/* * Komplex Wallpaper Engine * Copyright (C) 2026 @DigitalArtifex * https://digitalartifex.dev - https://github.com/DigitalArtifex * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ #ifndef PACKCOMPILER_H #define PACKCOMPILER_H #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "common/komplex_global.h" #if __has_include("vulkan/vulkan_core.h") #define HAS_VULKAN #include #endif #if __has_include("GL/gl.h") #define HAS_OPENGL #include #endif struct KOMPLEX_EXPORT BuildContext { QMap commonData; QPromise promise; }; /** * @brief The PackCompiler class * [1] Extract Pack (GZip) * [2] Verify directory is a pack and has shaders * [3] Load Common shader code * [4] Walk the shader directory * [5] Load shader code * [6] Append type specific common code and global code * [7] Replace uniform variable use * [8] Add uniform header * [9] Add uniform footer * [10] Run preprocessor to process macros * [11] Append version macro * [12] Compile with QShaderBaker * [13] Save */ class PackCompiler : public QObject { Q_OBJECT public: enum State { Idle, Compiling, Complete, Error }; Q_ENUM(State) explicit PackCompiler(QObject *parent = nullptr); auto compilerOutput() const -> const QString & { return m_compilerOutput; } auto progress() -> qreal { return m_progress; } auto currentStep() -> qint64 { return m_currentStep; } auto totalSteps() -> qint64 { return m_totalSteps; } auto errorTitle() const -> const QString & { return m_errorTitle; } auto errorMessage() const -> const QString & { return m_errorMessage; } auto status() const -> const QString & { return m_status; } auto state() const -> State { return m_state; } auto reset() -> void; auto build(const QUrl &uri) -> QUrl; signals: auto compilerOutputChanged() -> void; auto errorOcurred() -> void; auto errorTitleChanged() -> void; auto errorMessageChanged() -> void; auto stateChanged() -> void; auto progressChanged() -> void; auto currentStepChanged() -> void; auto totalStepsChanged() -> void; auto compileComplete(const QUrl &uri) -> void; auto statusChanged() -> void; auto packReady(const QString &) -> void; auto errorStepChanged() -> void; auto errorRatingChanged() -> void; private: //[1] /** * @brief extract * Extracts the packfile and deletes the source * @param uri of the tar.gz pack * @return uri of the extracted directory */ auto extract(const QUrl &uri) noexcept(false) -> const QUrl; //[2] /** * @brief validatePack * Validates that the directory is a valid pack and has shaders to compile * @param uri of the directory provided by extract */ auto validatePack(const QUrl &uri) const noexcept(false) -> void; //[3] /** * @brief loadCommonData * Loads the common and global shader code from the shader directory of the uri * @param uri */ auto loadCommonData(const QUrl &uri) -> QMap; //[4-5] /** * @brief processShaders * Walks the shader directory, loads the code and calls 6-13 for each * @param uri * @param context */ auto processShaders(const QUrl &uri, BuildContext *context) -> void; //[6] /** * @brief appendCommonData * Appends the type specific common code to the shader data * @param data * Pointer to shader data * @param suffix * Shader file suffix * @param context * Pointer to build context object */ auto appendCommonData(QByteArray *data, const QByteArray &suffix, BuildContext *context) noexcept(true) -> void; //[7] /** * @brief replaceUniformVariables * Replaces standard variables such as iFrame with their uniform buffer name * @param data * Pointer to the shader data */ auto replaceUniformVariables(QByteArray *data) noexcept(true) -> void; //[8] /** * @brief appendUniformHeader * Adds header and uniform buffer to the shader data * @param data * Pointer to the shader data */ auto appendUniformHeader(QByteArray *data) noexcept(true) -> void; //[9] /** * @brief appendUniformFooter * Adds the uniform footer to the shader data * @param data * Pointer to the shader data */ auto appendUniformFooter(QByteArray *data) noexcept(true) -> void; //[10] /** * @brief preprocess * I have had issues with defines in code so passing it to a c/c++ * preprocessor is required. I am now using clang for this as clang * is more modern and can use stdin * @param data */ auto preprocess(QByteArray *data) noexcept(false) -> void; //[11] /** * @brief appendVersion * The version header confuses the preprocessor, so add it at the end * @param data */ auto appendVersion(QByteArray *data) noexcept(true) -> void; //[12] /** * @brief