LookingGlass/client/renderers/EGL/cursor.c

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/**
* Looking Glass
2022-01-05 08:42:46 +00:00
* Copyright © 2017-2022 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 "cursor.h"
#include "common/debug.h"
#include "common/locking.h"
#include "common/option.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include "util.h"
#include <stdatomic.h>
#include <stdlib.h>
#include <string.h>
// these headers are auto generated by cmake
#include "cursor.vert.h"
#include "cursor_rgb.frag.h"
#include "cursor_mono.frag.h"
struct CursorTex
{
struct EGL_Texture * texture;
struct EGL_Shader * shader;
GLuint uMousePos;
GLuint uScale;
GLuint uRotate;
GLuint uCBMode;
};
struct CursorPos
{
float x, y;
};
struct CursorSize
{
float w, h;
};
struct EGL_Cursor
{
LG_Lock lock;
LG_RendererCursor type;
int width;
int height;
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int stride;
uint8_t * data;
size_t dataSize;
bool update;
// cursor state
bool visible;
LG_RendererRotate rotate;
int cbMode;
_Atomic(struct CursorPos) pos;
_Atomic(struct CursorPos) hs;
_Atomic(struct CursorSize) size;
_Atomic(float) scale;
struct CursorTex norm;
struct CursorTex mono;
struct EGL_Model * model;
};
static bool cursorTexInit(struct CursorTex * t,
const char * vertex_code , size_t vertex_size,
const char * fragment_code, size_t fragment_size)
{
if (!egl_textureInit(&t->texture, NULL, EGL_TEXTYPE_BUFFER))
{
DEBUG_ERROR("Failed to initialize the cursor texture");
return false;
}
if (!egl_shaderInit(&t->shader))
{
DEBUG_ERROR("Failed to initialize the cursor shader");
return false;
}
if (!egl_shaderCompile(t->shader,
vertex_code, vertex_size, fragment_code, fragment_size))
{
DEBUG_ERROR("Failed to compile the cursor shader");
return false;
}
t->uMousePos = egl_shaderGetUniform(t->shader, "mouse" );
t->uScale = egl_shaderGetUniform(t->shader, "scale" );
t->uRotate = egl_shaderGetUniform(t->shader, "rotate" );
t->uCBMode = egl_shaderGetUniform(t->shader, "cbMode" );
return true;
}
static inline void setCursorTexUniforms(EGL_Cursor * cursor,
struct CursorTex * t, bool mono, float x, float y,
float w, float h, float scale)
{
glUniform4f(t->uMousePos, x, y, w, mono ? h / 2 : h);
glUniform1f(t->uScale , scale);
glUniform1i(t->uRotate , cursor->rotate);
glUniform1i(t->uCBMode , cursor->cbMode);
}
static void cursorTexFree(struct CursorTex * t)
{
egl_textureFree(&t->texture);
egl_shaderFree (&t->shader );
};
bool egl_cursorInit(EGL_Cursor ** cursor)
{
*cursor = malloc(sizeof(**cursor));
if (!*cursor)
{
DEBUG_ERROR("Failed to malloc EGL_Cursor");
return false;
}
memset(*cursor, 0, sizeof(**cursor));
LG_LOCK_INIT((*cursor)->lock);
if (!cursorTexInit(&(*cursor)->norm,
b_shader_cursor_vert , b_shader_cursor_vert_size,
b_shader_cursor_rgb_frag, b_shader_cursor_rgb_frag_size))
return false;
if (!cursorTexInit(&(*cursor)->mono,
b_shader_cursor_vert , b_shader_cursor_vert_size,
b_shader_cursor_mono_frag, b_shader_cursor_mono_frag_size))
return false;
if (!egl_modelInit(&(*cursor)->model))
{
DEBUG_ERROR("Failed to initialize the cursor model");
return false;
}
egl_modelSetDefault((*cursor)->model, true);
(*cursor)->cbMode = option_get_int("egl", "cbMode");
struct CursorPos pos = { .x = 0, .y = 0 };
struct CursorPos hs = { .x = 0, .y = 0 };
