Initial GITEA commit

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Digital Artifex
2026-04-15 19:49:06 -04:00
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# Komplex Wallpaper Engine
# Copyright (C) 2025 @DigitalArtifex | github.com/DigitalArtifex
#
# ShaderToyProcessor.py
#
# This file is used to convert the shaders in a shadertoy entry to a Komplex wallpaper
# package. It is designed to automate the process of preparing and compiling the shader
# files.
#
# The process is as follows:
# 1) Process the Common.frag file, if it exists
# 2) Read in the source file (.frag)
# 3) Append the Common.frag file, if it exists
# 4) Save file as `Name.tmp` into the temp directory
# 5) Process `Name.tmp` with `cpp -P`, outputting it as `Name.frag`
# 6) Delete the temp file
# 7) Prepare `Name.frag` by adding ubuf struct and version info
# 8) Replace known buffer calls to their ubuf equivalent
# 9) Compile `Name.frag`
# 10) Copy non-shader files
#
# Usage:
# python ShaderToyProcessor.py [options] -i input_directory [-o output_dirctory] [-t temp_directory]
#
# This file uses code that was originally part of the KDE Shader Wallpaper Project.
#
# 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 <https://www.gnu.org/licenses/>
import os
import re
import shutil
import argparse
import sys
import subprocess
import traceback
# Specify the directory where your .frag files are located
source_directory = 'src'
temp_directory = 'packs_processed'
output_directory = 'build'
dirname = ''
DELETE_AFTER_COMPILATION = False
# List of variables to update
variables_to_update = [
'iTime', 'iTimeDelta', 'iFrameRate', 'iSampleRate',
'iFrame', 'iDate', 'iMouse', 'iResolution',
r'iChannelTime', r'iChannelResolution'
]
# Header to be prepended to the shader file
# do not include the version declarative
header = '''#version 450
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];
} 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;
'''
# Footer to be appended, containing the main entry point
footer = '''
void main() {
vec4 color = vec4(0.0);
mainImage(color, fragCoord);
fragColor = color;
}
'''
def parse_arguments():
parser = argparse.ArgumentParser(
description='A shader processor for ShaderToy',
formatter_class=argparse.RawDescriptionHelpFormatter,
epilog="""
Examples:
python ShaderToyProcessor.py -i ./src/deadly_halftones
"""
)
parser.add_argument('-i', '--input',
help='Input directory to process',
required=True)
parser.add_argument('-v', '--verbose',
action='store_true',
help='Enable verbose output')
parser.add_argument('-o', '--output',
default='packs_build',
help='Output Directory')
parser.add_argument('-t', '--temp',
default='packs_processed',
help='Temporary Files Directory')
parser.add_argument('-q', '--qsb',
default='/usr/lib/qt6/bin/qsb',
help='Path to QSB Compiler')
return parser.parse_args()
# 9) Compile `Name.frag`
# 10) Copy non-shader files
def compile():
args = parse_arguments()
if args.input:
source_directory = args.input
dirname = os.path.basename(source_directory)
qsb = args.qsb
output_directory = args.output + '/' + dirname
source_directory = temp_directory + '/' + dirname
if args.verbose:
print(f"Compiling: {source_directory}")
print(f"Output directory: {output_directory}")
last_file = ""
# Ensure output directory exists
os.makedirs(output_directory, exist_ok=True)
try:
# Iterate over all .frag files in the source directory
for root, dirs, files in os.walk(source_directory):
for file in files:
if file.endswith('.frag') and not file == 'Common.frag':
last_file = file
# Construct the full path to the source file
source_file_path = os.path.join(root, file)
# Construct new output path
relative_path = os.path.relpath(root, source_directory)
new_root = os.path.join(output_directory, relative_path)
os.makedirs(new_root, exist_ok=True)
output_file_name = file.replace('.frag', '.frag.qsb')
output_file_path = os.path.join(new_root, output_file_name)
# Construct and execute the command
cmd = [
qsb, '--glsl', '330', '--hlsl', '50', '--msl', '12',
'-o', output_file_path, source_file_path
]
subprocess.run(cmd, check=True)
# If the command was successful, delete the source file
if (DELETE_AFTER_COMPILATION):
os.remove(source_file_path)
if args.verbose:
print(f"Successfully converted and deleted: {file}")
elif args.verbose:
print(f"--Successfully compiled: {file}")
# Otherwise, just copy the file
else:
file_path = os.path.join(root, file)
# Construct new output path
relative_path = os.path.relpath(root, source_directory)
new_root = os.path.join(output_directory, relative_path)
os.makedirs(new_root, exist_ok=True)
new_file_path = os.path.join(new_root, file)
if args.verbose:
print(f"--Writing to: '{new_file_path}'")
shutil.copy(file_path, new_file_path)
except subprocess.CalledProcessError:
# If the command failed, do not delete the source file
print(f"Compiling failed for: {last_file}")
sys.exit(1)
except FileNotFoundError:
print(f"Error: Directory '{args.input}' not found")
sys.exit(1)
except PermissionError:
print(f"Error: Permission denied: '{args.input}'")
sys.exit(1)
except Exception as e:
print(traceback.format_exc())
sys.exit(1)
