main.cpp 20 KB

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  1. #include <iostream>
  2. #include <getopt.h>
  3. #include <stdlib.h>
  4. #include <unistd.h>
  5. #include <SDL_mixer.h>
  6. #include <SDL.h>
  7. #include <FreeImage.h>
  8. #include <sys/stat.h>
  9. #include <GL/glew.h>
  10. #include <csignal>
  11. #include <GLFW/glfw3.h>
  12. #include <libgen.h>
  13. #include "WallpaperEngine/Core/CProject.h"
  14. #include "WallpaperEngine/Render/CWallpaper.h"
  15. #include "WallpaperEngine/Render/CContext.h"
  16. #include "WallpaperEngine/Render/CVideo.h"
  17. #include "WallpaperEngine/Assets/CPackage.h"
  18. #include "WallpaperEngine/Assets/CDirectory.h"
  19. #include "WallpaperEngine/Assets/CVirtualContainer.h"
  20. #include "WallpaperEngine/Assets/CCombinedContainer.h"
  21. #include "WallpaperEngine/Assets/CPackageLoadException.h"
  22. float g_Time;
  23. bool g_KeepRunning = true;
  24. int g_AudioVolume = 15;
  25. using namespace WallpaperEngine::Core::Types;
  26. const char* assets_default_paths [] = {
  27. ".steam/steam/steamapps/common/wallpaper_engine/assets",
  28. ".local/share/Steam/steamapps/common/wallpaper_engine/assets",
  29. nullptr
  30. };
  31. const char* backgrounds_default_paths [] = {
  32. ".local/share/Steam/steamapps/workshop/content/431960",
  33. nullptr
  34. };
  35. void print_help (const char* route)
  36. {
  37. std::cout
  38. << "Usage: " << route << " [options] background_path/background_id" << std::endl
  39. << std::endl
  40. << "where background_path/background_id can be:" << std::endl
  41. << "\tthe ID of the background (for autodetection on your steam installation)" << std::endl
  42. << "\ta full path to the background's folder" << std::endl
  43. << std::endl
  44. << "options:" << std::endl
  45. << " --silent\t\tMutes all the sound the wallpaper might produce" << std::endl
  46. << " --volume <amount>\tSets the volume for all the sounds in the background" << std::endl
  47. << " --screen-root <screen name>\tDisplay as screen's background" << std::endl
  48. << " --fps <maximum-fps>\tLimits the FPS to the given number, useful to keep battery consumption low" << std::endl
  49. << " --assets-dir <path>\tFolder where the assets are stored" << std::endl
  50. << " --screenshot\t\tTakes a screenshot of the background" << std::endl;
  51. }
  52. std::string stringPathFixes(const std::string& s)
  53. {
  54. if (s.empty () == true)
  55. return s;
  56. std::string str (s);
  57. // remove single-quotes from the arguments
  58. if (str [0] == '\'' && str [str.size() - 1] == '\'')
  59. str
  60. .erase (str.size() - 1, 1)
  61. .erase (0, 1);
  62. return std::move (str);
  63. }
  64. void signalhandler(int sig)
  65. {
  66. g_KeepRunning = false;
  67. }
  68. int validatePath(const char* path, std::string& final)
  69. {
  70. char finalPath [PATH_MAX];
  71. char* pointer = realpath (path, finalPath);
  72. if (finalPath == nullptr)
  73. return errno;
  74. // ensure the path points to a folder
  75. struct stat pathinfo;
  76. if (stat (finalPath, &pathinfo) != 0)
  77. return errno;
  78. if (!S_ISDIR (pathinfo.st_mode))
  79. return ENOTDIR;
  80. final = finalPath;
  81. return 0;
  82. }
  83. std::string getHomePath ()
  84. {
  85. char* home = getenv ("HOME");
  86. if (home == nullptr)
  87. throw std::runtime_error ("$HOME doesn't exist");
  88. std::string homepath;
  89. int error = validatePath (home, homepath);
  90. if (error == ENOTDIR)
  91. throw std::runtime_error ("Invalid user home path");
  92. else if (error == ENAMETOOLONG)
  93. throw std::runtime_error ("Cannot get user's home folder, path is too long");
  94. else if (error != 0)
  95. throw std::runtime_error ("Cannot find the home folder for the user");
  96. return homepath;
  97. }
  98. void initGLFW ()
  99. {
  100. // first of all, initialize the window
  101. if (glfwInit () == GLFW_FALSE)
  102. throw std::runtime_error ("Failed to initialize GLFW");
  103. // initialize freeimage
  104. FreeImage_Initialise (TRUE);
