mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 05:53:40 +00:00
[egl] initial commit of new modern OpenGL ES renderer
This commit is contained in:
parent
f75e2fe8db
commit
26434f7baf
@ -12,6 +12,7 @@ pkg_check_modules(PKGCONFIG REQUIRED
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SDL2_ttf
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gl
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glu
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egl
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spice-protocol
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fontconfig
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x11
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@ -50,11 +51,15 @@ set(SOURCES
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main.c
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lg-renderer.c
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ll.c
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utils.c
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spice/rsa.c
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spice/spice.c
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decoders/null.c
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decoders/yuv420.c
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renderers/opengl.c
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renderers/egl.c
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renderers/egl_shader.c
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renderers/egl_model.c
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)
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add_executable(looking-glass-client ${SOURCES})
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291
client/renderers/egl.c
Normal file
291
client/renderers/egl.c
Normal file
@ -0,0 +1,291 @@
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "lg-renderer.h"
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#include "debug.h"
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#include <SDL2/SDL_syswm.h>
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#include <SDL2/SDL_egl.h>
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#include "egl_model.h"
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#include "egl_shader.h"
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struct Options
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{
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};
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static struct Options defaultOptions =
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{
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};
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struct Models
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{
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struct EGL_Model * desktop;
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};
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struct Shaders
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{
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struct EGL_Shader * desktop;
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};
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struct Inst
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{
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LG_RendererParams params;
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struct Options opt;
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Display * xDisplay;
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Window xWindow;
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EGLDisplay display;
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EGLConfig configs;
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EGLSurface surface;
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EGLContext context;
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struct Models models;
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struct Shaders shaders;
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LG_RendererFormat format;
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size_t frameSize;
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const uint8_t * data;
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bool update;
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};
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const char * egl_get_name()
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{
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return "EGL";
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}
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bool egl_create(void ** opaque, const LG_RendererParams params)
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{
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// create our local storage
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*opaque = malloc(sizeof(struct Inst));
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if (!*opaque)
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{
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DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct Inst));
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return false;
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}
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memset(*opaque, 0, sizeof(struct Inst));
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// safe off parameteres and init our default option values
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struct Inst * this = (struct Inst *)*opaque;
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memcpy(&this->params, ¶ms , sizeof(LG_RendererParams));
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memcpy(&this->opt , &defaultOptions, sizeof(struct Options ));
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return true;
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}
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bool egl_initialize(void * opaque, Uint32 * sdlFlags)
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{
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*sdlFlags = SDL_WINDOW_OPENGL;
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER , 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS , 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES , 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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return true;
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}
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void egl_deinitialize(void * opaque)
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{
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struct Inst * this = (struct Inst *)opaque;
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egl_model_free (&this->models .desktop);
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egl_shader_free(&this->shaders.desktop);
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free(this);
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}
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void egl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
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{
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glViewport(0, 0, width, height);
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}
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bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
