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Nim

import os
import navigation
import screenshot
import config
import x11/xlib,
x11/x,
x11/xutil,
x11/keysym,
x11/xrandr,
x11/cursorfont
import opengl, opengl/glx
import la
import strutils
import math
import options
type Shader = tuple[path, content: string]
proc readShader(file: string): Shader =
when nimvm:
result.path = file
result.content = slurp result.path
else:
result.path = "src" / file
result.content = readFile result.path
when defined(developer):
var
vertexShader = readShader "vert.glsl"
fragmentShader = readShader "frag.glsl"
proc reloadShader(shader: var Shader) =
shader.content = readFile shader.path
else:
const
vertexShader = readShader "vert.glsl"
fragmentShader = readShader "frag.glsl"
proc newShader(shader: Shader, kind: GLenum): GLuint =
result = glCreateShader(kind)
var shaderArray = allocCStringArray([shader.content])
glShaderSource(result, 1, shaderArray, nil)
glCompileShader(result)
deallocCStringArray(shaderArray)
var success: GLint
var infoLog = newString(512).cstring
glGetShaderiv(result, GL_COMPILE_STATUS, addr success)
if not success.bool:
glGetShaderInfoLog(result, 512, nil, infoLog)
echo "------------------------------"
echo "Error during shader compilation: ", shader.path, ". Log:"
echo infoLog
echo "------------------------------"
proc newShaderProgram(vertex, fragment: Shader): GLuint =
result = glCreateProgram()
var
vertexShader = newShader(vertex, GL_VERTEX_SHADER)
fragmentShader = newShader(fragment, GL_FRAGMENT_SHADER)
glAttachShader(result, vertexShader)
glAttachShader(result, fragmentShader)
glLinkProgram(result)
glDeleteShader(vertexShader)
glDeleteShader(fragmentShader)
var success: GLint
var infoLog = newString(512).cstring
glGetProgramiv(result, GL_LINK_STATUS, addr success)
if not success.bool:
glGetProgramInfoLog(result, 512, nil, infoLog)
echo infoLog
glUseProgram(result)
type Flashlight = object
isEnabled: bool
shadow: float32
radius: float32
deltaRadius: float32
const
INITIAL_FL_DELTA_RADIUS = 250.0
FL_DELTA_RADIUS_DECELERATION = 10.0
proc update(flashlight: var Flashlight, dt: float32) =
if abs(flashlight.deltaRadius) > 1.0:
flashlight.radius = max(0.0, flashlight.radius + flashlight.deltaRadius * dt)
flashlight.deltaRadius -= flashlight.deltaRadius * FL_DELTA_RADIUS_DECELERATION * dt
if flashlight.isEnabled:
flashlight.shadow = min(flashlight.shadow + 6.0 * dt, 0.8)
else:
flashlight.shadow = max(flashlight.shadow - 6.0 * dt, 0.0)
proc draw(screenshot: PXImage, camera: Camera, shader, vao, texture: GLuint,
windowSize: Vec2f, mouse: Mouse, flashlight: Flashlight) =
glClearColor(0.1, 0.1, 0.1, 1.0)
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
glUseProgram(shader)
glUniform2f(glGetUniformLocation(shader, "cameraPos".cstring), camera.position[0], camera.position[1])
glUniform1f(glGetUniformLocation(shader, "cameraScale".cstring), camera.scale)
glUniform2f(glGetUniformLocation(shader, "screenshotSize".cstring),
screenshot.width.float32,
screenshot.height.float32)
glUniform2f(glGetUniformLocation(shader, "windowSize".cstring),
windowSize.x.float32,
windowSize.y.float32)
glUniform2f(glGetUniformLocation(shader, "cursorPos".cstring),
mouse.curr.x.float32,
mouse.curr.y.float32)
glUniform1f(glGetUniformLocation(shader, "flShadow".cstring), flashlight.shadow)
glUniform1f(glGetUniformLocation(shader, "flRadius".cstring), flashlight.radius)
glBindVertexArray(vao)
glDrawElements(GL_TRIANGLES, count = 6, GL_UNSIGNED_INT, indices = nil)
proc getCursorPosition(display: PDisplay): Vec2f =
var root, child: Window
var root_x, root_y, win_x, win_y: cint
var mask: cuint
discard XQueryPointer(
display, DefaultRootWindow(display),
addr root, addr child,
addr root_x, addr root_y,
addr winX, addr winY,
addr mask);
result.x = root_x.float32