  105. // set some window hints (opengl version to be used)
  106. glfwWindowHint (GLFW_SAMPLES, 4);
  107. glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 3);
  108. glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 3);
  109. glfwWindowHint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  110. if (DEBUG)
  111. glfwWindowHint (GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
  112. }
  113. void addPkg (CCombinedContainer* containers, const std::string& path, std::string pkgfile)
  114. {
  115. try
  116. {
  117. std::string scene_path = path + pkgfile;
  118. // add the package to the list
  119. containers->add (new WallpaperEngine::Assets::CPackage (scene_path));
  120. std::cout << "Detected " << pkgfile << " file at " << scene_path << ". Adding to list of searchable paths" << std::endl;
  121. }
  122. catch (CPackageLoadException& ex)
  123. {
  124. // ignore this error, the package file was not found
  125. std::cout << "No " << pkgfile << " file found at " << path << ". Defaulting to normal folder storage" << std::endl;
  126. }
  127. catch (std::runtime_error& ex)
  128. {
  129. // the package was found but there was an error loading it (wrong header or something)
  130. fprintf (stderr, "Failed to load scene.pkg file: %s\n", ex.what());
  131. throw std::runtime_error ("Cannot load package file");
  132. }
  133. }
  134. CVirtualContainer* buildVirtualContainer ()
  135. {
  136. CVirtualContainer* container = new WallpaperEngine::Assets::CVirtualContainer ();
  137. //
  138. // Had to get a little creative with the effects to achieve the same bloom effect without any custom code
  139. // these virtual files are loaded by an image in the scene that takes current _rt_FullFrameBuffer and
  140. // applies the bloom effect to render it out to the screen
  141. //
  142. // add the effect file for screen bloom
  143. container->add (
  144. "effects/wpenginelinux/bloomeffect.json",
  145. "{"
  146. "\t\"name\":\"camerabloom_wpengine_linux\","
  147. "\t\"group\":\"wpengine_linux_camera\","
  148. "\t\"dependencies\":[],"
  149. "\t\"passes\":"
  150. "\t["
  151. "\t\t{"
  152. "\t\t\t\"material\": \"materials/util/downsample_quarter_bloom.json\","
  153. "\t\t\t\"target\": \"_rt_4FrameBuffer\","
  154. "\t\t\t\"bind\":"
  155. "\t\t\t["
  156. "\t\t\t\t{"
  157. "\t\t\t\t\t\"name\": \"_rt_FullFrameBuffer\","
  158. "\t\t\t\t\t\"index\": 0"
  159. "\t\t\t\t}"
  160. "\t\t\t]"
  161. "\t\t},"
  162. "\t\t{"
  163. "\t\t\t\"material\": \"materials/util/downsample_eighth_blur_v.json\","
  164. "\t\t\t\"target\": \"_rt_8FrameBuffer\","
  165. "\t\t\t\"bind\":"
  166. "\t\t\t["
  167. "\t\t\t\t{"
  168. "\t\t\t\t\t\"name\": \"_rt_4FrameBuffer\","
  169. "\t\t\t\t\t\"index\": 0"
  170. "\t\t\t\t}"
  171. "\t\t\t]"
  172. "\t\t},"
  173. "\t\t{"
  174. "\t\t\t\"material\": \"materials/util/blur_h_bloom.json\","
  175. "\t\t\t\"target\": \"_rt_Bloom\","
  176. "\t\t\t\"bind\":"
  177. "\t\t\t["
  178. "\t\t\t\t{"
  179. "\t\t\t\t\t\"name\": \"_rt_8FrameBuffer\","
  180. "\t\t\t\t\t\"index\": 0"
  181. "\t\t\t\t}"
  182. "\t\t\t]"
  183. "\t\t},"
  184. "\t\t{"
  185. "\t\t\t\"material\": \"materials/util/combine.json\","
  186. "\t\t\t\"target\": \"_rt_FullFrameBuffer\","
  187. "\t\t\t\"bind\":"
  188. "\t\t\t["
  189. "\t\t\t\t{"
  190. "\t\t\t\t\t\"name\": \"_rt_imageLayerComposite_-1_a\","
  191. "\t\t\t\t\t\"index\": 0"
  192. "\t\t\t\t},"
  193. "\t\t\t\t{"
  194. "\t\t\t\t\t\"name\": \"_rt_Bloom\","
  195. "\t\t\t\t\t\"index\": 1"
  196. "\t\t\t\t}"
  197. "\t\t\t]"
  198. "\t\t}"
  199. "\t]"
  200. "}"
  201. );
  202. // add some model for the image element even if it's going to waste rendering cycles
  203. container->add (
  204. "models/wpenginelinux.json",
  205. "{"
  206. "\t\"material\":\"materials/wpenginelinux.json\""
  207. "}"
  208. );
  209. // models require materials, so add that too
  210. container->add (
  211. "materials/wpenginelinux.json",
  212. "{"
  213. "\t\"passes\":"
  214. "\t\t["
  215. "\t\t\t{"