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{
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return true;
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}
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bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const int y)
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{
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return true;
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}
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bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uint8_t * data)
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{
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struct Inst * this = (struct Inst *)opaque;
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if (format.type != FRAME_TYPE_ARGB)
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return false;
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memcpy(&this->format, &format, sizeof(LG_RendererFormat));
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this->frameSize = format.height * format.pitch;
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this->data = data;
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this->update = true;
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return true;
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}
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void egl_on_alert(void * opaque, const LG_RendererAlert alert, const char * message, bool ** closeFlag)
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{
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}
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bool egl_render_startup(void * opaque, SDL_Window * window)
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{
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struct Inst * this = (struct Inst *)opaque;
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SDL_SysWMinfo wminfo;
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SDL_VERSION(&wminfo.version);
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if (!SDL_GetWindowWMInfo(window, &wminfo))
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{
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DEBUG_ERROR("SDL_GetWindowWMInfo failed");
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return false;
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}
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this->xDisplay = wminfo.info.x11.display;
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this->xWindow = wminfo.info.x11.window;
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this->display = eglGetDisplay((EGLNativeDisplayType)this->xDisplay);
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if (this->display == EGL_NO_DISPLAY)
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{
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DEBUG_ERROR("eglGetDisplay failed");
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return false;
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}
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if (!eglInitialize(this->display, NULL, NULL))
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{
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DEBUG_ERROR("Unable to initialize EGL");
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return false;
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}
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EGLint attr[] =
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{
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EGL_BUFFER_SIZE, 16,
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EGL_RENDERABLE_TYPE,
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EGL_OPENGL_ES2_BIT,
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EGL_NONE
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};
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EGLint num_config;
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if (!eglChooseConfig(this->display, attr, &this->configs, 1, &num_config))
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{
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DEBUG_ERROR("Failed to choose config (eglError: 0x%x)", eglGetError());
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return false;
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}
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this->surface = eglCreateWindowSurface(this->display, this->configs, this->xWindow, NULL);
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if (this->surface == EGL_NO_SURFACE)
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{
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DEBUG_ERROR("Failed to create EGL surface (eglError: 0x%x)", eglGetError());
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return false;
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}
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EGLint ctxattr[] =
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{
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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this->context = eglCreateContext(this->display, this->configs, EGL_NO_CONTEXT, ctxattr);
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if (this->context == EGL_NO_CONTEXT)
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{
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DEBUG_ERROR("Failed to create EGL context (eglError: 0x%x)", eglGetError());
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return false;
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}
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eglMakeCurrent(this->display, this->surface, this->surface, this->context);
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DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
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DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
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DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
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static const GLfloat desktop[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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static const GLfloat uvs[] =
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{
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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if (!egl_shader_init(&this->shaders.desktop) ) return false;
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if (!egl_shader_load(this->shaders.desktop, "test.vs", "test.fs")) return false;
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if (!egl_model_init(&this->models.desktop) ) return false;
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egl_model_set_verticies(this->models.desktop, desktop, sizeof(desktop) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_shader (this->models.desktop, this->shaders.desktop);
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return true;
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}
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bool egl_render(void * opaque, SDL_Window * window)
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{
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struct Inst * this = (struct Inst *)opaque;
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if (this->update)
