main.cpp 17 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. }
  51. std::string stringPathFixes(const std::string& s)
  52. {
  53. if (s.empty () == true)
  54. return s;
  55. std::string str (s);
  56. // remove single-quotes from the arguments
  57. if (str [0] == '\'' && str [str.size() - 1] == '\'')
  58. str
  59. .erase (str.size() - 1, 1)
  60. .erase (0, 1);
  61. return std::move (str);
  62. }
  63. void signalhandler(int sig)
  64. {
  65. g_KeepRunning = false;
  66. }
  67. int validatePath(const char* path, std::string& final)
  68. {
  69. char finalPath [PATH_MAX];
  70. char* pointer = realpath (path, finalPath);
  71. if (finalPath == nullptr)
  72. return errno;
  73. // ensure the path points to a folder
  74. struct stat pathinfo;
  75. if (stat (finalPath, &pathinfo) != 0)
  76. return errno;
  77. if (!S_ISDIR (pathinfo.st_mode))
  78. return ENOTDIR;
  79. final = finalPath;
  80. return 0;
  81. }
  82. std::string getHomePath ()
  83. {
  84. char* home = getenv ("HOME");
  85. if (home == nullptr)
  86. throw std::runtime_error ("$HOME doesn't exist");
  87. std::string homepath;
  88. int error = validatePath (home, homepath);
  89. if (error == ENOTDIR)
  90. throw std::runtime_error ("Invalid user home path");
  91. else if (error == ENAMETOOLONG)
  92. throw std::runtime_error ("Cannot get user's home folder, path is too long");
  93. else if (error != 0)
  94. throw std::runtime_error ("Cannot find the home folder for the user");
  95. return homepath;
  96. }
  97. void initGLFW ()
  98. {
  99. // first of all, initialize the window
  100. if (glfwInit () == GLFW_FALSE)
  101. throw std::runtime_error ("Failed to initialize GLFW");
  102. // initialize freeimage
  103. FreeImage_Initialise (TRUE);
  104. // set some window hints (opengl version to be used)
  105. glfwWindowHint (GLFW_SAMPLES, 4);
  106. glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 3);
  107. glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 3);
  108. glfwWindowHint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  109. if (DEBUG)
  110. glfwWindowHint (GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
  111. }
  112. void addPkg (CCombinedContainer* containers, const std::string& path, std::string pkgfile)
  113. {
  114. try
  115. {
  116. std::string scene_path = path + pkgfile;
  117. // add the package to the list
  118. containers->add (new WallpaperEngine::Assets::CPackage (scene_path));
  119. std::cout << "Detected " << pkgfile << " file at " << scene_path << ". Adding to list of searchable paths" << std::endl;
  120. }
  121. catch (CPackageLoadException& ex)
  122. {
  123. // ignore this error, the package file was not found
  124. std::cout << "No " << pkgfile << " file found at " << path << ". Defaulting to normal folder storage" << std::endl;
  125. }
  126. catch (std::runtime_error& ex)
  127. {
  128. // the package was found but there was an error loading it (wrong header or something)
  129. fprintf (stderr, "Failed to load scene.pkg file: %s\n", ex.what());
  130. throw std::runtime_error ("Cannot load package file");
  131. }
  132. }
  133. CVirtualContainer* buildVirtualContainer ()
  134. {
  135. CVirtualContainer* container = new WallpaperEngine::Assets::CVirtualContainer ();
  136. //
  137. // Had to get a little creative with the effects to achieve the same bloom effect without any custom code
  138. // these virtual files are loaded by an image in the scene that takes current _rt_FullFrameBuffer and
  139. // applies the bloom effect to render it out to the screen
  140. //
  141. // add the effect file for screen bloom
  142. container->add (
  143. "effects/wpenginelinux/bloomeffect.json",
  144. "{"
  145. "\t\"name\":\"camerabloom_wpengine_linux\","
  146. "\t\"group\":\"wpengine_linux_camera\","
