mirror of
https://github.com/Almamu/linux-wallpaperengine.git
synced 2025-07-13 21:02:34 +08:00
502 lines
16 KiB
C++
502 lines
16 KiB
C++
#include <FreeImage.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <SDL.h>
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#include <SDL_mixer.h>
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#include <csignal>
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#include <filesystem>
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#include <getopt.h>
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#include <iostream>
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#include <libgen.h>
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#include <stdlib.h>
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#include <sys/stat.h>
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#include <unistd.h>
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#include "WallpaperEngine/Core/CProject.h"
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#include "WallpaperEngine/Render/CRenderContext.h"
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#include "WallpaperEngine/Render/CVideo.h"
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#include "WallpaperEngine/Render/CWallpaper.h"
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#include "WallpaperEngine/Assets/CPackage.h"
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#include "WallpaperEngine/Assets/CDirectory.h"
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#include "WallpaperEngine/Assets/CVirtualContainer.h"
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#include "WallpaperEngine/Assets/CCombinedContainer.h"
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#include "WallpaperEngine/Assets/CPackageLoadException.h"
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#include "WallpaperEngine/Render/Drivers/COpenGLDriver.h"
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#include "Steam/FileSystem/FileSystem.h"
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#include "common.h"
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#define WORKSHOP_APP_ID 431960
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#define APP_DIRECTORY "wallpaper_engine"
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float g_Time;
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float g_TimeLast;
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bool g_KeepRunning = true;
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bool g_AudioEnabled = true;
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int g_AudioVolume = 15;
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void print_help (const char* route)
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{
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sLog.out ("Usage: ", route, " [options] background_path/background_id");
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sLog.out ("");
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sLog.out ("where background_path/background_id can be:");
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sLog.out ("\tthe ID of the background (for autodetection on your steam installation)");
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sLog.out ("\ta full path to the background's folder");
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sLog.out ("");
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sLog.out ("options:");
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sLog.out ("\t--silent\t\t\t\t\tMutes all the sound the wallpaper might produce");
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sLog.out ("\t--volume <amount>\t\t\tSets the volume for all the sounds in the background");
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sLog.out ("\t--screen-root <screen name>\tDisplay as screen's background");
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sLog.out ("\t--fps <maximum-fps>\t\t\tLimits the FPS to the given number, useful to keep battery consumption low");
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sLog.out ("\t--assets-dir <path>\t\t\tFolder where the assets are stored");
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sLog.out ("\t--screenshot\t\t\t\tTakes a screenshot of the background");
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sLog.out ("\t--list-properties\t\t\tList all the available properties and their possible values");
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sLog.out ("\t--set-property <name=value>\tOverrides the default value of the given property");
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}
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std::string stringPathFixes(const std::string& s)
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{
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if (s.empty () == true)
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return s;
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std::string str (s);
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// remove single-quotes from the arguments
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if (str [0] == '\'' && str [str.size() - 1] == '\'')
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str
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.erase (str.size() - 1, 1)
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.erase (0, 1);
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return std::move (str);
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}
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void signalhandler(int sig)
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{
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g_KeepRunning = false;
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}
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void addPkg (CCombinedContainer* containers, const std::filesystem::path& path, std::string pkgfile)
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{
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try
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{
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auto scene_path = std::filesystem::path (path) / pkgfile;
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// add the package to the list
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containers->add (new WallpaperEngine::Assets::CPackage (scene_path));
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sLog.out ("Detected ", pkgfile, " file at ", scene_path, ". Adding to list of searchable paths");
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}
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catch (CPackageLoadException& ex)
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{
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// ignore this error, the package file was not found
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sLog.out ("No ", pkgfile, " file found at ", path, ". Defaulting to normal folder storage");
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}
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catch (std::runtime_error& ex)
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{
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// the package was found but there was an error loading it (wrong header or something)
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sLog.exception ("Failed to load scene.pkg file: ", ex.what());
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}
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}
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CVirtualContainer* buildVirtualContainer ()
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{
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CVirtualContainer* container = new WallpaperEngine::Assets::CVirtualContainer ();
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//
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// Had to get a little creative with the effects to achieve the same bloom effect without any custom code
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// these virtual files are loaded by an image in the scene that takes current _rt_FullFrameBuffer and
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// applies the bloom effect to render it out to the screen
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//
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// add the effect file for screen bloom
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container->add (
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"effects/wpenginelinux/bloomeffect.json",
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"{"
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"\t\"name\":\"camerabloom_wpengine_linux\","
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"\t\"group\":\"wpengine_linux_camera\","
