chore: DynamicValues now keep track of current type, colors should be converted to vec4/ivec4 upon reading so alpha is correct, keep combo overrides too

This commit is contained in:
Almamu 2025-08-15 07:20:15 +02:00
parent 04c85bebe4
commit 303a2b5624
8 changed files with 93 additions and 22 deletions

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@ -19,6 +19,7 @@ void CDynamicValue::update(float newValue) {
this->m_float = newValue;
this->m_int = static_cast<int> (newValue);
this->m_bool = static_cast<int> (newValue) != 0;
this->m_type = UnderlyingType::Float;
this->propagate ();
}
@ -33,6 +34,7 @@ void CDynamicValue::update(int newValue) {
this->m_float = static_cast<float> (newValue);
this->m_int = newValue;
this->m_bool = newValue != 0;
this->m_type = UnderlyingType::Int;
this->propagate ();
}
@ -47,6 +49,7 @@ void CDynamicValue::update(bool newValue) {
this->m_float = newValue;
this->m_int = newValue;
this->m_bool = newValue;
this->m_type = UnderlyingType::Boolean;
this->propagate ();
}
@ -61,6 +64,7 @@ void CDynamicValue::update(const glm::vec2& newValue) {
this->m_float = newValue.x;
this->m_int = static_cast<int> (newValue.x);
this->m_bool = newValue.x != 0.0f;
this->m_type = UnderlyingType::Vec2;
this->propagate ();
}
@ -75,6 +79,7 @@ void CDynamicValue::update(const glm::vec3& newValue) {
this->m_float = newValue.x;
this->m_int = static_cast<int> (newValue.x);
this->m_bool = newValue.x != 0.0f;
this->m_type = UnderlyingType::Vec3;
this->propagate ();
}
@ -89,6 +94,7 @@ void CDynamicValue::update(const glm::vec4& newValue) {
this->m_float = newValue.x;
this->m_int = static_cast<int> (newValue.x);
this->m_bool = newValue.x != 0.0f;
this->m_type = UnderlyingType::Vec4;
this->propagate ();
}
@ -103,6 +109,7 @@ void CDynamicValue::update(const glm::ivec2& newValue) {
this->m_float = static_cast<float> (newValue.x);
this->m_int = static_cast<int> (newValue.x);
this->m_bool = newValue.x != 0;
this->m_type = UnderlyingType::IVec2;
this->propagate ();
}
@ -117,6 +124,7 @@ void CDynamicValue::update(const glm::ivec3& newValue) {
this->m_float = static_cast<float> (newValue.x);
this->m_int = static_cast<int> (newValue.x);
this->m_bool = newValue.x != 0;
this->m_type = UnderlyingType::IVec3;
this->propagate ();
}
@ -131,6 +139,7 @@ void CDynamicValue::update(const glm::ivec4& newValue) {
this->m_float = static_cast<float> (newValue.x);
this->m_int = static_cast<int> (newValue.x);
this->m_bool = newValue.x != 0;
this->m_type = UnderlyingType::IVec4;
this->propagate ();
}
@ -203,3 +212,7 @@ const int& CDynamicValue::getInt () const {
const bool& CDynamicValue::getBool () const {
return this->m_bool;
}
CDynamicValue::UnderlyingType CDynamicValue::getType () const {
return this->m_type;
}