  147. "\t\"dependencies\":[],"
  148. "\t\"passes\":"
  149. "\t["
  150. "\t\t{"
  151. "\t\t\t\"material\": \"materials/util/downsample_quarter_bloom.json\","
  152. "\t\t\t\"target\": \"_rt_4FrameBuffer\","
  153. "\t\t\t\"bind\":"
  154. "\t\t\t["
  155. "\t\t\t\t{"
  156. "\t\t\t\t\t\"name\": \"_rt_FullFrameBuffer\","
  157. "\t\t\t\t\t\"index\": 0"
  158. "\t\t\t\t}"
  159. "\t\t\t]"
  160. "\t\t},"
  161. "\t\t{"
  162. "\t\t\t\"material\": \"materials/util/downsample_eighth_blur_v.json\","
  163. "\t\t\t\"target\": \"_rt_8FrameBuffer\","
  164. "\t\t\t\"bind\":"
  165. "\t\t\t["
  166. "\t\t\t\t{"
  167. "\t\t\t\t\t\"name\": \"_rt_4FrameBuffer\","
  168. "\t\t\t\t\t\"index\": 0"
  169. "\t\t\t\t}"
  170. "\t\t\t]"
  171. "\t\t},"
  172. "\t\t{"
  173. "\t\t\t\"material\": \"materials/util/blur_h_bloom.json\","
  174. "\t\t\t\"target\": \"_rt_Bloom\","
  175. "\t\t\t\"bind\":"
  176. "\t\t\t["
  177. "\t\t\t\t{"
  178. "\t\t\t\t\t\"name\": \"_rt_8FrameBuffer\","
  179. "\t\t\t\t\t\"index\": 0"
  180. "\t\t\t\t}"
  181. "\t\t\t]"
  182. "\t\t},"
  183. "\t\t{"
  184. "\t\t\t\"material\": \"materials/util/combine.json\","
  185. "\t\t\t\"target\": \"_rt_imageLayerComposite_-1_b\","
  186. "\t\t\t\"bind\":"
  187. "\t\t\t["
  188. "\t\t\t\t{"
  189. "\t\t\t\t\t\"name\": \"_rt_FullFrameBuffer\","
  190. "\t\t\t\t\t\"index\": 0"
  191. "\t\t\t\t},"
  192. "\t\t\t\t{"
  193. "\t\t\t\t\t\"name\": \"_rt_Bloom\","
  194. "\t\t\t\t\t\"index\": 1"
  195. "\t\t\t\t}"
  196. "\t\t\t]"
  197. "\t\t}"
  198. "\t]"
  199. "}"
  200. );
  201. // add some model for the image element even if it's going to waste rendering cycles
  202. container->add (
  203. "models/wpenginelinux.json",
  204. "{"
  205. "\t\"material\":\"materials/wpenginelinux.json\""
  206. "}"
  207. );
  208. // models require materials, so add that too
  209. container->add (
  210. "materials/wpenginelinux.json",
  211. "{"
  212. "\t\"passes\":"
  213. "\t\t["
  214. "\t\t\t{"
  215. "\t\t\t\t\"blending\": \"normal\","
  216. "\t\t\t\t\"cullmode\": \"nocull\","
  217. "\t\t\t\t\"depthtest\": \"disabled\","
  218. "\t\t\t\t\"depthwrite\": \"disabled\","
  219. "\t\t\t\t\"shader\": \"genericimage2\","
  220. "\t\t\t\t\"textures\": [\"_rt_FullFrameBuffer\"]"
  221. "\t\t\t}"
  222. "\t\t]"
  223. "}"
  224. );
  225. return container;
  226. }
  227. int main (int argc, char* argv[])
  228. {
  229. std::vector <std::string> screens;
  230. int maximumFPS = 30;
  231. bool shouldEnableAudio = true;
  232. std::string path;
  233. std::string assetsDir;
  234. static struct option long_options [] = {
  235. {"screen-root", required_argument, 0, 'r'},
  236. {"pkg", required_argument, 0, 'p'},
  237. {"dir", required_argument, 0, 'd'},
  238. {"silent", no_argument, 0, 's'},
  239. {"volume", required_argument, 0, 'v'},
  240. {"help", no_argument, 0, 'h'},
  241. {"fps", required_argument, 0, 'f'},
  242. {"assets-dir", required_argument, 0, 'a'},
  243. {nullptr, 0, 0, 0}
  244. };
  245. while (true)
  246. {
  247. int c = getopt_long (argc, argv, "r:p:d:shf:a:", long_options, nullptr);
  248. if (c == -1)
  249. break;
  250. switch (c)
  251. {
  252. case 'r':
  253. screens.emplace_back (optarg);
  254. break;
  255. case 'p':
  256. case 'd':
  257. std::cerr << "--dir/--pkg is deprecated and not used anymore" << std::endl;
  258. path = stringPathFixes (optarg);
  259. break;
  260. case 's':
  261. shouldEnableAudio = false;
  262. break;
  263. case 'h':
  264. print_help (argv [0]);
  265. break;
  266. case 'f':
  267. maximumFPS = atoi (optarg);
  268. break;
  269. case 'a':
  270. assetsDir = optarg;
  271. break;
  272. case 'v':
  273. g_AudioVolume = atoi (optarg);
  274. break;
  275. }
  276. }
  277. if (path.empty () == true)
  278. {
  279. if (optind < argc && strlen (argv [optind]) > 0)
  280. {