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"\t\"dependencies\":[],"
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"\t\"passes\":"
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"\t["
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"\t\t{"
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"\t\t\t\"material\": \"materials/util/downsample_quarter_bloom.json\","
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"\t\t\t\"target\": \"_rt_4FrameBuffer\","
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"\t\t\t\"bind\":"
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"\t\t\t["
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"\t\t\t\t{"
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"\t\t\t\t\t\"name\": \"_rt_FullFrameBuffer\","
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"\t\t\t\t\t\"index\": 0"
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"\t\t\t\t}"
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"\t\t\t]"
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"\t\t},"
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"\t\t{"
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"\t\t\t\"material\": \"materials/util/downsample_eighth_blur_v.json\","
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"\t\t\t\"target\": \"_rt_8FrameBuffer\","
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"\t\t\t\"bind\":"
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"\t\t\t["
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"\t\t\t\t{"
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"\t\t\t\t\t\"name\": \"_rt_4FrameBuffer\","
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"\t\t\t\t\t\"index\": 0"
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"\t\t\t\t}"
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"\t\t\t]"
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"\t\t},"
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"\t\t{"
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"\t\t\t\"material\": \"materials/util/blur_h_bloom.json\","
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"\t\t\t\"target\": \"_rt_Bloom\","
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"\t\t\t\"bind\":"
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"\t\t\t["
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"\t\t\t\t{"
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"\t\t\t\t\t\"name\": \"_rt_8FrameBuffer\","
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"\t\t\t\t\t\"index\": 0"
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"\t\t\t\t}"
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"\t\t\t]"
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"\t\t},"
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"\t\t{"
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"\t\t\t\"material\": \"materials/util/combine.json\","
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"\t\t\t\"target\": \"_rt_FullFrameBuffer\","
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"\t\t\t\"bind\":"
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"\t\t\t["
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"\t\t\t\t{"
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"\t\t\t\t\t\"name\": \"_rt_imageLayerComposite_-1_a\","
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"\t\t\t\t\t\"index\": 0"
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"\t\t\t\t},"
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"\t\t\t\t{"
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"\t\t\t\t\t\"name\": \"_rt_Bloom\","
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"\t\t\t\t\t\"index\": 1"
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"\t\t\t\t}"
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"\t\t\t]"
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"\t\t}"
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"\t]"
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"}"
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);
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// add some model for the image element even if it's going to waste rendering cycles
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container->add (
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"models/wpenginelinux.json",
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"{"
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"\t\"material\":\"materials/wpenginelinux.json\""
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"}"
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);
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// models require materials, so add that too
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container->add (
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"materials/wpenginelinux.json",
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"{"
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"\t\"passes\":"
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"\t\t["
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"\t\t\t{"
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"\t\t\t\t\"blending\": \"normal\","
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"\t\t\t\t\"cullmode\": \"nocull\","
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"\t\t\t\t\"depthtest\": \"disabled\","
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"\t\t\t\t\"depthwrite\": \"disabled\","
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"\t\t\t\t\"shader\": \"genericimage2\","
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"\t\t\t\t\"textures\": [\"_rt_FullFrameBuffer\"]"
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"\t\t\t}"
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"\t\t]"
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"}"
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);
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return container;
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}
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void takeScreenshot (WallpaperEngine::Render::CWallpaper* wp, const std::filesystem::path& filename, FREE_IMAGE_FORMAT format)
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{
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GLint width, height;
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// bind texture and get the size
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glBindFramebuffer (GL_FRAMEBUFFER, wp->getWallpaperFramebuffer ());
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glBindTexture (GL_TEXTURE_2D, wp->getWallpaperTexture ());
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glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
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glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
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// make room for storing the pixel data
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uint8_t* buffer = new uint8_t [width * height * sizeof (uint8_t) * 3];
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uint8_t* pixel = buffer;
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// read the image into the buffer
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glReadPixels (0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
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// build the output file with FreeImage
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FIBITMAP* bitmap = FreeImage_Allocate (width, height, 24);
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RGBQUAD color;
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// now get access to the pixels
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for (int y = height; y > 0; y --)
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{
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for (int x = 0; x < width; x ++)
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{
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color.rgbRed = *pixel ++;
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color.rgbGreen = *pixel ++;
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color.rgbBlue = *pixel ++;
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// set the pixel in the destination
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FreeImage_SetPixelColor (bitmap, x, y, &color);
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}
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}
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// finally save the file
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FreeImage_Save (format, bitmap, filename.c_str (), 0);
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// free all the used memory
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delete[] buffer;
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FreeImage_Unload (bitmap);
