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4 Commits

Author SHA1 Message Date
Alexis Maiquez
aa5a278ab5
Merge c3381c348d into be0fc25e72 2025-09-13 20:09:06 +00:00
Almamu
c3381c348d chore: some cleanup everywhere 2025-09-13 22:08:59 +02:00
Almamu
f74527d23b chore: some cleanup everywhere 2025-09-13 20:17:47 +02:00
Almamu
5b65abe7b9 feat: added asset locator and replaced filesystem direct usage by asset locator 2025-09-13 19:10:09 +02:00
50 changed files with 263 additions and 202 deletions

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@ -269,6 +269,8 @@ add_executable(
src/WallpaperEngine/Assets/AssetLoadException.cpp
src/WallpaperEngine/Assets/AssetLoadException.h
src/WallpaperEngine/Assets/AssetLocator.cpp
src/WallpaperEngine/Assets/AssetLocator.h
src/WallpaperEngine/FileSystem/Container.h
src/WallpaperEngine/FileSystem/Container.cpp

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@ -6,20 +6,18 @@
#include <sstream>
#include <sys/stat.h>
const char* assets_default_paths [] = {
std::vector<std::string> appDirectoryPaths = {
".steam/steam/steamapps/common",
".local/share/Steam/steamapps/common",
".var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common",
"snap/steam/common/.local/share/Steam/steamapps/common",
nullptr
};
const char* workshop_content_default_paths [] = {
std::vector<std::string> workshopDirectoryPaths = {
".local/share/Steam/steamapps/workshop/content",
".steam/steam/steamapps/workshop/content",
".var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/workshop/content",
"snap/steam/common/.local/share/Steam/steamapps/workshop/content",
nullptr
};
std::filesystem::path detectHomepath () {
@ -33,14 +31,14 @@ std::filesystem::path detectHomepath () {
if (!std::filesystem::is_directory (path))
sLog.exception ("Cannot find home directory for current user, ", home, " is not a directory");
return home;
return path;
}
std::filesystem::path Steam::FileSystem::workshopDirectory (int appID, const std::string& contentID) {
auto homepath = detectHomepath ();
for (const char** current = workshop_content_default_paths; *current != nullptr; current++) {
auto currentpath = std::filesystem::path (homepath) / *current / std::to_string (appID) / contentID;
for (const auto& current : workshopDirectoryPaths) {
auto currentpath = std::filesystem::path (homepath) / current / std::to_string (appID) / contentID;
if (!std::filesystem::exists (currentpath) || !std::filesystem::is_directory (currentpath))
continue;
@ -54,8 +52,8 @@ std::filesystem::path Steam::FileSystem::workshopDirectory (int appID, const std
std::filesystem::path Steam::FileSystem::appDirectory (const std::string& appDirectory, const std::string& path) {
auto homepath = detectHomepath ();
for (const char** current = assets_default_paths; *current != nullptr; current++) {
auto currentpath = std::filesystem::path (homepath) / *current / appDirectory / path;
for (const auto& current : appDirectoryPaths) {
auto currentpath = std::filesystem::path (homepath) / current / appDirectory / path;
if (!std::filesystem::exists (currentpath) || !std::filesystem::is_directory (currentpath))
continue;

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@ -29,6 +29,7 @@ float g_Time;
float g_TimeLast;
float g_Daytime;
using namespace WallpaperEngine::Assets;
using namespace WallpaperEngine::Application;
using namespace WallpaperEngine::Data::Model;
using namespace WallpaperEngine::FileSystem;
@ -40,10 +41,10 @@ WallpaperApplication::WallpaperApplication (ApplicationContext& context) :
this->setupBrowser();
}
ContainerUniquePtr WallpaperApplication::setupContainer (const std::string& bg) const {
AssetLocatorUniquePtr WallpaperApplication::setupAssetLocator (const std::string& bg) const {
auto container = std::make_unique <Container> ();
std::filesystem::path path (bg);
const std::filesystem::path path = bg;
container->mount (path, "/");
try {
@ -193,7 +194,7 @@ ContainerUniquePtr WallpaperApplication::setupContainer (const std::string& bg)
"}"
);
return container;
return std::make_unique <AssetLocator> (std::move (container));
}
void WallpaperApplication::loadBackgrounds () {
@ -214,7 +215,7 @@ void WallpaperApplication::loadBackgrounds () {
}
ProjectUniquePtr WallpaperApplication::loadBackground (const std::string& bg) {
auto container = this->setupContainer (bg);
auto container = this->setupAssetLocator (bg);
auto json = WallpaperEngine::Data::JSON::JSON::parse (container->readString ("project.json"));
return WallpaperEngine::Data::Parsers::ProjectParser::parse (json, std::move(container));
@ -401,16 +402,13 @@ void WallpaperApplication::show () {
static struct tm* timeinfo;
if (this->m_context.settings.general.dumpStructure) {
// TODO: REWRITE TO USE THE NEW DUMPER
/*
auto prettyPrinter = PrettyPrinter::CPrettyPrinter ();
auto prettyPrinter = Data::Dumpers::StringPrinter ();
for (const auto& [background, info] : this->m_renderContext->getWallpapers ()) {
prettyPrinter.printWallpaper (*info);
prettyPrinter.printWallpaper (info->getWallpaperData ());
}
std::cout << prettyPrinter.str () << std::endl;
*/
}
#if DEMOMODE

