2021-07-15 10:04:25 +00:00
|
|
|
/**
|
|
|
|
* 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 "damage.h"
|
|
|
|
#include "common/debug.h"
|
|
|
|
#include "common/KVMFR.h"
|
|
|
|
#include "common/locking.h"
|
|
|
|
|
|
|
|
#include "app.h"
|
|
|
|
#include "shader.h"
|
|
|
|
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <string.h>
|
|
|
|
|
|
|
|
// these headers are auto generated by cmake
|
|
|
|
#include "damage.vert.h"
|
|
|
|
#include "damage.frag.h"
|
|
|
|
|
|
|
|
struct EGL_Damage
|
|
|
|
{
|
|
|
|
EGL_Shader * shader;
|
|
|
|
|
2021-07-18 04:06:32 +00:00
|
|
|
GLfloat transform[6];
|
|
|
|
GLuint buffers[2];
|
|
|
|
GLuint vao;
|
2021-07-21 07:29:46 +00:00
|
|
|
int count;
|
2021-07-15 10:04:25 +00:00
|
|
|
|
|
|
|
bool show;
|
|
|
|
KeybindHandle toggleHandle;
|
|
|
|
|
|
|
|
int width , height;
|
|
|
|
float translateX, translateY;
|
|
|
|
float scaleX , scaleY;
|
|
|
|
|
|
|
|
// uniforms
|
|
|
|
GLint uTransform;
|
|
|
|
};
|
|
|
|
|
|
|
|
void egl_damage_show_toggle(int key, void * opaque)
|
|
|
|
{
|
|
|
|
EGL_Damage * damage = opaque;
|
|
|
|
damage->show ^= true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool egl_damage_init(EGL_Damage ** damage)
|
|
|
|
{
|
|
|
|
*damage = (EGL_Damage *)malloc(sizeof(EGL_Damage));
|
|
|
|
if (!*damage)
|
|
|
|
{
|
|
|
|
DEBUG_ERROR("Failed to malloc EGL_Alert");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
memset(*damage, 0, sizeof(EGL_Damage));
|
|
|
|
|
|
|
|
if (!egl_shader_init(&(*damage)->shader))
|
|
|
|
{
|
|
|
|
DEBUG_ERROR("Failed to initialize the damage shader");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!egl_shader_compile((*damage)->shader,
|
|
|
|
b_shader_damage_vert, b_shader_damage_vert_size,
|
|
|
|
b_shader_damage_frag, b_shader_damage_frag_size))
|
|
|
|
{
|
|
|
|
DEBUG_ERROR("Failed to compile the damage shader");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
glGenVertexArrays(1, &(*damage)->vao);
|
|
|
|
glBindVertexArray((*damage)->vao);
|
|
|
|
|
|
|
|
glGenBuffers(2, (*damage)->buffers);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, (*damage)->buffers[0]);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, KVMFR_MAX_DAMAGE_RECTS * 8 * sizeof(GLfloat), NULL, GL_STREAM_DRAW);
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
GLushort indices[KVMFR_MAX_DAMAGE_RECTS * 6];
|
|
|
|
for (int i = 0; i < KVMFR_MAX_DAMAGE_RECTS; ++i)
|
|
|
|
{
|
|
|
|
indices[6 * i + 0] = 4 * i + 0;
|
|
|
|
indices[6 * i + 1] = 4 * i + 1;
|
|
|
|
indices[6 * i + 2] = 4 * i + 2;
|
|
|
|
indices[6 * i + 3] = 4 * i + 0;
|
|
|
|
indices[6 * i + 4] = 4 * i + 2;
|
|
|
|
indices[6 * i + 5] = 4 * i + 3;
|
|
|
|
}
|
|
|
|
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (*damage)->buffers[1]);
|
|
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof indices, indices, GL_STATIC_DRAW);
|
|
|
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
2021-07-21 07:29:46 +00:00
|
|
|
(*damage)->count = -1;
|
2021-07-15 10:04:25 +00:00
|
|
|
(*damage)->uTransform = egl_shader_get_uniform_location((*damage)->shader, "transform");
|
|
|
|
(*damage)->toggleHandle = app_registerKeybind(KEY_A, egl_damage_show_toggle, *damage, "Toggle damage display");
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void egl_damage_free(EGL_Damage ** damage)
|
|
|
|
{
|
|
|
|