compile * Compiles the shader data in memory and returns the shader object. * @param data * Shader data * @param filename * Filename of the shader * @param stage * Type of shader, based on suffix of original file * @return * Compiled shader object */ auto compile(const QByteArray &data, const QString &filename, const QShader::Stage stage) noexcept(false) -> QShader; //[13] auto save(const QUrl &uri, const QShader &shader) noexcept(false) -> void; //helpers auto validateUri(const QUrl &uri) const noexcept(false) -> void; auto run(const QString &command, const QStringList &arguments, const QByteArray &data = {}) noexcept(false) -> QByteArray; auto readFile(const QUrl &uri) noexcept(false) -> QByteArray; auto writeFile(const QUrl &uri, const QByteArray &data) noexcept(false) -> void; auto copyFile(const QUrl &sourceUri, const QUrl &destinationUri) noexcept(false) -> void; auto createDirectory(const QUrl &uri) noexcept(false) -> void; auto removeDirectory(const QUrl &uri) noexcept(false) -> void; auto getStageFromSuffix(const QString &suffix) const -> QShader::Stage; auto setError(const QString &title, const QString &message, const QUrl &uri = {}) -> void; auto setCompilerOutput(const QString &compilerOutput) -> void; auto setState(State state) -> void; auto setProgress(qreal progress) -> void; auto setTotalSteps(qint64 steps) -> void; auto setCurrentStep(qint64 step) -> void; auto setStatus(const QString &status) -> void; auto incrementCompileStep() -> void; #ifdef HAS_VULKAN auto vulkanVersion() const -> qint32; #endif #ifdef HAS_OPENGL auto openGlVersion() const -> qint32; #endif //members static inline const QStringList m_updateVariables { QStringLiteral("iTime"), QStringLiteral("iTimeDelta"), QStringLiteral("iFrameRate"), QStringLiteral("iSampleRate"), QStringLiteral("iFrame"), QStringLiteral("iDate"), QStringLiteral("iMouse"), QStringLiteral("iResolution"), QStringLiteral("iColorTheme"), QStringLiteral("iChannelTime"), QStringLiteral("iChannelResolution") }; static inline const QStringList m_shaderNameFilters { QStringLiteral("*.frag"), QStringLiteral("*.vert"), QStringLiteral("*.tese"), QStringLiteral("*.tesc"), QStringLiteral("*.geom"), QStringLiteral("*.comp"), QStringLiteral("*.glsl") }; static inline const QMap m_shaderStages { { QStringLiteral("frag"), QShader::FragmentStage }, { QStringLiteral("vert"), QShader::VertexStage }, { QStringLiteral("tese"), QShader::TessellationEvaluationStage }, { QStringLiteral("tesc"), QShader::TessellationControlStage }, { QStringLiteral("geom"), QShader::GeometryStage }, { QStringLiteral("comp"), QShader::ComputeStage } }; static inline const QByteArray m_version { R"(#version 450)" }; static inline const QByteArray m_header { R"(layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float iTime; float iTimeDelta; float iFrameRate; float iSampleRate; int iFrame; vec4 iDate; vec4 iMouse; vec3 iResolution; float iChannelTime[4]; vec3 iChannelResolution[4]; vec4 iColorTheme[4]; } ubuf; layout(binding = 1) uniform sampler2D iChannel0; layout(binding = 2) uniform sampler2D iChannel1; layout(binding = 3) uniform sampler2D iChannel2; layout(binding = 4) uniform sampler2D iChannel3; vec2 fragCoord = vec2(qt_TexCoord0.x, 1.0 - qt_TexCoord0.y) * ubuf.iResolution.xy;)" }; static inline const QByteArray m_footer { R"( void main() { vec4 color = vec4(0.0); mainImage(color, fragCoord); fragColor = color; })" }; QMap m_commonData; QMap m_shaders; QString m_compilerOutput; QString m_errorMessage; QString m_errorTitle; QString m_status; State m_state; qreal m_currentStep = 0; qreal m_progress = 0; qreal m_totalSteps = 0; QMutex m_downloadMutex; QFuture m_buildFuture; static inline QList m_variableExpressions; Q_PROPERTY(QString compilerOutput READ compilerOutput WRITE setCompilerOutput NOTIFY compilerOutputChanged FINAL) Q_PROPERTY(QString errorTitle READ errorTitle NOTIFY errorTitleChanged FINAL) Q_PROPERTY(QString errorMessage READ errorMessage NOTIFY errorMessageChanged FINAL) Q_PROPERTY(qreal progress READ progress NOTIFY progressChanged FINAL) Q_PROPERTY(qint64 totalSteps READ totalSteps NOTIFY totalStepsChanged FINAL) Q_PROPERTY(qint64 currentStep READ currentStep NOTIFY currentStepChanged FINAL) Q_PROPERTY(QString status READ status WRITE setStatus NOTIFY statusChanged FINAL) Q_PROPERTY(State state READ state NOTIFY stateChanged FINAL) }; Q_DECLARE_METATYPE(PackCompiler) #endif // PackCompiler_H