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@ -1,6 +1,7 @@
#pragma once
#include "WallpaperEngine/Application/ApplicationContext.h"
#include "WallpaperEngine/Assets/AssetLocator.h"
#include "WallpaperEngine/Render/CWallpaper.h"
#include "WallpaperEngine/Render/Drivers/Detectors/FullScreenDetector.h"
@ -16,6 +17,7 @@
#include "WallpaperEngine/Data/Model/Types.h"
namespace WallpaperEngine::Application {
using namespace WallpaperEngine::Assets;
using namespace WallpaperEngine::Data::Model;
/**
* Small wrapper class over the actual wallpaper's main application skeleton
@ -53,12 +55,11 @@ class WallpaperApplication {
private:
/**
* Sets up a combined container for the given background, adding default files and directories to the list
* Sets up an asset locator for the given background
*
* @param container
* @param bg
*/
ContainerUniquePtr setupContainer (const std::string& bg) const;
AssetLocatorUniquePtr setupAssetLocator (const std::string& bg) const;
/**
* Loads projects based off the settings
*/

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@ -1,10 +1,6 @@
#include "AssetLoadException.h"
using namespace WallpaperEngine::Render;
using namespace WallpaperEngine::Assets;
AssetLoadException::AssetLoadException (const std::string& filename, const std::string& extrainfo) :
m_message ("Cannot find file " + filename + ": " + extrainfo) {}
const char* AssetLoadException::what () const noexcept {
return this->m_message.c_str ();
}
AssetLoadException::AssetLoadException (const std::filesystem::filesystem_error& filesystem_error) noexcept
: std::filesystem::filesystem_error (filesystem_error) {}

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@ -1,16 +1,11 @@
#pragma once
#include <exception>
#include <string>
#include <filesystem>
// TODO: REWRITE THIS ONE TO MAKE MORE SENSE, IT REALLY MEANS "FILE-RELATED EXCEPTION"
namespace WallpaperEngine::Render {
class AssetLoadException final : public std::exception {
namespace WallpaperEngine::Assets {
class AssetLoadException final : public std::filesystem::filesystem_error {
public:
explicit AssetLoadException (const std::string& filename, const std::string& extrainfo = "");
[[nodiscard]] const char* what () const noexcept override;
private:
std::string m_message {};
using std::filesystem::filesystem_error::filesystem_error;
explicit AssetLoadException (const std::filesystem::filesystem_error& filesystem_error) noexcept;
};
} // namespace WallpaperEngine::Assets

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@ -0,0 +1,99 @@
#include "AssetLocator.h"
#include "AssetLoadException.h"
using namespace WallpaperEngine::Assets;
AssetLocator::AssetLocator (ContainerUniquePtr filesystem) : m_filesystem (std::move (filesystem)) {}
std::string AssetLocator::shader (const std::filesystem::path& filename) const {
try {
std::filesystem::path shader = filename;
// detect workshop shaders and check if there's a
if (auto it = shader.begin (); *it++ == "workshop") {
const std::filesystem::path workshopId = *it++;
if (++it != shader.end ()) {
const std::filesystem::path& shaderfile = *it;
try {
shader = std::filesystem::path ("zcompat") / "scene" / "shaders" / workshopId / shaderfile;
// replace the old path with the new one
std::string contents = this->m_filesystem->readString (shader);
sLog.out ("Replaced ", filename, " with compat ", shader);
return contents;
} catch (std::filesystem::filesystem_error&) {
// these exceptions can be ignored because the replacement file might not exist
}
}
}
return this->m_filesystem->readString ("shaders" / filename);
} catch (std::filesystem::filesystem_error& base) {
throw AssetLoadException (base);
}
}
std::string AssetLocator::fragmentShader (const std::filesystem::path& filename) const {
auto final = filename;
final.replace_extension ("frag");
return this->shader (final);
}
std::string AssetLocator::vertexShader (const std::filesystem::path& filename) const {
auto final = filename;
final.replace_extension ("vert");
return this->shader (final);
}
std::string AssetLocator::includeShader (const std::filesystem::path& filename) const {
auto final = filename;
final.replace_extension ("h");
return this->shader (final);
}
std::string AssetLocator::readString (const std::filesystem::path& filename) const {
try {
return this->m_filesystem->readString (filename);
} catch (std::filesystem::filesystem_error& base) {
throw AssetLoadException (base);
}
}
ReadStreamSharedPtr AssetLocator::texture (const std::filesystem::path& filename) const {
auto final = filename;
final.replace_extension ("tex");
try {
return this->m_filesystem->read (final);
} catch (std::filesystem::filesystem_error& base) {
throw AssetLoadException (base);
}
}
ReadStreamSharedPtr AssetLocator::read (const std::filesystem::path& path) const {
try {
return this->m_filesystem->read (path);
} catch (std::filesystem::filesystem_error& base) {
throw AssetLoadException (base);
}
}
std::filesystem::path AssetLocator::physicalPath (const std::filesystem::path& path) const {
try {
return this->m_filesystem->physicalPath (path);
} catch (std::filesystem::filesystem_error& base) {
throw AssetLoadException (base);
}
}

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@ -0,0 +1,27 @@
#pragma once
#include "WallpaperEngine/FileSystem/Container.h"
namespace WallpaperEngine::Assets {
using namespace WallpaperEngine::FileSystem;
using namespace WallpaperEngine::Data::Model;
class AssetLocator {
public:
explicit AssetLocator (ContainerUniquePtr filesystem);
std::string vertexShader (const std::filesystem::path& filename) const;
std::string fragmentShader (const std::filesystem::path& filename) const;
std::string includeShader (const std::filesystem::path& filename) const;
ReadStreamSharedPtr texture (const std::filesystem::path& filename) const;
std::string readString (const std::filesystem::path& filename) const;
ReadStreamSharedPtr read (const std::filesystem::path& path) const;
std::filesystem::path physicalPath (const std::filesystem::path& path) const;
private:
std::string shader (const std::filesystem::path& filename) const;
ContainerUniquePtr m_filesystem;
};
using AssetLocatorUniquePtr = std::unique_ptr<AssetLocator>;
}

