linux-wallpaperengine/main.cpp
Alexis Maiquez 9d7d344b80 - removed commented code from main.cpp that is not useful anymore
~ changed how g_Time is calculated so any shader that uses it should behave properly
~ changed how the uniforms are set to a reinterpret_cast instead of static_cast to perform a direct pointer conversion (safe as we know the types were actually those types)

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2021-09-02 22:30:38 +02:00

281 lines
8.3 KiB
C++

#include <iostream>
#include <getopt.h>
#include <unistd.h>
#include <SDL_mixer.h>
#include <SDL.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "WallpaperEngine/Core/CProject.h"
#include "WallpaperEngine/Render/CWallpaper.h"
#include "WallpaperEngine/Render/CScene.h"
#include "WallpaperEngine/Render/CVideo.h"
#include "WallpaperEngine/Assets/CPackage.h"
#include "WallpaperEngine/Assets/CDirectory.h"
#include "WallpaperEngine/Assets/CCombinedContainer.h"
#include "WallpaperEngine/Core/Types/FloatColor.h"
enum BACKGROUND_RUN_MODE
{
RUN_MODE_UNKNOWN = 0,
RUN_MODE_HELP = 1,
RUN_MODE_DIRECTORY = 2,
RUN_MODE_PACKAGE = 3
};
float g_Time;
using namespace WallpaperEngine::Core::Types;
void print_help (const char* route)
{
std::cout
<< "Usage:" << route << " [options] " << std::endl
<< "options:" << std::endl
<< " --silent\t\tMutes all the sound the wallpaper might produce" << std::endl
<< " --dir <folder>\tLoads an uncompressed background from the given <folder>" << std::endl
<< " --pkg <folder>\tLoads a scene.pkg file from the given <folder>" << std::endl
<< " --screen-root <screen name>\tDisplay as screen's background" << std::endl
<< " --fps <maximum-fps>\tLimits the FPS to the given number, useful to keep battery consumption low" << std::endl;
}
std::string stringPathFixes(const std::string& s){
std::string str(s);
if(str.empty())
return s;
if(str[0] == '\'' && str[str.size() - 1] == '\''){
str.erase(str.size() - 1, 1);
str.erase(0,1);
}
if(str[str.size() - 1] != '/')
str += '/';
return std::move(str);
}
int main (int argc, char* argv[])
{
std::vector <std::string> screens;
bool isRootWindow = false;
int mode = RUN_MODE_UNKNOWN;
int maximumFPS = 30;
bool shouldEnableAudio = true;
std::string path;
int option_index = 0;
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'},
{"help", no_argument, 0, 'h'},
{"fps", required_argument, 0, 'f'},
{nullptr, 0, 0, 0}
};
while (true)
{
int c = getopt_long (argc, argv, "r:p:d:shf:", long_options, &option_index);
if (c == -1)
break;
switch (c)
{
case 'r':
isRootWindow = true;
screens.emplace_back (optarg);
break;
case 'p':
if (mode == RUN_MODE_UNKNOWN)
mode = RUN_MODE_PACKAGE;
path = optarg;
break;
case 'd':
if (mode == RUN_MODE_UNKNOWN)
mode = RUN_MODE_DIRECTORY;
path = optarg;
break;
case 's':
shouldEnableAudio = false;
break;
case 'h':
mode = RUN_MODE_HELP;
break;
case 'f':
maximumFPS = atoi (optarg);
break;
default:
break;
}
}
if (mode == RUN_MODE_UNKNOWN || mode == RUN_MODE_HELP)
{
print_help (argv [0]);
return 0;
}
// first of all, initialize the window
if (glfwInit () == GLFW_FALSE)
{
fprintf (stderr, "Failed to initialize GLFW\n");
return 1;
}
// set some window hints (opengl version to be used)
glfwWindowHint (GLFW_SAMPLES, 4);
glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 1);
// 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);
int windowWidth = 1920;
int windowHeight = 1080;
// get the real framebuffer size
glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
if (glewInit () != GLEW_OK)
{
fprintf (stderr, "Failed to initialize GLEW");
glfwTerminate ();
return 3;
}
std::string project_path = path + "project.json";
auto containers = new WallpaperEngine::Assets::CCombinedContainer ();
// add containers to the list
containers->add (new WallpaperEngine::Assets::CDirectory ("./assets/"));
// 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));
if (mode == RUN_MODE_PACKAGE)
{
std::string scene_path = path + "scene.pkg";
// add the package to the list
containers->add (new WallpaperEngine::Assets::CPackage (scene_path));
}
else if (mode == RUN_MODE_DIRECTORY)
{
// nothing to do here anymore
}
// parse the project.json file
auto project = WallpaperEngine::Core::CProject::fromFile ("project.json", containers);
WallpaperEngine::Render::CWallpaper* wallpaper;
if (project->getType () == "scene")
{
WallpaperEngine::Core::CScene* scene = project->getWallpaper ()->as <WallpaperEngine::Core::CScene> ();
wallpaper = new WallpaperEngine::Render::CScene (scene, containers);
// TODO: BUILD THE SCENE
}
else if (project->getType () == "video")
{
// TODO: BUILD THE VIDEO OBJECT
}
else
{
throw std::runtime_error ("Unsupported wallpaper type");
}
if (shouldEnableAudio == true)
{
int mixer_flags = MIX_INIT_MP3 | MIX_INIT_FLAC | MIX_INIT_OGG;
if (SDL_Init (SDL_INIT_AUDIO) < 0 || mixer_flags != Mix_Init (mixer_flags))
{
// Mix_GetError is an alias for SDL_GetError, so calling it directly will yield the correct result
// it doesn't matter if SDL_Init or Mix_Init failed, both report the errors through the same functions
fprintf (stderr, "Cannot initialize SDL audio system, SDL_GetError: %s", SDL_GetError ());
return 2;
}
// initialize audio engine
Mix_OpenAudio (22050, AUDIO_S16SYS, 2, 640);
}
// TODO: FIGURE OUT THE REQUIRED INPUT MODE, AS SOME WALLPAPERS USE THINGS LIKE MOUSE POSITION
// glfwSetInputMode (window, GLFW_STICKY_KEYS, GL_TRUE);
// set the scene clear color
auto sceneInformation = project->getWallpaper ()->as <WallpaperEngine::Core::CScene> ();
FloatColor clearColor = sceneInformation->getClearColor ();
// enable depth text
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
// cull anything that doesn't look at the camera (might be useful to disable in the future)
//glEnable (GL_CULL_FACE);
clock_t minimumTime = 1000 / maximumFPS;
clock_t startTime = 0;
clock_t endTime = 0;
while (glfwWindowShouldClose (window) == 0)
{
// calculate the current time value
g_Time = (float) glfwGetTime ();
// get the start time of the frame
startTime = clock ();
// do not use any framebuffer for now
glBindFramebuffer (GL_FRAMEBUFFER, 0);
// ensure we render over the whole screen
glViewport (0, 0, 1920, 1080);
glClearColor (clearColor.r, clearColor.g, clearColor.b, clearColor.a);
// clear window
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// render the scene
wallpaper->render ();
// do buffer swapping
glfwSwapBuffers (window);
// poll for events (like closing the window)
glfwPollEvents ();
// get the end time of the frame
endTime = clock ();
// ensure the frame time is correct to not overrun FPS
if ((endTime - startTime) < minimumTime)
usleep (static_cast <unsigned int> ((static_cast <double> ((minimumTime - (endTime - startTime))) / CLOCKS_PER_SEC) * 1000));
}
// terminate gl
glfwTerminate ();
// terminate SDL
SDL_Quit ();
return 0;
}