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@ -19,6 +19,19 @@ class CDynamicValue {
friend class WallpaperEngine::Data::Parsers::UserSettingParser;
friend class WallpaperEngine::Data::Builders::UserSettingBuilder;
public:
enum UnderlyingType {
Unknown = -1,
IVec4 = 0,
IVec3 = 1,
IVec2 = 2,
Vec4 = 3,
Vec3 = 4,
Vec2 = 5,
Float = 6,
Int = 7,
Boolean = 8
};
virtual ~CDynamicValue ();
[[nodiscard]] const glm::ivec4& getIVec4 () const;
@ -30,6 +43,7 @@ class CDynamicValue {
[[nodiscard]] const float& getFloat () const;
[[nodiscard]] const int& getInt () const;
[[nodiscard]] const bool& getBool () const;
[[nodiscard]] UnderlyingType getType () const;
/**
* Connects the current instance to the given instance, updating it's values
@ -38,8 +52,6 @@ class CDynamicValue {
* @param value
*/
void connectOutgoing (CDynamicValue* value) const;
protected:
void update (float newValue);
void update (int newValue);
void update (bool newValue);
@ -49,6 +61,8 @@ class CDynamicValue {
void update (const glm::ivec2& newValue);
void update (const glm::ivec3& newValue);
void update (const glm::ivec4& newValue);
protected:
/**
* Registers an incoming connection (another CDynamicValue affecting the current instance's value)
* Useful mainly for destroying the connection on delete
@ -65,6 +79,7 @@ class CDynamicValue {
private:
mutable std::vector<CDynamicValue*> m_outgoingConnections = {};
mutable std::vector<const CDynamicValue*> m_incomingConnections = {};
UnderlyingType m_type = UnderlyingType::Unknown;
// different values that we will be casted to automagically
glm::ivec4 m_ivec4 = {};
glm::ivec3 m_ivec3 = {};

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@ -78,7 +78,7 @@ ImageUniquePtr ObjectParser::parseImage (
const auto& properties = project.properties;
const auto& effects = it.optional ("effects");
return std::make_unique <Image> (
auto result = std::make_unique <Image> (
std::move (base),
ImageData {
.origin = it.user ("origin", properties, glm::vec3 (0.0f)),
@ -86,7 +86,7 @@ ImageUniquePtr ObjectParser::parseImage (
.angles = it.user ("angles", properties, glm::vec3 (0.0)),
.visible = it.user ("visible", properties, true),
.alpha = it.user ("alpha", properties, 1.0f),
.color = it.user ("color", properties, glm::vec3 (1.0f)),
.color = it.user ("color", properties, glm::vec4 (1.0f)),
.alignment = it.optional ("alignment", std::string ("center")),
.size = it.optional ("size", glm::vec2 (0.0f)),
.parallaxDepth = it.optional ("parallaxDepth", glm::vec2 (0.0f)),
@ -96,6 +96,15 @@ ImageUniquePtr ObjectParser::parseImage (
.effects = effects.has_value () ? parseEffects (*effects, project) : std::vector <ImageEffectUniquePtr> {},
}
);
// color should be a vec4 for alpha, but it's read as vec3
if (result->color->value->getType () == DynamicValue::UnderlyingType::Vec3) {
result->color->value->update (glm::vec4 (result->color->value->getVec3 (), 1.0f));
} else if (result->color->value->getType () == DynamicValue::UnderlyingType::IVec3) {
result->color->value->update (glm::vec4 (result->color->value->getIVec3 (), 255));
}
return result;
}
std::vector <ImageEffectUniquePtr> ObjectParser::parseEffects (const JSON& it, Project& project) {
@ -163,11 +172,11 @@ TextureMap ObjectParser::parseTextureMap (const JSON& it) {
textureIndex ++;
if (cur.is_null ()) {
continue;
}
result.emplace (textureIndex, "");
} else {
result.emplace (textureIndex, cur);
}
}
return result;
}

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@ -425,7 +425,7 @@ void CPass::setupShaders () {
// TODO: USED TO BUILD THE TEXTURES LATER
// use the combos copied from the pass so it includes the texture format
this->m_shader = new Render::Shaders::CShader (
this->m_image.getContainer (), this->m_pass.shader, this->m_combos,
this->m_image.getContainer (), this->m_pass.shader, this->m_combos, this->m_override.combos,
this->m_pass.textures, this->m_override.textures, this->m_override.constants
);
@ -608,7 +608,7 @@ void CPass::setupUniforms () {
this->addUniform ("g_UserAlpha", image.alpha->value->getFloat ());
this->addUniform ("g_Alpha", image.alpha->value->getFloat ());
this->addUniform ("g_Color", image.color->value->getVec3 ());
this->addUniform ("g_Color4", image.color->value->getVec4());
this->addUniform ("g_Color4", image.color->value->getVec4 ());
// TODO: VALIDATE THAT G_COMPOSITECOLOR REALLY COMES FROM THIS ONE
this->addUniform ("g_CompositeColor", image.color->value->getVec3 ());
// add some external variables

