LookingGlass/client/renderers/EGL/help.c

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/**
* Looking Glass
* Copyright (C) 2017-2021 The Looking Glass Authors
* https://looking-glass.io
*
* 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 2 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, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "help.h"
#include "common/debug.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include <stdatomic.h>
#include <stdlib.h>
#include <string.h>
// these headers are auto generated by cmake
#include "help.vert.h"
#include "help.frag.h"
#include "help_bg.frag.h"
struct EGL_Help
{
const LG_Font * font;
LG_FontObj fontObj;
EGL_Texture * texture;
EGL_Shader * shader;
EGL_Shader * shaderBG;
EGL_Model * model;
_Atomic(LG_FontBitmap *) bmp;
bool shouldRender;
int iwidth, iheight;
float width, height;
// uniforms
GLint uScreen , uSize;
GLint uScreenBG, uSizeBG;
};
bool egl_help_init(EGL_Help ** help, const LG_Font * font, LG_FontObj fontObj)
{
*help = (EGL_Help *)malloc(sizeof(EGL_Help));
if (!*help)
{
DEBUG_ERROR("Failed to malloc EGL_Help");
return false;
}
memset(*help, 0, sizeof(EGL_Help));
(*help)->font = font;
(*help)->fontObj = fontObj;
if (!egl_texture_init(&(*help)->texture, NULL))
{
DEBUG_ERROR("Failed to initialize the help texture");
return false;
}
if (!egl_shader_init(&(*help)->shader))
{
DEBUG_ERROR("Failed to initialize the help shader");
return false;
}
if (!egl_shader_init(&(*help)->shaderBG))
{
DEBUG_ERROR("Failed to initialize the help bg shader");
return false;
}
if (!egl_shader_compile((*help)->shader,
b_shader_help_vert, b_shader_help_vert_size,
b_shader_help_frag, b_shader_help_frag_size))
{
DEBUG_ERROR("Failed to compile the help shader");
return false;
}
if (!egl_shader_compile((*help)->shaderBG,
b_shader_help_vert , b_shader_help_vert_size,
b_shader_help_bg_frag, b_shader_help_bg_frag_size))
{
DEBUG_ERROR("Failed to compile the help shader");
return false;
}
(*help)->uSize = egl_shader_get_uniform_location((*help)->shader , "size" );
(*help)->uScreen = egl_shader_get_uniform_location((*help)->shader , "screen");
(*help)->uSizeBG = egl_shader_get_uniform_location((*help)->shaderBG, "size" );
(*help)->uScreenBG = egl_shader_get_uniform_location((*help)->shaderBG, "screen");
if (!egl_model_init(&(*help)->model))
{
DEBUG_ERROR("Failed to initialize the fps model");
return false;
}
egl_model_set_default((*help)->model);
egl_model_set_texture((*help)->model, (*help)->texture);
atomic_init(&(*help)->bmp, NULL);
return true;
}
void egl_help_free(EGL_Help ** help)
{
if (!*help)
return;
egl_texture_free(&(*help)->texture );
egl_shader_free (&(*help)->shader );
egl_shader_free (&(*help)->shaderBG);
egl_model_free (&(*help)->model );
free(*help);
*help = NULL;
}
void egl_help_set_text(EGL_Help * help, const char * help_text)
{
LG_FontBitmap * bmp = NULL;
if (help_text)
{
bmp = help->font->render(help->fontObj, 0xffffff00, help_text);
if (!bmp)
DEBUG_ERROR("Failed to render help text");
} else
help->shouldRender = false;
bmp = atomic_exchange(&help->bmp, bmp);
if (bmp)
{
help->font->release(help->fontObj, bmp);
}
}
void egl_help_set_font(EGL_Help * help, LG_FontObj fontObj)
{
help->fontObj = fontObj;
}
void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY)
{
LG_FontBitmap * bmp = atomic_exchange(&help->bmp, NULL);
if (bmp)
{
if (help->iwidth != bmp->width || help->iheight != bmp->height)
{
help->iwidth = bmp->width;
help->iheight = bmp->height;
help->width = (float)bmp->width;
help->height = (float)bmp->height;
egl_texture_setup(
help->texture,
EGL_PF_BGRA,
bmp->width ,
bmp->height,
bmp->width * bmp->bpp,
false,
false
);
}
egl_texture_update
(
help->texture,
bmp->pixels
);
help->shouldRender = true;
help->font->release(help->fontObj, bmp);
}
if (!help->shouldRender)
return;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// render the background first
egl_shader_use(help->shaderBG);
glUniform2f(help->uScreenBG, scaleX , scaleY );
glUniform2f(help->uSizeBG , help->width, help->height);
egl_model_render(help->model);
// render the texture over the background
egl_shader_use(help->shader);
glUniform2f(help->uScreen, scaleX , scaleY );
glUniform2f(help->uSize , help->width, help->height);
egl_model_render(help->model);
glDisable(GL_BLEND);
}