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@ -35,7 +35,6 @@ enum DepthwriteMode {
};
struct MaterialPass {
// TODO: WRITE ENUMS FOR THESE
/** Blending mode */
BlendingMode blending;
/** Culling mode */

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@ -22,8 +22,6 @@ struct ObjectData {
std::vector <int> dependencies;
};
//TODO: CHECK IF THE SEMANTICS FOR MEMORY ARE RIGHT HERE
/**
* Base class for all objects, represents a single object in the scene
*

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@ -4,9 +4,10 @@
#include <memory>
#include "Types.h"
#include "WallpaperEngine/FileSystem/Container.h"
#include "WallpaperEngine/Assets/AssetLocator.h"
namespace WallpaperEngine::Data::Model {
using namespace WallpaperEngine::Assets;
/**
* Represents a wallpaper engine project
*/
@ -30,7 +31,7 @@ struct Project {
Properties properties;
/** The wallpaper this project defines */
WallpaperUniquePtr wallpaper;
/** VFS to access the project's files */
ContainerUniquePtr container;
/** Abstraction over asset loading to provide access to them */
AssetLocatorUniquePtr assetLocator;
};
};

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@ -33,9 +33,9 @@ class Property : public DynamicValue, public TypeCaster, public PropertyData {
virtual void update(const std::string& value) = 0;
};
class PropertySlider : public Property, SliderData {
class PropertySlider final : public Property, SliderData {
public:
PropertySlider (PropertyData data, SliderData sliderData, float value) : Property (std::move(data)), SliderData (sliderData) {
PropertySlider (PropertyData data, SliderData sliderData, const float value) : Property (std::move(data)), SliderData (std::move (sliderData)) {
this->update (value);
}
@ -45,9 +45,9 @@ class PropertySlider : public Property, SliderData {
}
};
class PropertyBoolean : public Property {
class PropertyBoolean final : public Property {
public:
explicit PropertyBoolean (PropertyData data, bool value) : Property (std::move(data)) {
explicit PropertyBoolean (PropertyData data, const bool value) : Property (std::move(data)) {
this->update (value);
}
@ -57,9 +57,9 @@ class PropertyBoolean : public Property {
}
};
class PropertyColor : public Property {
class PropertyColor final : public Property {
public:
explicit PropertyColor (PropertyData data, std::string value) : Property (std::move(data)) {
explicit PropertyColor (PropertyData data, const std::string& value) : Property (std::move(data)) {
this->PropertyColor::update (value);
}
@ -70,7 +70,7 @@ class PropertyColor : public Property {
// TODO: ENSURE ALL THIS PARSING IS CORRECT
if (copy.find (',') != std::string::npos) {
// replace comma separator with spaces so it's
std::replace (copy.begin (), copy.end (), ',', ' ');
std::ranges::replace (copy, ',', ' ');
}
// hex colors should be converted to int colors
@ -110,9 +110,9 @@ class PropertyColor : public Property {
}
};
class PropertyCombo : public Property, ComboData {
class PropertyCombo final : public Property, ComboData {
public:
PropertyCombo (PropertyData data, ComboData comboData, std::string value) : Property (std::move(data)), ComboData (std::move(comboData)) {
PropertyCombo (PropertyData data, ComboData comboData, const std::string& value) : Property (std::move(data)), ComboData (std::move(comboData)) {
this->PropertyCombo::update (value);
}
@ -122,7 +122,7 @@ class PropertyCombo : public Property, ComboData {
}
};
class PropertyText : public Property {
class PropertyText final : public Property {
public:
explicit PropertyText (PropertyData data) : Property (std::move(data)) {}
@ -136,9 +136,9 @@ class PropertyText : public Property {
}
};
class PropertySceneTexture : public Property {
class PropertySceneTexture final : public Property {
public:
explicit PropertySceneTexture (PropertyData data, std::string value) : Property (std::move(data)) {
explicit PropertySceneTexture (PropertyData data, const std::string& value) : Property (std::move(data)) {
this->PropertySceneTexture::update (value);
}

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@ -5,10 +5,6 @@
#include <string>
#include <memory>
namespace WallpaperEngine::FileSystem {
class Container;
}
namespace WallpaperEngine::Data::Model {
struct Project;
class Wallpaper;
@ -40,13 +36,11 @@ using PropertySharedPtr = std::shared_ptr <Property>;
using Properties = std::map <std::string, PropertySharedPtr>;
using DynamicValueUniquePtr = std::unique_ptr <DynamicValue>;
using UserSettingUniquePtr = std::unique_ptr <UserSetting>;
// TODO: UP TO THIS POINT
using ShaderConstantMap = std::map <std::string, UserSettingUniquePtr>;
using ProjectUniquePtr = std::unique_ptr <Project>;
using WallpaperUniquePtr = std::unique_ptr <Wallpaper>;
using ContainerUniquePtr = std::unique_ptr <FileSystem::Container>;
using SceneUniquePtr = std::unique_ptr <Scene>;
using WebUniquePtr = std::unique_ptr <Web>;
using VideoUniquePtr = std::unique_ptr <Video>;

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@ -10,7 +10,7 @@ using namespace WallpaperEngine::Data::Parsers;
using namespace WallpaperEngine::Data::Model;
EffectUniquePtr EffectParser::load (const Project& project, const std::string& filename) {
const auto effectJson = JSON::parse (project.container->readString (filename));
const auto effectJson = JSON::parse (project.assetLocator->readString (filename));
return parse (effectJson, project);
}