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{
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if (!egl_model_is_streaming(this->models.desktop))
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egl_model_init_streaming(
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this->models.desktop,
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this->format.width,
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this->format.height,
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this->frameSize
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);
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egl_model_stream_buffer(
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this->models.desktop,
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this->data,
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this->frameSize
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);
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this->update = false;
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}
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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egl_model_render(this->models.desktop);
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eglSwapBuffers(this->display, this->surface);
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return true;
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}
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static LG_RendererOpt egl_options[] =
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{
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};
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struct LG_Renderer LGR_EGL =
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{
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.create = egl_create,
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.get_name = egl_get_name,
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.options = egl_options,
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.option_count = LGR_OPTION_COUNT(egl_options),
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.initialize = egl_initialize,
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.deinitialize = egl_deinitialize,
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.on_resize = egl_on_resize,
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.on_mouse_shape = egl_on_mouse_shape,
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.on_mouse_event = egl_on_mouse_event,
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.on_frame_event = egl_on_frame_event,
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.on_alert = egl_on_alert,
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.render_startup = egl_render_startup,
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.render = egl_render
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};
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237
client/renderers/egl_model.c
Normal file
237
client/renderers/egl_model.c
Normal file
@ -0,0 +1,237 @@
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
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You should have received a copy of the GNU General Public License along with
|
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "egl_model.h"
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#include "egl_shader.h"
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#include "debug.h"
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#include "utils.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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#include <SDL2/SDL_egl.h>
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struct EGL_Model
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{
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bool hasVertexBuffer;
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GLuint vertexBuffer;
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GLsizei vertexCount;
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bool hasUVBuffer;
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GLuint uvBuffer;
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EGL_Shader * shader;
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bool hasTexture;
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GLuint texture;
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bool hasPBO, pboUpdate;
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GLuint pbo[2];
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int pboIndex;
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size_t pboWidth, pboHeight;
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};
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bool egl_model_init(EGL_Model ** model)
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{
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*model = (EGL_Model *)malloc(sizeof(EGL_Model));
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if (!*model)
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{
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DEBUG_ERROR("Failed to malloc EGL_Model");
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return false;
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}
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memset(*model, 0, sizeof(EGL_Model));
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return true;
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}
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void egl_model_free(EGL_Model ** model)
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{
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if (!*model)
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return;
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if ((*model)->hasVertexBuffer)
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glDeleteBuffers(1, &(*model)->vertexBuffer);
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if ((*model)->hasUVBuffer)
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glDeleteBuffers(1, &(*model)->uvBuffer);
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if ((*model)->hasTexture)
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glDeleteTextures(1, &(*model)->texture);
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if ((*model)->hasPBO)
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glDeleteBuffers(2, (*model)->pbo);
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free(*model);
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*model = NULL;
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}
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bool egl_model_init_streaming(EGL_Model * model, size_t width, size_t height, size_t bufferSize)
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{
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model->pboWidth = width;
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model->pboHeight = height;
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glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (!model->hasPBO)
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glGenBuffers(2, model->pbo);
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for(int i = 0; i < 2; ++i)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[i]);
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glBufferData(
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GL_PIXEL_UNPACK_BUFFER,