  216. "\t\t\t\t\"blending\": \"normal\","
  217. "\t\t\t\t\"cullmode\": \"nocull\","
  218. "\t\t\t\t\"depthtest\": \"disabled\","
  219. "\t\t\t\t\"depthwrite\": \"disabled\","
  220. "\t\t\t\t\"shader\": \"genericimage2\","
  221. "\t\t\t\t\"textures\": [\"_rt_FullFrameBuffer\"]"
  222. "\t\t\t}"
  223. "\t\t]"
  224. "}"
  225. );
  226. return container;
  227. }
  228. void takeScreenshot (WallpaperEngine::Render::CWallpaper* wp, const std::string& filename, FREE_IMAGE_FORMAT format)
  229. {
  230. GLint width, height;
  231. // bind texture and get the size
  232. glBindFramebuffer (GL_FRAMEBUFFER, wp->getWallpaperFramebuffer ());
  233. glBindTexture (GL_TEXTURE_2D, wp->getWallpaperTexture ());
  234. glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
  235. glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
  236. // make room for storing the pixel data
  237. uint8_t* buffer = new uint8_t [width * height * sizeof (uint8_t) * 3];
  238. uint8_t* pixel = buffer;
  239. // read the image into the buffer
  240. glReadPixels (0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
  241. // build the output file with FreeImage
  242. FIBITMAP* bitmap = FreeImage_Allocate (width, height, 24);
  243. RGBQUAD color;
  244. // now get access to the pixels
  245. for (int y = height; y > 0; y --)
  246. {
  247. for (int x = 0; x < width; x ++)
  248. {
  249. color.rgbRed = *pixel ++;
  250. color.rgbGreen = *pixel ++;
  251. color.rgbBlue = *pixel ++;
  252. // set the pixel in the destination
  253. FreeImage_SetPixelColor (bitmap, x, y, &color);
  254. }
  255. }
  256. // finally save the file
  257. FreeImage_Save (format, bitmap, filename.c_str (), 0);
  258. // free all the used memory
  259. delete[] buffer;
  260. FreeImage_Unload (bitmap);
  261. // unbind the textures
  262. glBindTexture (GL_TEXTURE_2D, GL_NONE);
  263. }
  264. int main (int argc, char* argv[])
  265. {
  266. std::vector <std::string> screens;
  267. int maximumFPS = 30;
  268. bool shouldEnableAudio = true;
  269. bool shouldTakeScreenshot = false;
  270. FREE_IMAGE_FORMAT screenshotFormat = FIF_UNKNOWN;
  271. std::string path;
  272. std::string assetsDir;
  273. std::string screenshotPath;
  274. static struct option long_options [] = {
  275. {"screen-root", required_argument, 0, 'r'},
  276. {"pkg", required_argument, 0, 'p'},
  277. {"dir", required_argument, 0, 'd'},
  278. {"silent", no_argument, 0, 's'},
  279. {"volume", required_argument, 0, 'v'},
  280. {"help", no_argument, 0, 'h'},
  281. {"fps", required_argument, 0, 'f'},
  282. {"assets-dir", required_argument, 0, 'a'},
  283. {"screenshot", required_argument, 0, 'c'},
  284. {nullptr, 0, 0, 0}
  285. };
  286. while (true)
  287. {
  288. int c = getopt_long (argc, argv, "r:p:d:shf:a:", long_options, nullptr);
  289. if (c == -1)
  290. break;
  291. switch (c)
  292. {
  293. case 'r':
  294. screens.emplace_back (optarg);
  295. break;
  296. case 'p':
  297. case 'd':
  298. std::cerr << "--dir/--pkg is deprecated and not used anymore" << std::endl;
  299. path = stringPathFixes (optarg);
  300. break;
  301. case 's':
  302. shouldEnableAudio = false;
  303. break;
  304. case 'h':
  305. print_help (argv [0]);
  306. break;
  307. case 'f':
  308. maximumFPS = atoi (optarg);
  309. break;
  310. case 'a':
  311. assetsDir = optarg;
  312. break;
  313. case 'v':
  314. g_AudioVolume = atoi (optarg);
  315. break;
  316. case 'c':
  317. shouldTakeScreenshot = true;
  318. screenshotPath = stringPathFixes (optarg);
  319. break;
  320. }
  321. }
  322. if (path.empty () == true)
  323. {
  324. if (optind < argc && strlen (argv [optind]) > 0)
  325. {
  326. path = argv [optind];
  327. }
  328. else
  329. {
  330. print_help (argv [0]);
  331. return 0;
  332. }
  333. }
  334. // validate screenshot file just to make sure
  335. if (shouldTakeScreenshot == true)
  336. {
  337. // ensure the file is one of the supported formats
  338. std::string extension = screenshotPath.substr (screenshotPath.find_last_of (".") + 1);