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@ -8,7 +8,7 @@ using namespace WallpaperEngine::Data::Parsers;
using namespace WallpaperEngine::Data::Model;
MaterialUniquePtr MaterialParser::load (const Project& project, const std::string& filename) {
const auto materialJson = JSON::parse (project.container->readString (filename));
const auto materialJson = JSON::parse (project.assetLocator->readString (filename));
return parse (materialJson, filename);
}

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@ -10,7 +10,7 @@ using namespace WallpaperEngine::Data::Parsers;
using namespace WallpaperEngine::Data::Model;
ModelUniquePtr ModelParser::load (const Project& project, const std::string& filename) {
const auto model = JSON::parse (project.container->readString (filename));
const auto model = JSON::parse (project.assetLocator->readString (filename));
return parse (model, project, filename);
}

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@ -13,7 +13,7 @@ using namespace WallpaperEngine::Data::Parsers;
static int backgroundId = 0;
ProjectUniquePtr ProjectParser::parse (const JSON& data, ContainerUniquePtr container) {
ProjectUniquePtr ProjectParser::parse (const JSON& data, AssetLocatorUniquePtr container) {
const auto general = data.optional ("general");
const auto workshopId = data.optional ("workshopid");
auto actualWorkshopId = std::to_string (--backgroundId);
@ -38,7 +38,7 @@ ProjectUniquePtr ProjectParser::parse (const JSON& data, ContainerUniquePtr cont
.workshopId = actualWorkshopId,
.supportsAudioProcessing = general.has_value () && general.value ().optional ("supportsaudioprocessing", false),
.properties = parseProperties (general),
.container = std::move(container),
.assetLocator = std::move(container),
});
result->wallpaper = WallpaperParser::parse (data.require ("file", "Project's main file missing"), *result);

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@ -4,10 +4,12 @@
#include "WallpaperEngine/Data/JSON.h"
#include "WallpaperEngine/Data/Model/Project.h"
#include "WallpaperEngine/Assets/AssetLocator.h"
namespace WallpaperEngine::Data::Parsers {
using JSON = WallpaperEngine::Data::JSON::JSON;
using namespace WallpaperEngine::Assets;
using namespace WallpaperEngine::Data::Model;
/**
@ -15,7 +17,7 @@ using namespace WallpaperEngine::Data::Model;
*/
class ProjectParser {
public:
static ProjectUniquePtr parse (const JSON& data, ContainerUniquePtr container);
static ProjectUniquePtr parse (const JSON& data, AssetLocatorUniquePtr container);
private:
static Project::Type parseType (const std::string& type);

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@ -7,7 +7,7 @@ using namespace WallpaperEngine::Data::Parsers;
using namespace WallpaperEngine::Data::Builders;
UserSettingUniquePtr UserSettingParser::parse (const json& data, const Properties& properties) {
DynamicValueUniquePtr value = std::make_unique <DynamicValue> ();
auto value = std::make_unique <DynamicValue> ();
PropertySharedPtr property;
std::optional<ConditionInfo> condition;
auto valueIt = data;
@ -25,9 +25,8 @@ UserSettingUniquePtr UserSettingParser::parse (const json& data, const Propertie
if (user.has_value () && !user->is_null ()) {
std::string source;
const auto& it = *user;
if (it.is_string ()) {
if (const auto& it = *user; it.is_string ()) {
source = it;
} else {
condition = ConditionInfo {
@ -38,9 +37,7 @@ UserSettingUniquePtr UserSettingParser::parse (const json& data, const Propertie
source = condition.value ().name;
}
const auto propertyIt = properties.find (source);
if (propertyIt != properties.end ()) {
if (const auto propertyIt = properties.find (source); propertyIt != properties.end ()) {
property = propertyIt->second;
}
}

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@ -22,7 +22,7 @@ WallpaperUniquePtr WallpaperParser::parse (const JSON& file, Project& project) {
}
SceneUniquePtr WallpaperParser::parseScene (const JSON& file, Project& project) {
const auto scene = JSON::parse (project.container->readString (file));
const auto scene = JSON::parse (project.assetLocator->readString (file));
const auto camera = scene.require ("camera", "Scenes must have a camera section");
const auto general = scene.require ("general", "Scenes must have a general section");
const auto projection = general.require ("orthogonalprojection", "General section must have orthogonal projection info");

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@ -57,7 +57,7 @@ std::filesystem::path DirectoryAdapter::physicalPath (const std::filesystem::pat
auto finalpath = std::filesystem::canonical(this->basepath / path);
if (finalpath.string ().find (this->basepath.string ()) != 0) {
throw Render::AssetLoadException ("Cannot find file", path);
throw std::filesystem::filesystem_error ("Cannot find file", path, std::error_code ());
}
return finalpath;

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@ -45,7 +45,7 @@ bool PackageAdapter::exists (const std::filesystem::path& path) const {
}
std::filesystem::path PackageAdapter::physicalPath (const std::filesystem::path& path) const {
throw Render::AssetLoadException ("Package adapter does not support realpath", path);
throw std::filesystem::filesystem_error ("Package adapter does not support realpath", path, std::error_code ());
}
bool PackageFactory::handlesMountpoint (const std::filesystem::path& path) const {

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@ -22,7 +22,7 @@ bool VirtualAdapter::exists (const std::filesystem::path& path) const {
}
std::filesystem::path VirtualAdapter::physicalPath (const std::filesystem::path& path) const {
throw Render::AssetLoadException ("Virtual adapter does not support realpath", path);
throw std::filesystem::filesystem_error ("Virtual adapter does not support realpath", path, std::error_code ());
}