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bufferSize,
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NULL,
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GL_STREAM_DRAW
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);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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model->hasPBO = true;
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return true;
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}
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bool egl_model_is_streaming(EGL_Model * model)
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{
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return model->hasPBO;
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}
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bool egl_model_stream_buffer(EGL_Model * model, const uint8_t * buffer, size_t bufferSize)
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{
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if (++model->pboIndex == 2)
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model->pboIndex = 0;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[model->pboIndex]);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, 0, GL_STREAM_DRAW);
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GLubyte * ptr = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
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if (!ptr)
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{
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DEBUG_ERROR("Failed to map the buffer");
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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return false;
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}
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memcpy(ptr, buffer, bufferSize);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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model->pboUpdate = true;
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return true;
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}
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void egl_model_set_verticies(EGL_Model * model, const GLfloat * verticies, const size_t count)
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{
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if (model->hasVertexBuffer)
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glDeleteBuffers(1, &model->vertexBuffer);
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glGenBuffers(1, &model->vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, model->vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * count, verticies, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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model->hasVertexBuffer = true;
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model->vertexCount = count / 3;
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}
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void egl_model_set_uvs(EGL_Model * model, const GLfloat * uvs, const size_t count)
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{
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if (model->hasUVBuffer)
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glDeleteBuffers(1, &model->uvBuffer);
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glGenBuffers(1, &model->uvBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, model->uvBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * count, uvs, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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model->hasUVBuffer = true;
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}
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void egl_model_render(EGL_Model * model)
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{
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if (!model->hasVertexBuffer)
|
||||
{
|
||||
DEBUG_ERROR("Model has no verticies");
|
||||
return;
|
||||
}
|
||||
|
||||
if (model->shader)
|
||||
egl_shader_use(model->shader);
|
||||
|
||||
GLuint location = 0;
|
||||
glEnableVertexAttribArray(location);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, model->vertexBuffer);
|
||||
glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
||||
|
||||
if (model->hasUVBuffer)
|
||||
{
|
||||
++location;
|
||||
glEnableVertexAttribArray(location);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, model->uvBuffer);
|
||||
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
||||
}
|
||||
|
||||
if (model->hasTexture)
|
||||
glBindTexture(GL_TEXTURE_2D, model->texture);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, model->vertexCount);
|
||||
|
||||
if (model->hasTexture)
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
while(location > 0)
|
||||
glDisableVertexAttribArray(location--);
|
||||
glDisableVertexAttribArray(0);
|
||||
|
||||
if (model->shader)
|
||||
glUseProgram(0);
|
||||
|
||||
if (model->pboUpdate)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model));
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[model->pboIndex]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, model->pboWidth, model->pboHeight, GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
||||
model->pboUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader)
|
||||
{
|
||||
model->shader = shader;
|
||||
}
|
||||
|
||||
GLuint egl_model_get_texture_id(EGL_Model * model)
|
||||
{
|
||||
if (model->hasTexture)
|
||||
return model->texture;
|
||||
|
||||
glGenTextures(1, &model->texture);
|
||||
model->hasTexture = true;
|
||||
|
||||
return model->texture;
|
||||
}
|
41
client/renderers/egl_model.h
Normal file
41
client/renderers/egl_model.h
Normal file
@ -0,0 +1,41 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
|
||||
https://looking-glass.hostfission.com
|
||||
|
||||
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
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <stdbool.h>
|
||||
#include "egl_shader.h"
|
||||
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#include <GL/gl.h>
|
||||
|
||||
typedef struct EGL_Model EGL_Model;
|
||||
|
||||
bool egl_model_init(EGL_Model ** model);
|
||||
void egl_model_free(EGL_Model ** model);
|
||||
|
||||
bool egl_model_init_streaming(EGL_Model * model, size_t width, size_t height, size_t bufferSize);
|
||||
bool egl_model_is_streaming (EGL_Model * model);
|
||||
bool egl_model_stream_buffer (EGL_Model * model, const uint8_t * buffer, size_t bufferSize);
|
||||
void egl_model_set_verticies (EGL_Model * model, const GLfloat * verticies, const size_t count);
|
||||
void egl_model_set_uvs (EGL_Model * model, const GLfloat * uvs , const size_t count);
|
||||
void egl_model_set_shader (EGL_Model * model, EGL_Shader * shader);
|
||||
GLuint egl_model_get_texture_id(EGL_Model * model);
|
||||
|
||||
void egl_model_render(EGL_Model * model);
|
196
client/renderers/egl_shader.c
Normal file
196
client/renderers/egl_shader.c
Normal file
@ -0,0 +1,196 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
|
||||
https://looking-glass.hostfission.com
|
||||
|
||||
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 "egl_shader.h"
|
||||
#include "debug.h"
|
||||
#include "utils.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include <SDL2/SDL_egl.h>
|
||||
|
||||
struct EGL_Shader
|
||||
{
|
||||
bool hasShader;
|
||||
GLuint shader;
|
||||
};
|
||||
|
||||
bool egl_shader_init(EGL_Shader ** shader)
|
||||
{
|
||||