# 1) Process the Common.frag file, if it exists
# 2) Read in the source file (.frag)
# 3) Append the Common.frag file, if it exists
# 4) Save file as `Name.tmp` into the temp directory
# 5) Process `Name.tmp` with `cpp -P`, outputting it as `Name.frag`
# 6) Delete the temp file
# 10) Copy non-shader files
def process():
args = parse_arguments()
if args.temp:
temp_directory = args.temp
if args.input:
source_directory = args.input
else:
print(f"No input directory given")
sys.exit(1)
if args.verbose:
print(f"Processing: {source_directory}")
print(f"--Output directory: {temp_directory}")
last_file = ""
try:
for root, dirs, files in os.walk(source_directory):
# Grab the Common shader file, if it exists
common_file_path = os.path.join(root, 'Common.frag')
common_file_contents = ""
if os.path.exists(common_file_path):
with open(common_file_path, 'r') as f:
common_file_contents = f.read()
# 1. Remove any existing #version directive to avoid conflicts
common_file_contents = re.sub(r'^\s*#version\s+.*?\n', '', common_file_contents, flags=re.MULTILINE)
# 2. Remove any pre-existing main() function
common_file_contents = re.sub(r'void\s+main\s*\([^)]*\)\s*\{[\s\S]*?\}', '', common_file_contents)
# 3. Remove declarations in the common file that match the replacement vars
for var in variables_to_update:
pattern = r'(\w*\s*)(' + var + ')'
replacement = r'\1_\2'
common_file_contents = re.sub(pattern, replacement, common_file_contents)
for file in files:# Stage for processing, if a shader
if file.endswith('.frag') and not file == 'Common.frag':
last_file = file
file_path = os.path.join(root, file)
if args.verbose:
print(f"--Preparing: {file}")
with open(file_path, 'r', encoding='utf-8') as f:
content = f.read()
# 1. Remove any existing #version directive to avoid conflicts
content = re.sub(r'^\s*#version\s+.*?\n', '', content, flags=re.MULTILINE)
# 2. Remove any pre-existing main() function
content = re.sub(r'void\s+main\s*\([^)]*\)\s*\{[\s\S]*?\}', '', content)
# 4. Assemble the final, complete shader
final_content = common_file_contents.strip() + '\n' + content.strip()
# Construct new output path
base_name, old_name = os.path.splitext(file)
relative_path = os.path.relpath(root, os.path.dirname(source_directory))
new_root = os.path.join(temp_directory, relative_path)
os.makedirs(new_root, exist_ok=True)
new_file_path = os.path.join(new_root, base_name + '.tmp')
if args.verbose:
print(f"--Writing to: '{new_file_path}'")
# Write to the new file
with open(new_file_path, 'w', encoding='utf-8') as f:
f.write(final_content)
# Process file with cpp
prepared_file_path = os.path.join(new_root, file)
if args.verbose:
print(f"--Processing to: '{prepared_file_path}'")
# Construct the command
cmd = [
'cpp', '-P', new_file_path, prepared_file_path
]
subprocess.run(cmd, check=True)
os.remove(new_file_path) #remove the temp file
# Otherwise, just copy the file
elif not file == 'Common.frag':
file_path = os.path.join(root, file)
# Construct new output path
relative_path = os.path.relpath(root, os.path.dirname(source_directory))
new_root = os.path.join(temp_directory, relative_path)
os.makedirs(new_root, exist_ok=True)
new_file_path = os.path.join(new_root, file)
if args.verbose:
print(f"--Writing to: '{new_file_path}'")
shutil.copy(file_path, new_file_path)
except subprocess.CalledProcessError:
# If the command failed, do not delete the source file
print(f"Compiling failed for: {last_file}")
sys.exit(1)
except FileNotFoundError:
print(f"Error: Directory '{args.input}' not found")
sys.exit(1)
except PermissionError:
print(f"Error: Permission denied: '{args.input}'")
sys.exit(1)
except Exception as e:
print(traceback.format_exc())
sys.exit(1)
# 7) Prepare `Name.frag` by adding ubuff struct and version info
# 8) Replace known buffer calls to their ubuff equivalent
# 10) Copy non-shader files
def prepare():
args = parse_arguments()
if args.temp:
temp_directory = args.temp
if args.verbose:
print(f"Preparing: {temp_directory}")
last_file = ""
try:
for root, dirs, files in os.walk(temp_directory):
for file in files:
# Stage for compiling, if a shader
if file.endswith('.frag') and not file == 'Common.frag':
last_file = file
file_path = os.path.join(root, file)
if args.verbose:
print(f"--Preparing: {file}")
with open(file_path, 'r', encoding='utf-8') as f:
content = f.read()
# 1. Remove any existing #version directive to avoid conflicts
content = re.sub(r'^\s*#version\s+.*?\n', '', content, flags=re.MULTILINE)
# 2. Remove any pre-existing main() function
content = re.sub(r'void\s+main\s*\([^)]*\)\s*\{[\s\S]*?\}', '', content)
# 3. Prepend 'ubuf.' to all shadertoy uniforms
for var in variables_to_update:
pattern = r'(?<!\w)' + var
replacement = 'ubuf.' + var
content = re.sub(pattern, replacement, content)
# 4. Assemble the final, complete shader
final_content = header + '\n' + content.strip() + '\n' + footer
# Write to the new file
with open(file_path, 'w', encoding='utf-8') as f:
f.write(final_content)
except subprocess.CalledProcessError:
# If the command failed, do not delete the source file
print(f"Compiling failed for: {last_file}")
sys.exit(1)
except FileNotFoundError:
print(f"Error: Directory '{args.input}' not found")
sys.exit(1)
except PermissionError:
print(f"Error: Permission denied: '{args.input}'")
sys.exit(1)
except Exception as e:
print(traceback.format_exc())
sys.exit(1)
if __name__ == '__main__':
process()
prepare()
compile()