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@ -19,20 +19,21 @@ using namespace WallpaperEngine::Assets;
namespace WallpaperEngine::Render::Shaders {
CShader::CShader (
const CContainer& container, std::string filename,
const ComboMap& combos, const TextureMap& textures,
const TextureMap& overrideTextures,
const ComboMap& combos, const ComboMap& overrideCombos,
const TextureMap& textures, const TextureMap& overrideTextures,
const ShaderConstantMap& constants
) :
m_file (std::move (filename)),
m_combos (combos),
m_overrideCombos (overrideCombos),
m_passTextures (textures),
m_overrideTextures (overrideTextures),
m_vertex (
CGLSLContext::UnitType_Vertex, filename, container.readVertexShader (filename),
container, constants, textures, overrideTextures, combos),
container, constants, textures, overrideTextures, combos, overrideCombos),
m_fragment (
CGLSLContext::UnitType_Fragment, filename, container.readFragmentShader (filename),
container, constants, textures, overrideTextures, combos) {
container, constants, textures, overrideTextures, combos, overrideCombos) {
// link shaders between them
this->m_vertex.linkToUnit (&this->m_fragment);
this->m_fragment.linkToUnit (&this->m_vertex);

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@ -46,8 +46,8 @@ class CShader {
*/
CShader (
const CContainer& container, std::string filename,
const ComboMap& combos, const TextureMap& textures,
const TextureMap& overrideTextures,
const ComboMap& combos, const ComboMap& overrideCombos,
const TextureMap& textures, const TextureMap& overrideTextures,
const ShaderConstantMap& constants);
/**
* @return The vertex's shader coude for OpenGL to use
@ -98,6 +98,10 @@ class CShader {
* The combos the shader should be generated with
*/
const ComboMap& m_combos;
/**
* The overriden combos
*/
const ComboMap& m_overrideCombos;
/**
* The list of textures the pass knows about
*/