  339. if (extension == "bmp")
  340. screenshotFormat = FIF_BMP;
  341. else if (extension == "png")
  342. screenshotFormat = FIF_PNG;
  343. else if (extension == "jpg" || extension == "jpeg")
  344. screenshotFormat = FIF_JPEG;
  345. else
  346. throw std::runtime_error ("Unsupported screenshot format...");
  347. }
  348. // attach signals so if a stop is requested the X11 resources are freed and the program shutsdown gracefully
  349. std::signal(SIGINT, signalhandler);
  350. std::signal(SIGTERM, signalhandler);
  351. // initialize glfw
  352. initGLFW ();
  353. std::string homepath = getHomePath ();
  354. auto containers = new WallpaperEngine::Assets::CCombinedContainer ();
  355. // check if the background might be an ID and try to find the right path in the steam installation folder
  356. if (path.find ('/') == std::string::npos)
  357. {
  358. for (const char** current = backgrounds_default_paths; *current != nullptr; current ++)
  359. {
  360. std::string tmppath = homepath + "/" + *current + "/" + path;
  361. int error = validatePath (tmppath.c_str (), tmppath);
  362. if (error != 0)
  363. continue;
  364. path = tmppath;
  365. }
  366. }
  367. int error = validatePath (path.c_str (), path);
  368. if (error == ENOTDIR)
  369. throw std::runtime_error ("The background path is not a folder");
  370. else if (error == ENAMETOOLONG)
  371. throw std::runtime_error ("Cannot get wallpaper's folder, path is too long");
  372. else if (error != 0)
  373. throw std::runtime_error ("Cannot find the specified folder");
  374. // add a trailing slash to the path so the right file can be found
  375. path += "/";
  376. // the background's path is required to load project.json regardless of the type of background we're using
  377. containers->add (new WallpaperEngine::Assets::CDirectory (path));
  378. // add the virtual container for mocked up files
  379. containers->add (buildVirtualContainer ());
  380. // try to add the common packages
  381. addPkg (containers, path, "scene.pkg");
  382. addPkg (containers, path, "gifscene.pkg");
  383. if (assetsDir.empty () == true)
  384. {
  385. for (const char** current = assets_default_paths; *current != nullptr; current ++)
  386. {
  387. std::string tmppath = homepath + "/" + *current;
  388. error = validatePath (tmppath.c_str (), tmppath);
  389. if (error != 0)
  390. continue;
  391. assetsDir = tmppath;
  392. std::cout << "Found wallpaper engine's assets at " << assetsDir << std::endl;
  393. break;
  394. }
  395. if (assetsDir.empty () == true)
  396. {
  397. unsigned long len = strlen (argv [0]) + 1;
  398. char* copy = new char[len];
  399. strncpy (copy, argv [0], len);
  400. // path still not found, try one last thing on the current binary's folder
  401. std::string exepath = dirname (copy);
  402. exepath += "/assets";
  403. error = validatePath (exepath.c_str (), exepath);
  404. if (error == 0)
  405. {
  406. assetsDir = exepath;
  407. std::cout << "Found assets folder alongside the binary: " << assetsDir << std::endl;
  408. }
  409. delete[] copy;
  410. }
  411. }
  412. else
  413. {
  414. error = validatePath (assetsDir.c_str (), assetsDir);
  415. if (error == ENOTDIR)
  416. throw std::runtime_error ("Invalid assets folder");
  417. else if (error == ENAMETOOLONG)
  418. throw std::runtime_error ("Cannot get assets folder, path is too long");
  419. else if (error != 0)
  420. throw std::runtime_error ("Cannot find the specified assets folder");
  421. std::cout << "Found wallpaper engine's assets at " << assetsDir << " based on --assets-dir parameter" << std::endl;
  422. }
  423. if (assetsDir.empty () == true)
  424. throw std::runtime_error ("Cannot determine a valid path for the wallpaper engine assets");
  425. // add containers to the list
  426. containers->add (new WallpaperEngine::Assets::CDirectory (assetsDir + "/"));
  427. // auto projection = project->getWallpaper ()->as <WallpaperEngine::Core::CScene> ()->getOrthogonalProjection ();
  428. // create the window!
