory (assetsDir + "/"));
// 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 ())
{
std::cout << "Applying override value for " << cur->getName () << std::endl;
cur->update (override->second);
}
if (shouldListPropertiesAndStop)
std::cout << cur->dump () << std::endl;
}
// halt if the list-properties option was specified
if (shouldListPropertiesAndStop)
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);
// initialize glfw
initGLFW ();
// auto projection = project->getWallpaper ()->as <WallpaperEngine::Core::CScene> ()->getOrthogonalProjection ();
// create the window!
// TODO: DO WE NEED TO PASS MONITOR HERE OR ANYTHING?
// TODO: FIGURE OUT HOW TO PUT THIS WINDOW IN THE BACKGROUND
GLFWwindow* window = glfwCreateWindow (1920, 1080, "WallpaperEngine", NULL, NULL);
if (window == nullptr)
{
fprintf (stderr, "Failed to open a GLFW window");
glfwTerminate ();
return 2;
}
glfwMakeContextCurrent (window);
// TODO: FIGURE THESE OUT BASED ON THE SCREEN
int windowWidth = 1920;
int windowHeight = 1080;
// get the real framebuffer size
glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
GLenum glewInitResult = glewInit ();
// initialize glew
if (glewInitResult != GLEW_OK)
{
fprintf (stderr, "Failed to initialize GLEW: %s", glewGetErrorString (glewInitResult));
glfwTerminate ();
return 3;
}
if (shouldEnableAudio == true && SDL_Init (SDL_INIT_AUDIO) < 0)
{
std::cerr << "Cannot initialize SDL audio system, SDL_GetError: " << SDL_GetError() << std::endl;
std::cerr << "Continuing without audio support" << std::endl;
}
// initialize custom context class
WallpaperEngine::Render::CContext* context = new WallpaperEngine::Render::CContext (screens, window, containers);
// initialize mouse support
context->setMouse (new CMouseInput (window));
// set the default viewport
context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
// ensure the context knows what wallpaper to render
context->setWallpaper (
WallpaperEngine::Render::CWallpaper::fromWallpaper (project->getWallpaper (), context)
);
// update maximum FPS if it's a video
if (context->getWallpaper ()->is <WallpaperEngine::Render::CVideo> () == true)
maximumFPS = context->getWallpaper ()->as <WallpaperEngine::Render::CVideo> ()->getFPS ();
// TODO: FIGURE OUT THE REQUIRED INPUT MODE, AS SOME WALLPAPERS USE THINGS LIKE MOUSE POSITION
// glfwSetInputMode (window, GLFW_STICKY_KEYS, GL_TRUE);
double startTime, endTime, minimumTime = 1.0 / maximumFPS;
uint32_t frameCounter = 0;
while (glfwWindowShouldClose (window) == 0 && g_KeepRunning == true)
{
// get the real framebuffer size
glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
// set the default viewport
context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
// calculate the current time value
g_Time = (float) glfwGetTime ();
// get the start time of the frame
startTime = glfwGetTime ();
// render the scene
context->render ();
// do buffer swapping
glfwSwapBuffers (window);
// poll for events (like closing the window)
glfwPollEvents ();
// get the end time of the frame
endTime = glfwGetTime ();
// ensure the frame time is correct to not overrun FPS
if ((endTime - startTime) < minimumTime)
usleep ((minimumTime - (endTime - startTime)) * CLOCKS_PER_SEC);
frameCounter ++;
if (frameCounter == 5 && shouldTakeScreenshot == true)
{
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;
std::cout << "Stop requested" << std::endl;
// terminate gl
glfwTerminate ();
// terminate free image
FreeImage_DeInitialise ();
// terminate SDL
SDL_QuitSubSystem(SDL_INIT_AUDIO);
SDL_Quit ();
// free context
delete context;
return 0;
}