struct CursorSize size = { .w = 0, .h = 0 };
atomic_init(&(*cursor)->pos , pos );
atomic_init(&(*cursor)->hs , hs );
atomic_init(&(*cursor)->size , size);
atomic_init(&(*cursor)->scale, 1.0f);
return true;
}
void egl_cursorFree(EGL_Cursor ** cursor)
{
if (!*cursor)
return;
LG_LOCK_FREE((*cursor)->lock);
if ((*cursor)->data)
free((*cursor)->data);
cursorTexFree(&(*cursor)->norm);
cursorTexFree(&(*cursor)->mono);
egl_modelFree(&(*cursor)->model);
free(*cursor);
*cursor = NULL;
}
bool egl_cursorSetShape(EGL_Cursor * cursor, const LG_RendererCursor type,
const int width, const int height, const int stride, const uint8_t * data)
{
LG_LOCK(cursor->lock);
cursor->type = type;
cursor->width = width;
cursor->height = (type == LG_CURSOR_MONOCHROME ? height / 2 : height);
cursor->stride = stride;
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const size_t size = height * stride;
if (size > cursor->dataSize)
{
if (cursor->data)
free(cursor->data);
cursor->data = malloc(size);
if (!cursor->data)
{
DEBUG_ERROR("Failed to malloc buffer for cursor shape");
return false;
}
cursor->dataSize = size;
}
memcpy(cursor->data, data, size);
cursor->update = true;
LG_UNLOCK(cursor->lock);
return true;
}
void egl_cursorSetSize(EGL_Cursor * cursor, const float w, const float h)
{
struct CursorSize size = { .w = w, .h = h };
atomic_store(&cursor->size, size);
}
void egl_cursorSetScale(EGL_Cursor * cursor, const float scale)
{
atomic_store(&cursor->scale, scale);
}
void egl_cursorSetState(EGL_Cursor * cursor, const bool visible,
const float x, const float y, const float hx, const float hy)
{
cursor->visible = visible;
struct CursorPos pos = { .x = x , .y = y };
struct CursorPos hs = { .x = hx, .y = hy };
atomic_store(&cursor->pos, pos);
atomic_store(&cursor->hs , hs);
}
struct CursorState egl_cursorRender(EGL_Cursor * cursor,
LG_RendererRotate rotate, int width, int height)
{
if (!cursor->visible)
return (struct CursorState) { .visible = false };
if (cursor->update)
{
LG_LOCK(cursor->lock);
cursor->update = false;
uint8_t * data = cursor->data;
switch(cursor->type)
{
case LG_CURSOR_MASKED_COLOR:
{
uint32_t xor[cursor->height][cursor->width];
for(int y = 0; y < cursor->height; ++y)
for(int x = 0; x < cursor->width; ++x)
{
uint32_t * src = (uint32_t *)(data + (cursor->stride * y) + x * 4);
const bool masked = (*src & 0xFF000000) != 0;
if (masked)
*src = xor[y][x] = *src & 0x00FFFFFF;
else
{
xor[y][x] = 0xFF000000;
*src |= 0xFF000000;
}
}
egl_textureSetup(cursor->mono.texture, EGL_PF_BGRA,
cursor->width, cursor->height, sizeof(xor[0]));
egl_textureUpdate(cursor->mono.texture, (uint8_t *)xor, true);
}
// fall through
case LG_CURSOR_COLOR:
{
egl_textureSetup(cursor->norm.texture, EGL_PF_BGRA,
cursor->width, cursor->height, cursor->stride);
egl_textureUpdate(cursor->norm.texture, data, true);
break;
}
case LG_CURSOR_MONOCHROME:
{
uint32_t and[cursor->height][cursor->width];
uint32_t xor[cursor->height][cursor->width];
for(int y = 0; y < cursor->height; ++y)
{
for(int x = 0; x < cursor->width; ++x)
{
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const uint8_t * srcAnd = data + (cursor->stride * y) + (x / 8);
const uint8_t * srcXor = srcAnd + cursor->stride * cursor->height;
const uint8_t mask = 0x80 >> (x % 8);