  429. // TODO: DO WE NEED TO PASS MONITOR HERE OR ANYTHING?
  430. // TODO: FIGURE OUT HOW TO PUT THIS WINDOW IN THE BACKGROUND
  431. GLFWwindow* window = glfwCreateWindow (1920, 1080, "WallpaperEngine", NULL, NULL);
  432. if (window == nullptr)
  433. {
  434. fprintf (stderr, "Failed to open a GLFW window");
  435. glfwTerminate ();
  436. return 2;
  437. }
  438. glfwMakeContextCurrent (window);
  439. // TODO: FIGURE THESE OUT BASED ON THE SCREEN
  440. int windowWidth = 1920;
  441. int windowHeight = 1080;
  442. // get the real framebuffer size
  443. glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
  444. GLenum glewInitResult = glewInit ();
  445. // initialize glew
  446. if (glewInitResult != GLEW_OK)
  447. {
  448. fprintf (stderr, "Failed to initialize GLEW: %s", glewGetErrorString (glewInitResult));
  449. glfwTerminate ();
  450. return 3;
  451. }
  452. if (shouldEnableAudio == true && SDL_Init (SDL_INIT_AUDIO) < 0)
  453. {
  454. std::cerr << "Cannot initialize SDL audio system, SDL_GetError: " << SDL_GetError() << std::endl;
  455. std::cerr << "Continuing without audio support" << std::endl;
  456. }
  457. // parse the project.json file
  458. auto project = WallpaperEngine::Core::CProject::fromFile ("project.json", containers);
  459. // go to the right folder so the videos will play
  460. if (project->getWallpaper ()->is <WallpaperEngine::Core::CVideo> () == true)
  461. chdir (path.c_str ());
  462. // initialize custom context class
  463. WallpaperEngine::Render::CContext* context = new WallpaperEngine::Render::CContext (screens, window, containers);
  464. // initialize mouse support
  465. context->setMouse (new CMouseInput (window));
  466. // set the default viewport
  467. context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
  468. // ensure the context knows what wallpaper to render
  469. context->setWallpaper (
  470. WallpaperEngine::Render::CWallpaper::fromWallpaper (project->getWallpaper (), context)
  471. );
  472. // update maximum FPS if it's a video
  473. if (context->getWallpaper ()->is <WallpaperEngine::Render::CVideo> () == true)
  474. maximumFPS = context->getWallpaper ()->as <WallpaperEngine::Render::CVideo> ()->getFPS ();
  475. // TODO: FIGURE OUT THE REQUIRED INPUT MODE, AS SOME WALLPAPERS USE THINGS LIKE MOUSE POSITION
  476. // glfwSetInputMode (window, GLFW_STICKY_KEYS, GL_TRUE);
  477. double startTime, endTime, minimumTime = 1.0 / maximumFPS;
  478. uint32_t frameCounter = 0;
  479. while (glfwWindowShouldClose (window) == 0 && g_KeepRunning == true)
  480. {
  481. // get the real framebuffer size
  482. glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
  483. // set the default viewport
  484. context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
  485. // calculate the current time value
  486. g_Time = (float) glfwGetTime ();
  487. // get the start time of the frame
  488. startTime = glfwGetTime ();
  489. // render the scene
  490. context->render ();
  491. // do buffer swapping
  492. glfwSwapBuffers (window);
  493. // poll for events (like closing the window)
  494. glfwPollEvents ();
  495. // get the end time of the frame
  496. endTime = glfwGetTime ();
  497. // ensure the frame time is correct to not overrun FPS
  498. if ((endTime - startTime) < minimumTime)
  499. usleep ((minimumTime - (endTime - startTime)) * CLOCKS_PER_SEC);
  500. frameCounter ++;
  501. if (frameCounter == 5 && shouldTakeScreenshot == true)
  502. {
  503. takeScreenshot (context->getWallpaper (), screenshotPath, screenshotFormat);
  504. // disable screenshot just in case the counter overflows
  505. shouldTakeScreenshot = false;
  506. }
  507. }
  508. // ensure this is updated as sometimes it might not come from a signal
  509. g_KeepRunning = false;
  510. std::cout << "Stop requested" << std::endl;
  511. // terminate gl
  512. glfwTerminate ();
  513. // terminate free image
  514. FreeImage_DeInitialise ();
  515. // terminate SDL
  516. SDL_QuitSubSystem(SDL_INIT_AUDIO);
  517. SDL_Quit ();
  518. // free context
  519. delete context;
  520. return 0;
  521. }