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https://github.com/Almamu/linux-wallpaperengine.git
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+ Basic draft for the texture custom loader, only ARGB (partially) supported for now Signed-off-by: Alexis Maiquez Murcia <almamu@almamu.com>
174 lines
6.9 KiB
C++
174 lines
6.9 KiB
C++
#include <irrlicht/irrlicht.h>
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#include <fstream>
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#include <wallpaperengine/fs/fileResolver.h>
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#include <wallpaperengine/object3d.h>
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#include <wallpaperengine/image.h>
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#include <wallpaperengine/irrlicht.h>
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#include <wallpaperengine/core.h>
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namespace wp
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{
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image::image (json json_data, wp::scene* scene) : object3d (object3d::Type::Type_Material, scene)
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{
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json::const_iterator visible_it = json_data.find ("visible");
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json::const_iterator file_it = json_data.find ("image");
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json::const_iterator origin_it = json_data.find ("origin");
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if (visible_it != json_data.end () && (*visible_it).is_boolean () == true)
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{
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this->m_visible = *visible_it;
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}
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// basic texture, main thing to assign first
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if (file_it != json_data.end () && (*file_it).is_string () == true)
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{
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this->m_file = wp::fs::resolver.resolve (*file_it);
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this->m_content = "";
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std::ifstream _in (this->m_file.c_str ());
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this->m_content.append (std::istreambuf_iterator<char> (_in), std::istreambuf_iterator<char> ());
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json content = json::parse (this->m_content);
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json::const_iterator it = content.find ("material");
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if (it != content.end () && (*it).is_string () == true)
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{
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irr::io::path materialfile = wp::fs::resolver.resolveOnWorkingDirectory ((*it));
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std::ifstream _in (materialfile.c_str ());
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std::string texturejson_content = "";
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texturejson_content.append (std::istreambuf_iterator<char> (_in), std::istreambuf_iterator<char> ());
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json materialcontent = json::parse (texturejson_content);
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// change working directory for the resolver to the materials folder
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this->m_resolver = wp::fs::resolver.clone ();
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this->m_resolver.changeWorkingDirectory(this->m_resolver.resolveOnWorkingDirectory ("materials"));
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// now try to read the texture if any
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json::const_iterator it = materialcontent.find ("passes");
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if (it != materialcontent.end () && (*it).is_array() == true)
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{
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json::const_iterator passesCur = (*it).begin ();
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json::const_iterator passesEnd = (*it).end ();
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for (; passesCur != passesEnd; passesCur ++)
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{
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json::const_iterator texture = (*passesCur).find ("textures");
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if (texture != (*passesCur).end () && (*texture).is_array () == true)
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{
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json::const_iterator texturesCur = (*texture).begin ();
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json::const_iterator texturesEnd = (*texture).end ();
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for (; texturesCur != texturesEnd; texturesCur ++)
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{
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// TODO: SUPPORT PROPER WALLPAPERENGINE FORMATS
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std::string name = (*texturesCur);
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name += ".tex";
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irr::io::path texturePath = this->m_resolver.resolveOnWorkingDirectory (name);
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std::string basename = (*texturesCur);
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this->m_textures.push_back (new wp::texture (texturePath));
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}
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}
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}
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}
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}
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}
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// TODO: CHECK EFFECT PASSES HERE SO WE CAN TAKE IN ACCOUNT THE EXTRA TEXTURES FOR SHADERS, ETC
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json::const_iterator effects = json_data.find ("effects");
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if (effects != json_data.end ())
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{
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// TODO: SUPPORT MULTIPLE EFFECTS
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json::const_iterator effectsItem = (*effects).begin ();
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if (effectsItem != (*effects).end ())
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{
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// TODO: SUPPORT MULTIPLE PASSES FOR EFFECTS
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json::const_iterator passes = (*effectsItem).find ("passes");
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json::const_iterator file = (*effectsItem).find ("file");
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}
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}
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if (origin_it != json_data.end ())
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{
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std::string origin = *origin_it;
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this->m_origin = wp::core::ato3vf (origin.c_str ());
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}
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else
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{
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// TOOD: CHANGE TO CENTER?
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this->m_origin = irr::core::vector3df (0.0f, 0.0f, 0.0f);
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}
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// initialize actual material properties
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irr::f32 xright = this->m_origin.X;
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irr::f32 xleft = -this->m_origin.X;
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irr::f32 ztop = this->m_origin.Y;
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irr::f32 zbottom = -this->m_origin.Y;
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irr::f32 z = this->m_scene->getCamera ()->getEye ().Z;
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m_vertices [0].Pos = irr::core::vector3df (xleft, ztop, z); // top left
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m_vertices [1].Pos = irr::core::vector3df (xright, ztop, z); // top right
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m_vertices [2].Pos = irr::core::vector3df (xright, zbottom, z); // bottom right
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m_vertices [3].Pos = irr::core::vector3df (xleft, zbottom, z); // bottom left
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m_vertices [0].TCoords = irr::core::vector2df (1.0f, 0.0f);
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m_vertices [1].TCoords = irr::core::vector2df (0.0f, 0.0f);
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m_vertices [2].TCoords = irr::core::vector2df (0.0f, 1.0f);
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m_vertices [3].TCoords = irr::core::vector2df (1.0f, 1.0f);
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m_vertices [0].Color = irr::video::SColor (255, 255, 255, 255);
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m_vertices [1].Color = irr::video::SColor (255, 255, 255, 255);
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m_vertices [2].Color = irr::video::SColor (255, 255, 255, 255);
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m_vertices [3].Color = irr::video::SColor (255, 255, 255, 255);
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// once textures are defined, prepare them to be displayed
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std::vector<wp::texture*>::const_iterator cur = this->m_textures.begin ();
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std::vector<wp::texture*>::const_iterator end = this->m_textures.end ();
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for (irr::u32 i = 0; cur != end; cur ++, i ++)
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{
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this->getMaterial ().setTexture (i, (*cur)->getIrrTexture ());
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}
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// set basic material flags
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this->setType (irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
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this->setFlag (irr::video::EMF_LIGHTING, false);
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this->setFlag (irr::video::EMF_BLEND_OPERATION, true);
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}
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void image::setFlag(irr::video::E_MATERIAL_FLAG flag, bool newvalue)
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{
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this->getMaterial ().setFlag (flag, newvalue);
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}
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void image::setType(irr::video::E_MATERIAL_TYPE newType)
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{
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this->getMaterial ().MaterialType = newType;
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}
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irr::video::SMaterial& image::getMaterial ()
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{
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return this->m_material;
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}
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void image::render ()
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{
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if (this->m_visible == false) return;
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uint16_t indices[] =
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{
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0, 1, 2, 3
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};
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wp::irrlicht::driver->setMaterial (this->getMaterial ());
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wp::irrlicht::driver->drawVertexPrimitiveList (this->m_vertices, 4, indices, 1, irr::video::EVT_STANDARD, irr::scene::EPT_QUADS, irr::video::EIT_16BIT);
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}
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} |