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@ -23,7 +23,7 @@ struct VirtualAdapter final : Adapter {
[[nodiscard]] std::filesystem::path physicalPath (const std::filesystem::path& path) const override;
void add (const std::filesystem::path& path, const char* data);
void add (const std::filesystem::path& path, const JSON& contents);
void add (const std::filesystem::path& path, const JSON& data);
void add (const std::filesystem::path& path, const std::string& data);
void add (const std::filesystem::path& path, MemoryStreamSharedPtr stream);

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@ -81,7 +81,6 @@ std::filesystem::path Container::physicalPath (const std::filesystem::path& path
return this->resolveAdapterForFile (path).physicalPath (normalized);
}
AdapterSharedPtr Container::mount (const std::filesystem::path& path, const std::filesystem::path& mountPoint) {
// check if any adapter can handle the path
for (const auto& factory : this->m_factories) {
@ -92,7 +91,8 @@ AdapterSharedPtr Container::mount (const std::filesystem::path& path, const std:
return this->m_mountpoints.emplace_back (mountPoint, factory->create (path)).second;
}
sLog.exception("The specified mount (", path, ") cannot be handled by any of the filesystem adapters");
throw std::filesystem::filesystem_error (
"The specified mount cannot be handled by any of the filesystem adapters", path, std::error_code ());
}
VirtualAdapter& Container::getVFS () const {
@ -120,5 +120,5 @@ Adapter& Container::resolveAdapterForFile (const std::filesystem::path& path) co
return this->resolveAdapterForFile ("/" + normalized.string());
}
throw Render::AssetLoadException ("Cannot find requested file ", path);
throw std::filesystem::filesystem_error ("Cannot find requested file in any of the mountpoints", path, std::error_code ());
}

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@ -67,4 +67,6 @@ class Container {
/** Virtual file system adapter */
std::shared_ptr<VirtualAdapter> m_vfs;
};
using ContainerUniquePtr = std::unique_ptr<Container>;
}

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@ -13,8 +13,6 @@ class CFBO final : public TextureProvider {
uint32_t realWidth, uint32_t realHeight, uint32_t textureWidth, uint32_t textureHeight);
~CFBO () override;
// TODO: ADD DESTRUCTOR TO FREE RESOURCES
[[nodiscard]] const std::string& getName () const;
[[nodiscard]] const float& getScale () const;
[[nodiscard]] TextureFormat getFormat () const override;

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@ -15,8 +15,8 @@ Wallpapers::CScene& CObject::getScene () const {
return this->m_scene;
}
const Container& CObject::getContainer () const {
return this->getScene ().getContainer ();
const AssetLocator& CObject::getAssetLocator () const {
return this->getScene ().getAssetLocator ();
}
int CObject::getId () const {

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@ -36,7 +36,7 @@ class CObject : public Helpers::ContextAware {
virtual void render () = 0;
[[nodiscard]] Wallpapers::CScene& getScene () const;
[[nodiscard]] const Container& getContainer () const;
[[nodiscard]] const AssetLocator& getAssetLocator () const;
[[nodiscard]] int getId () const;
protected:

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@ -110,14 +110,8 @@ void CTexture::setupResolution () {
GLint CTexture::setupInternalFormat () {
if (this->m_header->freeImageFormat != FIF_UNKNOWN) {
return GL_RGBA8;
// set some extra information too as it's used for image sizing
// this ensures that a_TexCoord uses the full image instead of just part of it
// TODO: MAYBE IT'S BETTER TO CREATE A TEXTURE OF THE GIVEN SIZE AND COPY OVER WHAT WE READ FROM THE FILE?
/*this->m_header->width = this->m_header->mipmaps [0]->width;
this->m_header->height = this->m_header->mipmaps [0]->height;
this->m_header->textureWidth = this->m_header->mipmaps [0]->width;
this->m_header->textureHeight = this->m_header->mipmaps [0]->height;*/
} else {
}
// detect the image format and hand it to openGL to be used
switch (this->m_header->format) {
case TextureFormat_DXT5: return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
@ -128,7 +122,6 @@ GLint CTexture::setupInternalFormat () {
case TextureFormat_RG88: return GL_RG8; break;
default: sLog.exception ("Cannot determine texture format");
}
}
}
void CTexture::setupOpenGLParameters (uint32_t textureID) {

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@ -45,8 +45,8 @@ CWallpaper::CWallpaper (
CWallpaper::~CWallpaper () = default;
const Container& CWallpaper::getContainer () const {
return *this->m_wallpaperData.project.container;
const AssetLocator& CWallpaper::getAssetLocator () const {
return *this->m_wallpaperData.project.assetLocator;
}
const Wallpaper& CWallpaper::getWallpaperData () const {

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@ -14,6 +14,10 @@
#include "FBOProvider.h"
#include "WallpaperState.h"
namespace WallpaperEngine::Application {
class WallpaperApplication;
}
namespace WallpaperEngine::WebBrowser {
class WebBrowserContext;
}
@ -29,6 +33,7 @@ using namespace WallpaperEngine::Data::Model;
using namespace WallpaperEngine::FileSystem;
class CWallpaper : public Helpers::ContextAware, public FBOProvider {
friend class WallpaperEngine::Application::WallpaperApplication;
public:
template <class T> [[nodiscard]] const T* as () const {
if (is <T> ()) {
@ -65,7 +70,7 @@ class CWallpaper : public Helpers::ContextAware, public FBOProvider {
/**
* @return The container to resolve files for this wallpaper
*/
[[nodiscard]] const Container& getContainer () const;
[[nodiscard]] const AssetLocator& getAssetLocator () const;
/**
* @return The current audio context for this wallpaper