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// unbind the textures
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glBindTexture (GL_TEXTURE_2D, GL_NONE);
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}
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void initLogging ()
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{
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sLog.addOutput (new std::ostream (std::cout.rdbuf ()));
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sLog.addError (new std::ostream (std::cerr.rdbuf ()));
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}
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int main (int argc, char* argv[])
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{
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initLogging ();
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std::vector <std::string> screens;
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std::map <std::string, std::string> propertyOverrides;
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int maximumFPS = 30;
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bool shouldTakeScreenshot = false;
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bool shouldListPropertiesAndStop = false;
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FREE_IMAGE_FORMAT screenshotFormat = FIF_UNKNOWN;
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std::string path;
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std::filesystem::path assetsPath;
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std::filesystem::path screenshotPath;
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static struct option long_options [] = {
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{"screen-root", required_argument, 0, 'r'},
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{"pkg", required_argument, 0, 'p'},
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{"dir", required_argument, 0, 'd'},
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{"silent", no_argument, 0, 's'},
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{"volume", required_argument, 0, 'v'},
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{"help", no_argument, 0, 'h'},
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{"fps", required_argument, 0, 'f'},
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{"assets-dir", required_argument, 0, 'a'},
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{"screenshot", required_argument, 0, 'c'},
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{"list-properties", no_argument, 0, 'l'},
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{"set-property", required_argument, 0, 'o'},
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{nullptr, 0, 0, 0}
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};
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while (true)
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{
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int c = getopt_long (argc, argv, "r:p:d:shf:a:", long_options, nullptr);
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if (c == -1)
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break;
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switch (c)
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{
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case 'o':
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{
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std::string value = optarg;
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std::string::size_type equals = value.find ('=');
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// properties without value are treated as booleans for now
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if (equals == std::string::npos)
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propertyOverrides.insert_or_assign (value, "1");
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else
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propertyOverrides.insert_or_assign (
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value.substr (0, equals),
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value.substr (equals + 1)
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);
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}
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break;
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case 'l':
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shouldListPropertiesAndStop = true;
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break;
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case 'r':
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screens.emplace_back (optarg);
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break;
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case 'p':
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case 'd':
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sLog.error ("--dir/--pkg is deprecated and not used anymore");
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path = stringPathFixes (optarg);
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break;
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case 's':
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g_AudioEnabled = false;
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break;
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case 'h':
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print_help (argv [0]);
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break;
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case 'f':
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maximumFPS = atoi (optarg);
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break;
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case 'a': assetsPath = optarg;
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break;
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case 'v':
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g_AudioVolume = atoi (optarg);
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break;
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case 'c':
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shouldTakeScreenshot = true;
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screenshotPath = stringPathFixes (optarg);
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break;
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}
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}
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if (path.empty () == true)
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{
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if (optind < argc && strlen (argv [optind]) > 0)
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{
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path = argv [optind];
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}
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else
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{
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print_help (argv [0]);
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return 0;
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}
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}
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// validate screenshot file just to make sure
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if (shouldTakeScreenshot == true)
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{
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if (screenshotPath.has_extension () == false)
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sLog.exception ("Cannot determine screenshot format");
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std::string extension = screenshotPath.extension ();
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if (extension == ".bmp")
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screenshotFormat = FIF_BMP;
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else if (extension == ".png")
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screenshotFormat = FIF_PNG;
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else if (extension == ".jpg" || extension == ".jpeg")
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screenshotFormat = FIF_JPEG;
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else
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sLog.exception ("Cannot determine screenshot format, unknown extension ", extension);
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}
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// check if the background might be an ID and try to find the right path in the steam installation folder
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if (path.find ('/') == std::string::npos)