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@ -58,7 +58,7 @@ using namespace WallpaperEngine::Render::Shaders;
CShaderUnit::CShaderUnit (
CGLSLContext::UnitType type, std::string file, std::string content, const CContainer& container,
const ShaderConstantMap& constants, const TextureMap& passTextures, const TextureMap& overrideTextures,
const ComboMap& combos
const ComboMap& combos, const ComboMap& overrideCombos
) :
m_type (type),
m_link (nullptr),
@ -69,6 +69,7 @@ CShaderUnit::CShaderUnit (
m_passTextures (passTextures),
m_overrideTextures (overrideTextures),
m_combos (combos),
m_overrideCombos (overrideCombos),
m_discoveredCombos (),
m_usedCombos () {
// pre-process the shader so the units are clear
@ -335,14 +336,14 @@ void CShaderUnit::parseComboConfiguration (const std::string& content, int defau
// check the combos
const auto entry = this->m_combos.find (combo->get<std::string> ());
const auto entryOverride = this->m_overrideCombos.find (combo->get<std::string> ());
// add the combo to the found list
this->m_usedCombos.emplace (*combo, true);
// if the combo was not found in the predefined values this means that the default value in the JSON data can be
// used so only define the ones that are not already defined
if (entry == this->m_combos.end ()) {
if (entry == this->m_combos.end () && entryOverride == this->m_overrideCombos.end ()) {
// if no combo is defined just load the default settings
if (defvalue == data.end ()) {
// TODO: PROPERLY SUPPORT EMPTY COMBOS
@ -406,6 +407,8 @@ void CShaderUnit::parseParameterConfiguration (
// samplers can have special requirements, check what sampler we're working with and create definitions
// if needed
const auto textureName = data.find ("default");
// TODO: CREATE TEXTURE WITH THE GIVEN COLOR
const auto paintDefaultColor = data.find ("paintdefaultcolor");
// extract the texture number from the name
const char value = name.at (std::string ("g_Texture").length ());
const auto requireany = data.find ("requireany");
@ -414,6 +417,10 @@ void CShaderUnit::parseParameterConfiguration (
// TODO: BETTER CONVERSION HERE
size_t index = value - '0';
if (combo != data.end () && paintDefaultColor != data.end () && combo->get <std::string> () == "MASK" && this->m_file.find ("water")) {
sLog.debug("mask defaultcolor!");
}
if (combo != data.end ()) {
// TODO: CLEANUP HOW THIS IS DETERMINED FIRST
// if the texture exists (and is not null), add to the combo
@ -432,9 +439,10 @@ void CShaderUnit::parseParameterConfiguration (
for (const auto& item : require->items ()) {
const std::string& macro = item.key ();
const auto it = this->m_combos.find (macro);
const auto itOverride = this->m_overrideCombos.find (macro);
// if any of the values matched, this option is required
if (it == this->m_combos.end () || it->second != item.value ()) {
if (it == this->m_combos.end () || itOverride != this->m_overrideCombos.end () || it->second != item.value ()) {
isRequired = true;
break;
}
@ -446,9 +454,10 @@ void CShaderUnit::parseParameterConfiguration (
for (const auto& item : require->items ()) {
const std::string& macro = item.key ();
const auto it = this->m_combos.find (macro);
const auto itOverride = this->m_overrideCombos.find (macro);
// these can not exist and that'd be fine, we just care about the values
if (it != this->m_combos.end () && it->second == item.value ()) {
if ((it != this->m_combos.end () || itOverride != this->m_overrideCombos.end ()) && it->second == item.value ()) {
isRequired = false;
break;
}
@ -463,9 +472,10 @@ void CShaderUnit::parseParameterConfiguration (
// is the combo registered already?
// if not, add it with the default value
const auto combo_it = this->m_combos.find (*combo);
const auto overridencombo_it = this->m_overrideCombos.find (*combo);
// there's already a combo providing this value, so it doesn't need to be added
if (combo_it != this->m_combos.end ()) {
if (combo_it != this->m_combos.end () || overridencombo_it != this->m_overrideCombos.end ()) {
isRequired = false;
// otherwise a default value must be used
} else if (defvalue->is_string ()) {
@ -535,27 +545,42 @@ const std::string& CShaderUnit::compile () {
std::map<std::string, bool> addedCombos;
for (const auto& combo : this->m_overrideCombos) {
if (addedCombos.find (combo.first) == addedCombos.end ()) {
this->m_final += DEFINE_COMBO (combo.first, combo.second);
}
addedCombos.emplace (combo.first, true);
}
// now add all the combos to the source
for (const auto& combo : this->m_combos) {
if (addedCombos.find (combo.first) == addedCombos.end ()) {
this->m_final += DEFINE_COMBO (combo.first, combo.second);
}
addedCombos.emplace (combo.first, true);
}
for (const auto& combo : this->m_discoveredCombos) {
if (addedCombos.find (combo.first) == addedCombos.end ()) {
this->m_final += DEFINE_COMBO (combo.first, combo.second);
}
addedCombos.emplace (combo.first, true);
}
if (this->m_link != nullptr) {
for (const auto& combo : this->m_link->getCombos ()) {
if (addedCombos.find (combo.first) == addedCombos.end ()) {
this->m_final += DEFINE_COMBO (combo.first, combo.second);
}
addedCombos.emplace (combo.first, true);
}
for (const auto& combo : this->m_link->getDiscoveredCombos ()) {
if (addedCombos.find (combo.first) == addedCombos.end ()) {
this->m_final += DEFINE_COMBO (combo.first, combo.second);
}
addedCombos.emplace (combo.first, true);
}
}

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@ -27,7 +27,7 @@ class CShaderUnit {
CShaderUnit (
CGLSLContext::UnitType type, std::string file, std::string content, const CContainer& container,
const ShaderConstantMap& constants, const TextureMap& passTextures,
const TextureMap& overrideTextures, const ComboMap& combos);
const TextureMap& overrideTextures, const ComboMap& combos, const ComboMap& overrideCombos);
~CShaderUnit () = default;
/**
@ -132,6 +132,10 @@ class CShaderUnit {
* Pre-defined values for the combos
*/
const ComboMap& m_combos;
/**
* Pre-defined overriden values for the combos
*/
const ComboMap& m_overrideCombos;
/**
* The combos discovered in the pre-processing step that were not in the combos list
*/