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@ -39,7 +39,7 @@ X11FullScreenDetector::X11FullScreenDetector (
try {
// attempt casting to CGLFWOpenGLDriver, this will throw if it's not possible
// so we can gracely handle the error
dynamic_cast <GLFWOpenGLDriver&> (this->m_driver);
std::ignore = dynamic_cast <GLFWOpenGLDriver&> (this->m_driver);
} catch (std::exception&) {
sLog.exception ("X11 FullScreen Detector initialized with the wrong video driver... This is a bug...");
}

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@ -9,7 +9,7 @@ FBOProvider::FBOProvider (const FBOProvider* parent) :
m_parent (parent) {}
std::shared_ptr<CFBO> FBOProvider::create(const FBO& base, uint32_t flags, glm::vec2 size) {
std::shared_ptr<CFBO> FBOProvider::create(const FBO& base, uint32_t flags, const glm::vec2 size) {
return this->m_fbos[base.name] = std::make_shared <CFBO> (
base.name,
// TODO: PROPERLY DETERMINE FBO FORMAT BASED ON THE STRING
@ -44,10 +44,9 @@ std::shared_ptr<CFBO> FBOProvider::alias (const std::string& newName, const std:
}
std::shared_ptr<CFBO> FBOProvider::find (const std::string& name) const {
const auto it = this->m_fbos.find (name);
if (it != this->m_fbos.end ())
if (const auto it = this->m_fbos.find (name); it != this->m_fbos.end ()) {
return it->second;
}
if (this->m_parent == nullptr) {
return nullptr;

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@ -485,7 +485,6 @@ void CImage::render () {
const auto end = this->m_passes.end ();
for (; cur != end; ++cur) {
// TODO: PROPERLY CHECK EFFECT'S VISIBILITY AND TAKE IT INTO ACCOUNT
if (std::next (cur) == end)
glColorMask (true, true, true, false);

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@ -23,7 +23,7 @@ CSound::~CSound() {
void CSound::load () {
for (const auto& cur : this->m_sound.sounds) {
uint32_t filesize = 0;
auto filebuffer = this->getContainer ().read (cur);
auto filebuffer = this->getAssetLocator ().read (cur);
auto stream = new Audio::AudioStream (this->getScene ().getAudioContext (), filebuffer, filesize);
stream->setRepeat (this->m_sound.playbackmode.has_value() && this->m_sound.playbackmode == "loop");

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@ -427,16 +427,16 @@ 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::Shader (
this->m_image.getContainer (), this->m_pass.shader, this->m_combos, this->m_override.combos,
this->m_image.getAssetLocator (), this->m_pass.shader, this->m_combos, this->m_override.combos,
this->m_pass.textures, this->m_override.textures, this->m_override.constants
);
const auto shaders = Shaders::GLSLContext::get ().toGlsl (
const auto [vertex, fragment] = Shaders::GLSLContext::get ().toGlsl (
this->m_shader->vertex (), this->m_shader->fragment ());
// compile the shaders
const GLuint vertexShaderID = compileShader (shaders.first.c_str (), GL_VERTEX_SHADER);
const GLuint fragmentShaderID = compileShader (shaders.second.c_str (), GL_FRAGMENT_SHADER);
const GLuint vertexShaderID = compileShader (vertex.c_str (), GL_VERTEX_SHADER);
const GLuint fragmentShaderID = compileShader (fragment.c_str (), GL_FRAGMENT_SHADER);
// create the final program
this->m_programID = glCreateProgram ();
// link the shaders together

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@ -23,10 +23,9 @@ void RenderContext::render (Drivers::Output::OutputViewport* viewport) {
#endif /* DEBUG */
// search the background in the viewport selection
const auto ref = this->m_wallpapers.find (viewport->name);
// render the background
if (ref != this->m_wallpapers.end ())
if (const auto ref = this->m_wallpapers.find (viewport->name); ref != this->m_wallpapers.end ())
ref->second->render (viewport->viewport, this->getOutput ().renderVFlip ());
#if !NDEBUG

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@ -105,15 +105,15 @@ TBuiltInResource BuiltInResource = {
.maxTaskWorkGroupSizeZ_NV = 1,
.maxMeshViewCountNV = 4,
.limits = {
.nonInductiveForLoops = 1,
.whileLoops = 1,
.doWhileLoops = 1,
.generalUniformIndexing = 1,
.generalAttributeMatrixVectorIndexing = 1,
.generalVaryingIndexing = 1,
.generalSamplerIndexing = 1,
.generalVariableIndexing = 1,
.generalConstantMatrixVectorIndexing = 1,
.nonInductiveForLoops = true,
.whileLoops = true,
.doWhileLoops = true,
.generalUniformIndexing = true,
.generalAttributeMatrixVectorIndexing = true,
.generalVaryingIndexing = true,
.generalSamplerIndexing = true,
.generalVariableIndexing = true,
.generalConstantMatrixVectorIndexing = true,
}
};