result.y = root_y.float32
proc selectWindow(display: PDisplay): Window =
var cursor = XCreateFontCursor(display, XC_crosshair)
defer: discard XFreeCursor(display, cursor)
var root = DefaultRootWindow(display)
discard XGrabPointer(display, root, 0,
ButtonMotionMask or
ButtonPressMask or
ButtonReleaseMask,
GrabModeAsync, GrabModeAsync,
root, cursor,
CurrentTime)
defer: discard XUngrabPointer(display, CurrentTime)
discard XGrabKeyboard(display, root, 0,
GrabModeAsync, GrabModeAsync,
CurrentTime)
defer: discard XUngrabKeyboard(display, CurrentTime)
var event: XEvent
while true:
discard XNextEvent(display, addr event)
case event.theType
of ButtonPress:
return event.xbutton.subwindow
of KeyPress:
return root
else:
discard
return root
proc xElevenErrorHandler(display: PDisplay, errorEvent: PXErrorEvent): cint{.cdecl.} =
const CAPACITY = 256
var errorMessage: array[CAPACITY, char]
discard XGetErrorText(display, errorEvent.error_code.cint, cast[cstring](addr errorMessage), CAPACITY)
echo "X ELEVEN ERROR: ", $(cast[cstring](addr errorMessage))
proc main() =
let boomerDir = getConfigDir() / "boomer"
var configFile = boomerDir / "config"
var windowed = false
var delaySec = 0.0
# TODO(#95): Make boomer optionally wait for some kind of event (for example, key press)
block:
proc versionQuit() =
const hash = gorgeEx("git rev-parse HEAD")
quit "boomer-$#" % [if hash.exitCode == 0: hash.output[0 .. 7] else: "unknown"]
proc usageQuit() =
quit """Usage: boomer [OPTIONS]
-d, --delay <seconds: float> delay execution of the program by provided <seconds>
-h, --help show this help and exit
--new-config [filepath] generate a new default config at [filepath]
-c, --config <filepath> use config at <filepath>
-V, --version show the current version and exit
-w, --windowed windowed mode instead of fullscreen"""
var i = 1
while i <= paramCount():
let arg = paramStr(i)
template asParam(paramVar: untyped, body: untyped) =
if i + 1 > paramCount():
echo "No value is provided for $#" % [arg]
usageQuit()
let paramVar = paramStr(i + 1)
body
i += 2
template asFlag(body: untyped) =
body
i += 1
template asOptionalParam(paramVar: untyped, body: untyped) =
let paramVar = block:
var resultVal = none(string)
if i + 1 <= paramCount():
let param = paramStr(i + 1)
if len(param) > 0 and param[0] != '-':
resultVal = some(param)
resultVal
body
if paramVar.isNone:
i += 1
else:
i += 2
case arg
of "-d", "--delay":
asParam(delayParam):
delaySec = parseFloat(delayParam)
of "-w", "--windowed":
asFlag():
windowed = true
of "-h", "--help":
asFlag():
usageQuit()
of "-V", "--version":
asFlag():
versionQuit()
of "--new-config":
asOptionalParam(configName):
let newConfigPath = configName.get(configFile)
createDir(newConfigPath.splitFile.dir)
if newConfigPath.fileExists:
stdout.write("File ", newConfigPath, " already exists. Replace it? [yn] ")
if stdin.readChar != 'y':
quit "Disaster prevented"
generateDefaultConfig(newConfigPath)
quit "Generated config at $#" % [newConfigPath]
of "-c", "--config":
asParam(configParam):
configFile = configParam
else:
echo "Unknown flag `$#`" % [arg]
usageQuit()
sleep(floor(delaySec * 1000).int)
var config = defaultConfig
if fileExists configFile:
config = loadConfig(configFile)
else:
stderr.writeLine configFile & " doesn't exist. Using default values. "
echo "Using config: ", config
var display = XOpenDisplay(nil)
if display == nil:
quit "Failed to open display"
defer:
discard XCloseDisplay(display)
discard XSetErrorHandler(xElevenErrorHandler)
when defined(select):
echo "Please select window:"
var trackingWindow = selectWindow(display)
else:
var trackingWindow = DefaultRootWindow(display)
var screenConfig = XRRGetScreenInfo(display, DefaultRootWindow(display))
let rate = XRRConfigCurrentRate(screenConfig)
echo "Screen rate: ", rate