*shader = (EGL_Shader *)malloc(sizeof(EGL_Shader));
|
||||
if (!*shader)
|
||||
{
|
||||
DEBUG_ERROR("Failed to malloc EGL_Shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
memset(*shader, 0, sizeof(EGL_Shader));
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_shader_free(EGL_Shader ** shader)
|
||||
{
|
||||
if (!*shader)
|
||||
return;
|
||||
|
||||
if ((*shader)->hasShader)
|
||||
glDeleteProgram((*shader)->shader);
|
||||
|
||||
free(*shader);
|
||||
*shader = NULL;
|
||||
}
|
||||
|
||||
bool egl_shader_load(EGL_Shader * shader, const char * vertex_file, const char * fragment_file)
|
||||
{
|
||||
char * vertex_code, * fragment_code;
|
||||
size_t vertex_size, fragment_size;
|
||||
|
||||
if (!file_get_contents(vertex_file, &vertex_code, &vertex_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to read vertex shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
DEBUG_INFO("Loaded vertex shader: %s", vertex_file);
|
||||
|
||||
if (!file_get_contents(fragment_file, &fragment_code, &fragment_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to read fragment shader");
|
||||
free(vertex_code);
|
||||
return false;
|
||||
}
|
||||
|
||||
DEBUG_INFO("Loaded fragment shader: %s", fragment_file);
|
||||
|
||||
bool ret = egl_shader_compile(shader, vertex_code, vertex_size, fragment_code, fragment_size);
|
||||
free(vertex_code);
|
||||
free(fragment_code);
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool egl_shader_compile(EGL_Shader * shader, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size)
|
||||
{
|
||||
if (shader->hasShader)
|
||||
{
|
||||
glDeleteProgram(shader->shader);
|
||||
shader->hasShader = false;
|
||||
}
|
||||
|
||||
GLint length;
|
||||
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
|
||||
length = vertex_size;
|
||||
glShaderSource(vertexShader, 1, (const char**)&vertex_code, &length);
|
||||
glCompileShader(vertexShader);
|
||||
|
||||
GLint result = GL_FALSE;
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &result);
|
||||
if (result == GL_FALSE)
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile vertex shader");
|
||||
|
||||
int logLength;
|
||||
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0)
|
||||
{
|
||||
char *log = malloc(logLength + 1);
|
||||
glGetShaderInfoLog(vertexShader, logLength, NULL, log);
|
||||
log[logLength] = 0;
|
||||
DEBUG_ERROR("%s", log);
|
||||
free(log);
|
||||
}
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
return false;
|
||||
}
|
||||
|
||||
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
length = fragment_size;
|
||||
glShaderSource(fragmentShader, 1, (const char**)&fragment_code, &length);
|
||||
glCompileShader(fragmentShader);
|
||||
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &result);
|
||||
if (result == GL_FALSE)
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile fragment shader");
|
||||
|
||||
int logLength;
|
||||
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0)
|
||||
{
|
||||
char *log = malloc(logLength + 1);
|
||||
glGetShaderInfoLog(fragmentShader, logLength, NULL, log);
|
||||
log[logLength] = 0;
|
||||
DEBUG_ERROR("%s", log);
|
||||
free(log);
|
||||
}
|
||||
|
||||
glDeleteShader(fragmentShader);
|
||||
glDeleteShader(vertexShader );
|
||||
return false;
|
||||
}
|
||||
|
||||
shader->shader = glCreateProgram();
|
||||
glAttachShader(shader->shader, vertexShader );
|
||||
glAttachShader(shader->shader, fragmentShader);
|
||||
glLinkProgram(shader->shader);
|
||||
|
||||
glGetProgramiv(shader->shader, GL_LINK_STATUS, &result);
|
||||
if (result == GL_FALSE)
|
||||
{
|
||||
DEBUG_ERROR("Failed to link shader program");
|
||||
|
||||
int logLength;
|
||||
glGetProgramiv(shader->shader, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0)
|
||||
{
|
||||
char *log = malloc(logLength + 1);
|
||||
glGetProgramInfoLog(shader->shader, logLength, NULL, log);
|
||||
log[logLength] = 0;
|
||||
DEBUG_ERROR("%s", log);
|
||||
free(log);
|
||||
}
|
||||
|
||||
glDetachShader(shader->shader, vertexShader );
|
||||
glDetachShader(shader->shader, fragmentShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
glDeleteShader(vertexShader );
|
||||
glDeleteProgram(shader->shader );
|
||||
return false;
|
||||
}
|
||||
|
||||
glDetachShader(shader->shader, vertexShader );
|
||||
glDetachShader(shader->shader, fragmentShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
glDeleteShader(vertexShader );
|
||||
|
||||
shader->hasShader = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_shader_use(EGL_Shader * shader)
|
||||
{
|
||||
if (shader->hasShader)
|
||||
glUseProgram(shader->shader);
|
||||
else
|
||||
DEBUG_ERROR("Shader program has not been compiled");
|
||||
}
|
34
client/renderers/egl_shader.h
Normal file
34
client/renderers/egl_shader.h
Normal file
@ -0,0 +1,34 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
|
||||
https://looking-glass.hostfission.com
|
||||
|
||||
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
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#include <GL/gl.h>
|
||||
|
||||
typedef struct EGL_Shader EGL_Shader;
|
||||
|
||||
bool egl_shader_init(EGL_Shader ** shader);
|
||||
void egl_shader_free(EGL_Shader ** shader);
|
||||
|
||||
bool egl_shader_load (EGL_Shader * model, const char * vertex_file, const char * fragment_file);
|
||||
bool egl_shader_compile(EGL_Shader * model, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size);
|
||||
void egl_shader_use (EGL_Shader * shader);
|
70
client/utils.c
Normal file
70
client/utils.c
Normal file
@ -0,0 +1,70 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
|
||||
https://looking-glass.hostfission.com
|
||||
|
||||
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 "utils.h"
|
||||
#include "debug.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
|
||||
bool file_get_contents(const char * filename, char ** buffer, size_t * length)
|
||||
{
|
||||
FILE * fh = fopen(filename, "r");
|
||||
if (!fh)
|
||||
{
|
||||
DEBUG_ERROR("Failed to open the file: %s", filename);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fseek(fh, 0, SEEK_END) != 0)
|
||||
{
|
||||
DEBUG_ERROR("Failed to seek");
|
||||
fclose(fh);
|
||||
return false;
|
||||
}
|
||||
|
||||
long fsize = ftell(fh);
|
||||
if (fseek(fh, 0, SEEK_SET) != 0)
|
||||
{
|
||||
DEBUG_ERROR("Failed to seek");
|
||||
fclose(fh);
|
||||
return false;
|
||||
}
|
||||
|
||||
*buffer = malloc(fsize + 1);
|
||||
if (!*buffer)
|
||||
{
|
||||
DEBUG_ERROR("Failed to allocate buffer of %lu bytes", fsize + 1);
|
||||
fclose(fh);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fread(*buffer, 1, fsize, fh) != fsize)
|
||||
{
|
||||
DEBUG_ERROR("Failed to read the entire file");
|
||||
fclose(fh);
|
||||
free(*buffer);
|
||||
return false;
|
||||
}
|
||||
|
||||
fclose(fh);
|
||||
buffer[fsize] = 0;
|
||||
*length = fsize;
|
||||
return true;
|
||||
}
|
@ -21,6 +21,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
#include <time.h>
|
||||
#include <stdint.h>
|
||||
#include <stdbool.h>
|
||||
|
||||
static inline uint64_t microtime()
|
||||
{
|
||||
@ -91,4 +92,8 @@ static inline int32_t decode_s_golomb(const uint8_t * const base, size_t * const
|
||||
{
|
||||
const uint32_t g = decode_u_golomb(base, offset);
|
||||
return (g & 0x1) ? (g + 1) / 2 : -(g / 2);
|
||||
}
|
||||
}
|
||||
|
||||
// reads the specified file into a new buffer
|
||||
// the callee must free the buffer
|
||||
bool file_get_contents(const char * filename, char ** buffer, size_t * length);
|
Loading…
Reference in New Issue
Block a user