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@ -10,62 +10,24 @@
#include "GLSLContext.h"
#include "WallpaperEngine/Assets/AssetLoadException.h"
#include "WallpaperEngine/Assets/AssetLocator.h"
#include "WallpaperEngine/FileSystem/Container.h"
using namespace WallpaperEngine::Render;
using namespace WallpaperEngine::Assets;
namespace WallpaperEngine::Render::Shaders {
// TODO: MOVE THIS INTO AN ASSET RESOLVER OR SOMETHING SIMILAR AS IT DOESN'T REALLY BELONG HERE BUT GETS THE CHANGESET OUT
std::string readShader (const std::filesystem::path& filename, const Container& container) {
std::filesystem::path shader = filename;
auto it = shader.begin ();
// detect workshop shaders and check if there's a
if (*it++ == "workshop") {
const std::filesystem::path workshopId = *it++;
if (++it != shader.end ()) {
const std::filesystem::path& shaderfile = *it;
try {
shader = std::filesystem::path ("zcompat") / "scene" / "shaders" / workshopId / shaderfile;
// replace the old path with the new one
std::string contents = container.readString (shader);
sLog.out ("Replaced ", filename, " with compat ", shader);
return contents;
} catch (AssetLoadException&) { }
}
}
return container.readString ("shaders" / filename);
}
std::string readVertex (const std::filesystem::path& filename, const Container& container) {
std::filesystem::path shader = filename;
shader.replace_extension (".vert");
return readShader (shader, container);
}
std::string readFragment (const std::filesystem::path& filename, const Container& container) {
std::filesystem::path shader = filename;
shader.replace_extension (".frag");
return readShader (shader, container);
}
Shader::Shader (
const Container& container, std::string filename,
const AssetLocator& assetLocator, std::string filename,
const ComboMap& combos, const ComboMap& overrideCombos,
const TextureMap& textures, const TextureMap& overrideTextures,
const ShaderConstantMap& constants
) :
m_vertex (
GLSLContext::UnitType_Vertex, filename, readVertex (filename, container),
container, constants, textures, overrideTextures, combos, overrideCombos),
GLSLContext::UnitType_Vertex, filename, assetLocator.vertexShader (filename),
assetLocator, constants, textures, overrideTextures, combos, overrideCombos),
m_fragment (
GLSLContext::UnitType_Fragment, filename, readFragment (filename, container),
container, constants, textures, overrideTextures, combos, overrideCombos),
GLSLContext::UnitType_Fragment, filename, assetLocator.fragmentShader (filename),
assetLocator, constants, textures, overrideTextures, combos, overrideCombos),
m_file (std::move (filename)),
m_combos (combos),
m_overrideCombos (overrideCombos),
@ -76,7 +38,6 @@ Shader::Shader (
this->m_fragment.linkToUnit (&this->m_vertex);
}
const std::string& Shader::vertex () {
return this->m_vertex.compile ();
}
@ -97,7 +58,7 @@ const std::map<std::string, int>& Shader::getCombos () const {
return this->m_combos;
}
Shader::ParameterSearchResult Shader::findParameter (const std::string& name) {
Shader::ParameterSearchResult Shader::findParameter (const std::string& name) const {
Variables::ShaderVariable* vertex = nullptr;
Variables::ShaderVariable* fragment = nullptr;

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@ -31,7 +31,7 @@ class Shader {
* the pre-processing and compilation of the shader, adding
* required definitions if needed
*
* @param container The container to use for file lookup
* @param assetLocator The asset locator where to ask for assets for
* @param filename The file to load
* @param combos Settings for the shader
* @param overrideCombos List of override combos to use
@ -40,7 +40,7 @@ class Shader {
* @param constants Default values for shader variables
*/
Shader (
const Container& container, std::string filename,
const AssetLocator& assetLocator, std::string filename,
const ComboMap& combos, const ComboMap& overrideCombos,
const TextureMap& textures, const TextureMap& overrideTextures,
const ShaderConstantMap& constants);
@ -70,7 +70,7 @@ class Shader {
* @param name
* @return
*/
[[nodiscard]] ParameterSearchResult findParameter (const std::string& name);
[[nodiscard]] ParameterSearchResult findParameter (const std::string& name) const;
private:
/**

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@ -53,7 +53,7 @@ using namespace WallpaperEngine::Data::Builders;
using namespace WallpaperEngine::Render::Shaders;
ShaderUnit::ShaderUnit (
GLSLContext::UnitType type, std::string file, std::string content, const Container& container,
GLSLContext::UnitType type, std::string file, std::string content, const AssetLocator& assetLocator,
const ShaderConstantMap& constants, const TextureMap& passTextures, const TextureMap& overrideTextures,
const ComboMap& combos, const ComboMap& overrideCombos
) :
@ -66,7 +66,7 @@ ShaderUnit::ShaderUnit (
m_passTextures (passTextures),
m_overrideTextures (overrideTextures),
m_link (nullptr),
m_container (container) {
m_assetLocator (assetLocator) {
// pre-process the shader so the units are clear
this->preprocess ();
}
@ -152,8 +152,7 @@ void ShaderUnit::preprocessIncludes () {
content += "// begin of include from file ";
content += filename;
content += "\n";
// TODO: MOVE SHADER PATH FROM HERE TO SOMEWHERE LIKE AN ASSET RESOLVER OR SOMETHING LIKE THAT
content += this->m_container.readString (std::filesystem::path("shaders") / filename);
content += this->m_assetLocator.includeShader (filename);
content += "\n// end of included from file ";
content += filename;
content += "\n";
@ -192,8 +191,7 @@ void ShaderUnit::preprocessIncludes () {
content = "// begin of include from file ";
content += filename;
content += "\n";
// TODO: MOVE SHADER PATH FROM HERE TO SOMEWHERE LIKE AN ASSET RESOLVER OR SOMETHING LIKE THAT
content += this->m_container.readString (std::filesystem::path("shaders") / filename);
content += this->m_assetLocator.includeShader (filename);
content += "\n// end of included from file ";
content += filename;
content += "\n";
@ -313,7 +311,7 @@ void ShaderUnit::preprocessRequires () {
// comment out requires
while((start = this->m_preprocessed.find("#require", end)) != std::string::npos) {
// TODO: CHECK FOR ERRORS HERE
size_t lineEnd = this->m_preprocessed.find_first_of('\n', start);
const size_t lineEnd = this->m_preprocessed.find_first_of('\n', start);
sLog.out("Shader has a require block ", this->m_preprocessed.substr (start, lineEnd - start));
// replace the first two letters with a comment so the filelength doesn't change
this->m_preprocessed = this->m_preprocessed.replace(start, 2, "//");