const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
and[y][x] = andMask;
xor[y][x] = xorMask;
}
}
egl_textureSetup(cursor->norm.texture, EGL_PF_BGRA,
cursor->width, cursor->height, sizeof(and[0]));
egl_textureSetup(cursor->mono.texture, EGL_PF_BGRA,
cursor->width, cursor->height, sizeof(xor[0]));
egl_textureUpdate(cursor->norm.texture, (uint8_t *)and, true);
egl_textureUpdate(cursor->mono.texture, (uint8_t *)xor, true);
break;
}
}
LG_UNLOCK(cursor->lock);
}
cursor->rotate = rotate;
struct CursorPos pos = atomic_load(&cursor->pos );
float scale = atomic_load(&cursor->scale);
struct CursorPos hs = atomic_load(&cursor->hs );
struct CursorSize size = atomic_load(&cursor->size );
pos.x -= hs.x * scale;
pos.y -= hs.y * scale;
size.w *= scale;
size.h *= scale;
struct CursorState state = {
.visible = true,
};
switch (rotate)
{
case LG_ROTATE_0:
state.rect.x = (pos.x * width + width) / 2;
state.rect.y = (-pos.y * height + height) / 2 - size.h * height;
state.rect.w = size.w * width + 3;
state.rect.h = size.h * height + 3;
break;
case LG_ROTATE_90:
state.rect.x = (-pos.y * width + width) / 2 - size.h * width;
state.rect.y = (-pos.x * height + height) / 2 - size.w * height;
state.rect.w = size.h * width + 3;
state.rect.h = size.w * height + 3;
break;
case LG_ROTATE_180:
state.rect.x = (-pos.x * width + width) / 2 - size.w * width;
state.rect.y = (pos.y * height + height) / 2;
state.rect.w = size.w * width + 3;
state.rect.h = size.h * height + 3;
break;
case LG_ROTATE_270:
state.rect.x = (pos.y * width + width) / 2;
state.rect.y = (pos.x * height + height) / 2;
state.rect.w = size.h * width + 3;
state.rect.h = size.w * height + 3;
break;
default:
DEBUG_UNREACHABLE();
}
state.rect.x = max(0, state.rect.x - 1);
state.rect.y = max(0, state.rect.y - 1);
glEnable(GL_BLEND);
switch(cursor->type)
{
case LG_CURSOR_MONOCHROME:
{
egl_shaderUse(cursor->norm.shader);
setCursorTexUniforms(cursor, &cursor->norm, true, pos.x, pos.y,
size.w, size.h, scale);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
egl_modelSetTexture(cursor->model, cursor->norm.texture);
egl_modelRender(cursor->model);
egl_shaderUse(cursor->mono.shader);
setCursorTexUniforms(cursor, &cursor->mono, true, pos.x, pos.y,
size.w, size.h, scale);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_modelSetTexture(cursor->model, cursor->mono.texture);
egl_modelRender(cursor->model);
break;
}
case LG_CURSOR_MASKED_COLOR:
{
egl_shaderUse(cursor->norm.shader);
setCursorTexUniforms(cursor, &cursor->norm, false, pos.x, pos.y,
size.w, size.h, scale);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
egl_modelSetTexture(cursor->model, cursor->norm.texture);
egl_modelRender(cursor->model);
egl_shaderUse(cursor->mono.shader);
setCursorTexUniforms(cursor, &cursor->mono, false, pos.x, pos.y,
size.w, size.h, scale);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_modelSetTexture(cursor->model, cursor->mono.texture);
egl_modelRender(cursor->model);
break;
}
case LG_CURSOR_COLOR:
{
egl_shaderUse(cursor->norm.shader);
setCursorTexUniforms(cursor, &cursor->norm, false, pos.x, pos.y,
size.w, size.h, scale);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
egl_modelSetTexture(cursor->model, cursor->norm.texture);
egl_modelRender(cursor->model);
break;
}
}
glDisable(GL_BLEND);
return state;
}