  281. path = argv [optind];
  282. }
  283. else
  284. {
  285. print_help (argv [0]);
  286. return 0;
  287. }
  288. }
  289. // attach signals so if a stop is requested the X11 resources are freed and the program shutsdown gracefully
  290. std::signal(SIGINT, signalhandler);
  291. std::signal(SIGTERM, signalhandler);
  292. // initialize glfw
  293. initGLFW ();
  294. std::string homepath = getHomePath ();
  295. auto containers = new WallpaperEngine::Assets::CCombinedContainer ();
  296. // check if the background might be an ID and try to find the right path in the steam installation folder
  297. if (path.find ('/') == std::string::npos)
  298. {
  299. for (const char** current = backgrounds_default_paths; *current != nullptr; current ++)
  300. {
  301. std::string tmppath = homepath + "/" + *current + "/" + path;
  302. int error = validatePath (tmppath.c_str (), tmppath);
  303. if (error != 0)
  304. continue;
  305. path = tmppath;
  306. }
  307. }
  308. int error = validatePath (path.c_str (), path);
  309. if (error == ENOTDIR)
  310. throw std::runtime_error ("The background path is not a folder");
  311. else if (error == ENAMETOOLONG)
  312. throw std::runtime_error ("Cannot get wallpaper's folder, path is too long");
  313. else if (error != 0)
  314. throw std::runtime_error ("Cannot find the specified folder");
  315. // add a trailing slash to the path so the right file can be found
  316. path += "/";
  317. // the background's path is required to load project.json regardless of the type of background we're using
  318. containers->add (new WallpaperEngine::Assets::CDirectory (path));
  319. // add the virtual container for mocked up files
  320. containers->add (buildVirtualContainer ());
  321. // try to add the common packages
  322. addPkg (containers, path, "scene.pkg");
  323. addPkg (containers, path, "gifscene.pkg");
  324. if (assetsDir.empty () == true)
  325. {
  326. for (const char** current = assets_default_paths; *current != nullptr; current ++)
  327. {
  328. std::string tmppath = homepath + "/" + *current;
  329. error = validatePath (tmppath.c_str (), tmppath);
  330. if (error != 0)
  331. continue;
  332. assetsDir = tmppath;
  333. std::cout << "Found wallpaper engine's assets at " << assetsDir << std::endl;
  334. break;
  335. }
  336. if (assetsDir.empty () == true)
  337. {
  338. unsigned long len = strlen (argv [0]) + 1;
  339. char* copy = new char[len];
  340. strncpy (copy, argv [0], len);
  341. // path still not found, try one last thing on the current binary's folder
  342. std::string exepath = dirname (copy);
  343. exepath += "/assets";
  344. error = validatePath (exepath.c_str (), exepath);
  345. if (error == 0)
  346. {
  347. assetsDir = exepath;
  348. std::cout << "Found assets folder alongside the binary: " << assetsDir << std::endl;
  349. }
  350. delete[] copy;
  351. }
  352. }
  353. else
  354. {
  355. error = validatePath (assetsDir.c_str (), assetsDir);
  356. if (error == ENOTDIR)
  357. throw std::runtime_error ("Invalid assets folder");
  358. else if (error == ENAMETOOLONG)
  359. throw std::runtime_error ("Cannot get assets folder, path is too long");
  360. else if (error != 0)
  361. throw std::runtime_error ("Cannot find the specified assets folder");
  362. std::cout << "Found wallpaper engine's assets at " << assetsDir << " based on --assets-dir parameter" << std::endl;
  363. }
  364. if (assetsDir.empty () == true)
  365. throw std::runtime_error ("Cannot determine a valid path for the wallpaper engine assets");
  366. // add containers to the list
  367. containers->add (new WallpaperEngine::Assets::CDirectory (assetsDir + "/"));
  368. // auto projection = project->getWallpaper ()->as <WallpaperEngine::Core::CScene> ()->getOrthogonalProjection ();
  369. // create the window!