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path = Steam::FileSystem::workshopDirectory (WORKSHOP_APP_ID, path);
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WallpaperEngine::Assets::CCombinedContainer containers;
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// the background's path is required to load project.json regardless of the type of background we're using
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containers.add (new WallpaperEngine::Assets::CDirectory (path));
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// add the virtual container for mocked up files
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containers.add (buildVirtualContainer ());
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// try to add the common packages
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addPkg (&containers, path, "scene.pkg");
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addPkg (&containers, path, "gifscene.pkg");
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if (assetsPath.empty () == true)
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{
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try
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{
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assetsPath = Steam::FileSystem::appDirectory (APP_DIRECTORY, "assets");
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}
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catch (std::runtime_error)
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{
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// set current path as assets' folder
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std::filesystem::path directory = std::filesystem::canonical ("/proc/self/exe")
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.parent_path () / "assets";
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}
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}
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else
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{
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sLog.out ("Found wallpaper engine's assets at ", assetsPath, " based on --assets-dir parameter");
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}
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if (assetsPath.empty () == true)
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sLog.exception ("Cannot determine a valid path for the wallpaper engine assets");
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// add containers to the list
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containers.add (new WallpaperEngine::Assets::CDirectory (assetsPath));
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// parse the project.json file
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auto project = WallpaperEngine::Core::CProject::fromFile ("project.json", &containers);
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// go to the right folder so the videos will play
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if (project->getWallpaper ()->is <WallpaperEngine::Core::CVideo> () == true)
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chdir (path.c_str ());
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// show properties if required
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for (auto cur : project->getProperties ())
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{
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// update the value of the property
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auto override = propertyOverrides.find (cur->getName ());
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if (override != propertyOverrides.end ())
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{
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sLog.out ("Applying override value for ", cur->getName ());
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cur->update (override->second);
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}
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if (shouldListPropertiesAndStop)
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sLog.out (cur->dump ());
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}
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// halt if the list-properties option was specified
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if (shouldListPropertiesAndStop)
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return 0;
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// attach signals so if a stop is requested the X11 resources are freed and the program shutsdown gracefully
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std::signal(SIGINT, signalhandler);
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std::signal(SIGTERM, signalhandler);
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if (g_AudioEnabled == true && SDL_Init (SDL_INIT_AUDIO) < 0)
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{
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sLog.error ("Cannot initialize SDL audio system, SDL_GetError: ", SDL_GetError());
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sLog.error ("Continuing without audio support");
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}
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// initialize OpenGL driver
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WallpaperEngine::Render::Drivers::COpenGLDriver videoDriver ("Wallpaper Engine");
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// initialize render context
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WallpaperEngine::Render::CRenderContext context (screens, videoDriver, &containers);
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// initialize mouse support
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context.setMouse (new CMouseInput (videoDriver.getWindow ()));
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// ensure the context knows what wallpaper to render
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context.setWallpaper (
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WallpaperEngine::Render::CWallpaper::fromWallpaper (project->getWallpaper (), &context)
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);
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float startTime, endTime, minimumTime = 1.0f / maximumFPS;
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while (videoDriver.closeRequested () == false && g_KeepRunning == true)
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{
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// keep track of the previous frame's time
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g_TimeLast = g_Time;
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// calculate the current time value
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g_Time = videoDriver.getRenderTime ();
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// get the start time of the frame
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startTime = g_Time;
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// render the scene
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context.render ();
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// get the end time of the frame
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endTime = videoDriver.getRenderTime ();
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// ensure the frame time is correct to not overrun FPS
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if ((endTime - startTime) < minimumTime)
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usleep ((minimumTime - (endTime - startTime)) * CLOCKS_PER_SEC);
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if (shouldTakeScreenshot == true && videoDriver.getFrameCounter () == 5)
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{
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takeScreenshot (context.getWallpaper (), screenshotPath, screenshotFormat);
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// disable screenshot just in case the counter overflows
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shouldTakeScreenshot = false;
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}
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}
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// ensure this is updated as sometimes it might not come from a signal
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g_KeepRunning = false;
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sLog.out ("Stop requested");
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// terminate SDL
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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SDL_Quit ();
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return 0;
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} |