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@ -6,6 +6,7 @@
#include "GLSLContext.h"
#include "WallpaperEngine/Data/JSON.h"
#include "WallpaperEngine/Assets/AssetLocator.h"
#include "WallpaperEngine/Render/Shaders/Variables/ShaderVariable.h"
#include "nlohmann/json.hpp"
@ -13,7 +14,7 @@
namespace WallpaperEngine::Render::Shaders {
using JSON = WallpaperEngine::Data::JSON::JSON;
using namespace WallpaperEngine::FileSystem;
using namespace WallpaperEngine::Assets;
using namespace WallpaperEngine::Data::Model;
/**
@ -22,7 +23,7 @@ using namespace WallpaperEngine::Data::Model;
class ShaderUnit {
public:
ShaderUnit (
GLSLContext::UnitType type, std::string file, std::string content, const Container& container,
GLSLContext::UnitType type, std::string file, std::string content, const AssetLocator& assetLocator,
const ShaderConstantMap& constants, const TextureMap& passTextures,
const TextureMap& overrideTextures, const ComboMap& combos, const ComboMap& overrideCombos);
~ShaderUnit () = default;
@ -158,6 +159,6 @@ class ShaderUnit {
/**
* The container to source files from
*/
const Container& m_container;
const AssetLocator& m_assetLocator;
};
}

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@ -25,7 +25,7 @@ std::shared_ptr<const TextureProvider> TextureCache::resolve (const std::string&
// search for the texture in all the different containers just in case
for (const auto& [name, project] : this->getContext ().getApp ().getBackgrounds ()) {
try {
auto contents = project->container->read (finalFilename);
auto contents = project->assetLocator->read (finalFilename);
auto stream = BinaryReader (contents);
auto parsedTexture = TextureParser::parse (stream);
@ -39,7 +39,7 @@ std::shared_ptr<const TextureProvider> TextureCache::resolve (const std::string&
}
}
throw AssetLoadException (filename, "Cannot find file");
throw AssetLoadException ("Cannot find file", filename, std::error_code ());
}
void TextureCache::store (const std::string& name, std::shared_ptr<const TextureProvider> texture) {

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@ -57,7 +57,7 @@ CVideo::CVideo (
sLog.exception ("Failed to initialize MPV's GL context");
const std::filesystem::path videopath =
this->getVideo ().project.container->physicalPath (this->getVideo ().filename);
this->getVideo ().project.assetLocator->physicalPath (this->getVideo ().filename);
// build the path to the video file
const char* command [] = {"loadfile", videopath.c_str (), nullptr};

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@ -9,7 +9,7 @@ namespace WallpaperEngine::Render::Wallpapers {
class CVideo final : public CWallpaper {
public:
CVideo (
const Wallpaper& video, RenderContext& context, AudioContext& audioContext,
const Wallpaper& wallpaper, RenderContext& context, AudioContext& audioContext,
const WallpaperState::TextureUVsScaling& scalingMode,
const uint32_t& clampMode);

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@ -7,12 +7,11 @@
#include "WallpaperEngine/Data/Model/Project.h"
using namespace WallpaperEngine::Render;
using namespace WallpaperEngine::WebBrowser::CEF;
WPSchemeHandler::WPSchemeHandler(const Project& project) :
m_project (project),
m_container (*this->m_project.container) {
m_assetLoader (*this->m_project.assetLocator) {
}
bool WPSchemeHandler::Open(CefRefPtr<CefRequest> request,
@ -48,7 +47,7 @@ bool WPSchemeHandler::Open(CefRefPtr<CefRequest> request,
this->m_mimeType = mime;
}
this->m_contents = this->m_container.read (file);
this->m_contents = this->m_assetLoader.read (file);
callback->Continue ();
} catch (AssetLoadException&) {
#if !NDEBUG

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@ -2,7 +2,7 @@
#include <string>
#include "WallpaperEngine/FileSystem/Container.h"
#include "WallpaperEngine/Assets/AssetLocator.h"
#include "include/cef_resource_handler.h"
#include "include/wrapper/cef_helpers.h"
@ -13,7 +13,7 @@ struct Project;
namespace WallpaperEngine::WebBrowser::CEF {
using namespace WallpaperEngine::FileSystem;
using namespace WallpaperEngine::Assets;
using namespace WallpaperEngine::Data::Model;
/**
@ -39,7 +39,7 @@ class WPSchemeHandler : public CefResourceHandler {
private:
const Project& m_project;
const Container& m_container;
const AssetLocator& m_assetLoader;
ReadStreamSharedPtr m_contents = nullptr;
std::string m_mimeType;

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@ -4,7 +4,7 @@
#include "include/cef_scheme.h"
namespace WallpaperEngine::Data::Model {
class Project;
struct Project;
}
namespace WallpaperEngine::WebBrowser::CEF {

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@ -1,4 +1,4 @@
#!/bin/bash
shopt -s globstar
clang-tidy --format-style file src/**/*.cpp -p cmake-build-debug
clang-tidy --format-style file src/WallpaperEngine/**/*.cpp src/*.cpp src/Steam/**/*.cpp -p cmake-build-debug