  370. // TODO: DO WE NEED TO PASS MONITOR HERE OR ANYTHING?
  371. // TODO: FIGURE OUT HOW TO PUT THIS WINDOW IN THE BACKGROUND
  372. GLFWwindow* window = glfwCreateWindow (1920, 1080, "WallpaperEngine", NULL, NULL);
  373. if (window == nullptr)
  374. {
  375. fprintf (stderr, "Failed to open a GLFW window");
  376. glfwTerminate ();
  377. return 2;
  378. }
  379. glfwMakeContextCurrent (window);
  380. // TODO: FIGURE THESE OUT BASED ON THE SCREEN
  381. int windowWidth = 1920;
  382. int windowHeight = 1080;
  383. // get the real framebuffer size
  384. glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
  385. GLenum glewInitResult = glewInit ();
  386. // initialize glew
  387. if (glewInitResult != GLEW_OK)
  388. {
  389. fprintf (stderr, "Failed to initialize GLEW: %s", glewGetErrorString (glewInitResult));
  390. glfwTerminate ();
  391. return 3;
  392. }
  393. if (shouldEnableAudio == true && SDL_Init (SDL_INIT_AUDIO) < 0)
  394. {
  395. std::cerr << "Cannot initialize SDL audio system, SDL_GetError: " << SDL_GetError() << std::endl;
  396. std::cerr << "Continuing without audio support" << std::endl;
  397. }
  398. // parse the project.json file
  399. auto project = WallpaperEngine::Core::CProject::fromFile ("project.json", containers);
  400. // go to the right folder so the videos will play
  401. if (project->getWallpaper ()->is <WallpaperEngine::Core::CVideo> () == true)
  402. chdir (path.c_str ());
  403. // initialize custom context class
  404. WallpaperEngine::Render::CContext* context = new WallpaperEngine::Render::CContext (screens, window, containers);
  405. // initialize mouse support
  406. context->setMouse (new CMouseInput (window));
  407. // set the default viewport
  408. context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
  409. // ensure the context knows what wallpaper to render
  410. context->setWallpaper (
  411. WallpaperEngine::Render::CWallpaper::fromWallpaper (project->getWallpaper (), context)
  412. );
  413. // update maximum FPS if it's a video
  414. if (context->getWallpaper ()->is <WallpaperEngine::Render::CVideo> () == true)
  415. maximumFPS = context->getWallpaper ()->as <WallpaperEngine::Render::CVideo> ()->getFPS ();
  416. // TODO: FIGURE OUT THE REQUIRED INPUT MODE, AS SOME WALLPAPERS USE THINGS LIKE MOUSE POSITION
  417. // glfwSetInputMode (window, GLFW_STICKY_KEYS, GL_TRUE);
  418. double startTime, endTime, minimumTime = 1.0 / maximumFPS;
  419. while (glfwWindowShouldClose (window) == 0 && g_KeepRunning == true)
  420. {
  421. // get the real framebuffer size
  422. glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
  423. // set the default viewport
  424. context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
  425. // calculate the current time value
  426. g_Time = (float) glfwGetTime ();
  427. // get the start time of the frame
  428. startTime = glfwGetTime ();
  429. // render the scene
  430. context->render ();
  431. // do buffer swapping
  432. glfwSwapBuffers (window);
  433. // poll for events (like closing the window)
  434. glfwPollEvents ();
  435. // get the end time of the frame
  436. endTime = glfwGetTime ();
  437. // ensure the frame time is correct to not overrun FPS
  438. if ((endTime - startTime) < minimumTime)
  439. usleep ((minimumTime - (endTime - startTime)) * CLOCKS_PER_SEC);
  440. }
  441. // ensure this is updated as sometimes it might not come from a signal
  442. g_KeepRunning = false;
  443. std::cout << "Stop requested" << std::endl;
  444. // terminate gl
  445. glfwTerminate ();
  446. // terminate free image
  447. FreeImage_DeInitialise ();
  448. // terminate SDL
  449. SDL_QuitSubSystem(SDL_INIT_AUDIO);
  450. SDL_Quit ();
  451. // free context
  452. delete context;
  453. return 0;
  454. }