if (!*damage)
|
|
|
|
return;
|
|
|
|
|
|
|
|
app_releaseKeybind(&(*damage)->toggleHandle);
|
|
|
|
glDeleteVertexArrays(1, &(*damage)->vao);
|
|
|
|
glDeleteBuffers(2, (*damage)->buffers);
|
|
|
|
egl_shader_free(&(*damage)->shader);
|
|
|
|
|
|
|
|
free(*damage);
|
|
|
|
*damage = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void update_matrix(EGL_Damage * damage)
|
|
|
|
{
|
|
|
|
damage->transform[0] = 2.0f * damage->scaleX / damage->width;
|
|
|
|
damage->transform[1] = 0.0f;
|
|
|
|
damage->transform[2] = 0.0f;
|
|
|
|
damage->transform[3] = -2.0f * damage->scaleY / damage->height;
|
|
|
|
damage->transform[4] = damage->translateX - damage->scaleX;
|
|
|
|
damage->transform[5] = damage->translateY + damage->scaleY;
|
|
|
|
}
|
|
|
|
|
|
|
|
void egl_damage_setup(EGL_Damage * damage, int width, int height)
|
|
|
|
{
|
|
|
|
damage->width = width;
|
|
|
|
damage->height = height;
|
|
|
|
update_matrix(damage);
|
|
|
|
}
|
|
|
|
|
|
|
|
void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
|
|
|
|
float scaleX, float scaleY)
|
|
|
|
{
|
|
|
|
damage->translateX = translateX;
|
|
|
|
damage->translateY = translateY;
|
|
|
|
damage->scaleX = scaleX;
|
|
|
|
damage->scaleY = scaleY;
|
|
|
|
update_matrix(damage);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline static void rectToVertices(GLfloat * vertex, const FrameDamageRect * rect)
|
|
|
|
{
|
|
|
|
vertex[0] = rect->x;
|
|
|
|
vertex[1] = rect->y;
|
|
|
|
vertex[2] = rect->x + rect->width;
|
|
|
|
vertex[3] = rect->y;
|
|
|
|
vertex[4] = rect->x + rect->width;
|
|
|
|
vertex[5] = rect->y + rect->height;
|
|
|
|
vertex[6] = rect->x;
|
|
|
|
vertex[7] = rect->y + rect->height;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool egl_damage_render(EGL_Damage * damage, const struct DesktopDamage * data)
|
|
|
|
{
|
2021-07-21 07:29:46 +00:00
|
|
|
if (!damage->show || (!data && damage->count == -1))
|
2021-07-15 10:04:25 +00:00
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
|
|
egl_shader_use(damage->shader);
|
|
|
|
glUniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform);
|
|
|
|
|
2021-07-21 07:29:46 +00:00
|
|
|
if (data)
|
2021-07-15 10:04:25 +00:00
|
|
|
{
|
2021-07-21 07:29:46 +00:00
|
|
|
damage->count = data->count;
|
|
|
|
GLfloat vertices[KVMFR_MAX_DAMAGE_RECTS * 8];
|
|
|
|
if (damage->count == 0)
|
|
|
|
{
|
|
|
|
FrameDamageRect full = {
|
|
|
|
.x = 0, .y = 0, .width = damage->width, .height = damage->height,
|
|
|
|
};
|
|
|
|
damage->count = 1;
|
|
|
|
rectToVertices(vertices, &full);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (int i = 0; i < damage->count; ++i)
|
|
|
|
rectToVertices(vertices + i * 8, data->rects + i);
|
|
|
|
}
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, damage->buffers[0]);
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, damage->count * 8 * sizeof(GLfloat),
|
|
|
|
vertices);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
2021-07-15 10:04:25 +00:00
|
|
|
}
|
2021-07-18 04:06:32 +00:00
|
|
|
|
2021-07-15 10:04:25 +00:00
|
|
|
glBindVertexArray(damage->vao);
|
2021-07-21 07:29:46 +00:00
|
|
|
glDrawElements(GL_TRIANGLES, 6 * damage->count, GL_UNSIGNED_SHORT, NULL);
|
2021-07-15 10:04:25 +00:00
|
|
|
glBindVertexArray(0);
|
|
|
|
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
return true;
|
|
|
|
}
|