let screen = XDefaultScreen(display)
var glxMajor, glxMinor: cint
if (not glXQueryVersion(display, glxMajor, glxMinor).bool or
(glxMajor == 1.cint and glxMinor < 3.cint) or
(glxMajor < 1.cint)):
quit "Invalid GLX version. Expected >=1.3"
echo("GLX version ", glxMajor, ".", glxMinor)
echo("GLX extension: ", glXQueryExtensionsString(display, screen))
var attrs = [
GLX_RGBA,
GLX_DEPTH_SIZE, 24,
GLX_DOUBLEBUFFER,
None
]
var vi = glXChooseVisual(display, 0, addr attrs[0])
if vi == nil:
quit "No appropriate visual found"
echo "Visual ", vi.visualid, " selected"
var swa: XSetWindowAttributes
swa.colormap = XCreateColormap(display, DefaultRootWindow(display),
vi.visual, AllocNone)
swa.event_mask = ButtonPressMask or ButtonReleaseMask or
KeyPressMask or KeyReleaseMask or
PointerMotionMask or ExposureMask or ClientMessage
if not windowed:
swa.override_redirect = 1
swa.save_under = 1
var attributes: XWindowAttributes
discard XGetWindowAttributes(
display,
DefaultRootWindow(display),
addr attributes)
var win = XCreateWindow(
display, DefaultRootWindow(display),
0, 0, attributes.width.cuint, attributes.height.cuint, 0,
vi.depth, InputOutput, vi.visual,
CWColormap or CWEventMask or CWOverrideRedirect or CWSaveUnder, addr swa)
discard XMapWindow(display, win)
var wmName = "boomer"
var wmClass = "Boomer"
var hints = XClassHint(res_name: wmName, res_class: wmClass)
discard XStoreName(display, win, wmName)
discard XSetClassHint(display, win, addr(hints))
var wmDeleteMessage = XInternAtom(
display, "WM_DELETE_WINDOW",
0.cint)
discard XSetWMProtocols(display, win,
addr wmDeleteMessage, 1)
var glc = glXCreateContext(display, vi, nil, GL_TRUE.cint)
discard glXMakeCurrent(display, win, glc)
loadExtensions()
var shaderProgram = newShaderProgram(vertexShader, fragmentShader)
var screenshot = newScreenshot(display, trackingWindow)
defer: screenshot.destroy(display)
let w = screenshot.image.width.float32
let h = screenshot.image.height.float32
var
vao, vbo, ebo: GLuint
vertices = [
# Position Texture coords
[GLfloat w, 0, 0.0, 1.0, 1.0], # Top right
[GLfloat w, h, 0.0, 1.0, 0.0], # Bottom right
[GLfloat 0, h, 0.0, 0.0, 0.0], # Bottom left
[GLfloat 0, 0, 0.0, 0.0, 1.0] # Top left
]
indices = [GLuint(0), 1, 3,
1, 2, 3]
glGenVertexArrays(1, addr vao)
glGenBuffers(1, addr vbo)
glGenBuffers(1, addr ebo)
defer:
glDeleteVertexArrays(1, addr vao)
glDeleteBuffers(1, addr vbo)
glDeleteBuffers(1, addr ebo)
glBindVertexArray(vao)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, size = GLsizeiptr(sizeof(vertices)),
addr vertices, GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size = GLsizeiptr(sizeof(indices)),
addr indices, GL_STATIC_DRAW);
var stride = GLsizei(vertices[0].len * sizeof(GLfloat))
glVertexAttribPointer(0, 3, cGL_FLOAT, false, stride, cast[pointer](0))
glEnableVertexAttribArray(0)
glVertexAttribPointer(1, 2, cGL_FLOAT, false, stride, cast[pointer](3 * sizeof(GLfloat)))
glEnableVertexAttribArray(1)
var texture = 0.GLuint
glGenTextures(1, addr texture)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, texture)
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB.GLint,
screenshot.image.width,
screenshot.image.height,
0,
# TODO(#13): the texture format is hardcoded
GL_BGRA,
GL_UNSIGNED_BYTE,
screenshot.image.data)
glGenerateMipmap(GL_TEXTURE_2D)
glUniform1i(glGetUniformLocation(shaderProgram, "tex".cstring), 0)
glEnable(GL_TEXTURE_2D)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
var
quitting = false
camera = Camera(scale: 1.0)
mouse: Mouse =
block:
let pos = getCursorPosition(display)
Mouse(curr: pos, prev: pos)
flashlight = Flashlight(
isEnabled: false,
radius: 200.0)
let dt = 1.0 / rate.float
var originWindow: Window
var revertToReturn: cint
discard XGetInputFocus(display, addr originWindow, addr revertToReturn)
while not quitting:
# TODO(#78): Is there a better solution to keep the focus always on the window?
if not windowed:
discard XSetInputFocus(display, win, RevertToParent, CurrentTime);
var wa: XWindowAttributes
discard XGetWindowAttributes(display, win, addr wa)
glViewport(0, 0, wa.width, wa.height)
var xev: XEvent
while XPending(display) > 0:
discard XNextEvent(display, addr xev)
proc scrollUp() =
if (xev.xkey.state and ControlMask) > 0.uint32 and flashlight.isEnabled:
flashlight.deltaRadius += INITIAL_FL_DELTA_RADIUS
else:
camera.deltaScale += config.scrollSpeed
camera.scalePivot = mouse.curr
proc scrollDown() =
if (xev.xkey.state and ControlMask) > 0.uint32 and flashlight.isEnabled:
flashlight.deltaRadius -= INITIAL_FL_DELTA_RADIUS
else:
camera.deltaScale -= config.scrollSpeed
camera.scalePivot = mouse.curr
case xev.theType
of Expose:
discard
of MotionNotify:
mouse.curr = vec2(xev.xmotion.x.float32,
xev.xmotion.y.float32)
if mouse.drag:
let delta = world(camera, mouse.prev) - world(camera, mouse.curr)
camera.position += delta
# delta is the distance the mouse traveled in a single
# frame. To turn the velocity into units/second we need to
# multiple it by FPS.
camera.velocity = delta * rate.float
mouse.prev = mouse.curr
of ClientMessage:
if cast[Atom](xev.xclient.data.l[0]) == wmDeleteMessage:
quitting = true
of KeyPress:
var key = XLookupKeysym(cast[PXKeyEvent](xev.addr), 0)
case key
of XK_EQUAL: scrollUp()
of XK_MINUS: scrollDown()
of XK_0:
camera.scale = 1.0
camera.deltaScale = 0.0
camera.position = vec2(0.0'f32, 0.0)
camera.velocity = vec2(0.0'f32, 0.0)
of XK_q, XK_Escape:
quitting = true
of XK_r:
if configFile.len > 0 and fileExists(configFile):
config = loadConfig(configFile)
when defined(developer):
if (xev.xkey.state and ControlMask) > 0.uint32:
echo "------------------------------"
echo "RELOADING SHADERS"
try:
reloadShader(vertexShader)
reloadShader(fragmentShader)
let newShaderProgram = newShaderProgram(vertexShader, fragmentShader)
glDeleteProgram(shaderProgram)
shaderProgram = newShaderProgram
echo "Shader program ID: ", shaderProgram
except GLerror:
echo "Could not reload the shaders"
echo "------------------------------"
of XK_f:
flashlight.isEnabled = not flashlight.isEnabled
else:
discard
of ButtonPress:
case xev.xbutton.button
of Button1:
mouse.prev = mouse.curr
mouse.drag = true
camera.velocity = vec2(0.0, 0.0)
of Button4: scrollUp()
of Button5: scrollDown()
else:
discard
of ButtonRelease:
case xev.xbutton.button
of Button1:
mouse.drag = false
else:
discard
else:
discard
camera.update(config, dt, mouse, screenshot.image,
vec2(wa.width.float32, wa.height.float32))
flashlight.update(dt)
screenshot.image.draw(camera, shaderProgram, vao, texture,
vec2(wa.width.float32, wa.height.float32),
mouse, flashlight)
glXSwapBuffers(display, win)
glFinish()
when defined(live):
screenshot.refresh(display, trackingWindow)
# TODO(#90): don't update the vbo on screenshot refresh
# I'm pretty sure we can avoid that if we make independent from
# the size of the window as it was in the beginning. (I simply did
# not expect this use case back then Kappa)
var
w = screenshot.image.width.float32
h = screenshot.image.height.float32
vertices = [
# Position Texture coords
[GLfloat w, 0, 0.0, 1.0, 1.0], # Top right
[GLfloat w, h, 0.0, 1.0, 0.0], # Bottom right
[GLfloat 0, h, 0.0, 0.0, 0.0], # Bottom left
[GLfloat 0, 0, 0.0, 0.0, 1.0] # Top left
]
indices = [GLuint(0), 1, 3,
1, 2, 3]
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, size = GLsizeiptr(sizeof(vertices)),
addr vertices, GL_STATIC_DRAW)
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB.GLint,
screenshot.image.width,
screenshot.image.height,
0,
# TODO(#13): the texture format is hardcoded
GL_BGRA,
GL_UNSIGNED_BYTE,
screenshot.image.data)
discard XSetInputFocus(display, originWindow, RevertToParent, CurrentTime);
discard XSync(display, 0)
main()