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[client] egl: refactor damage mesh generation into desktop_rects
This mesh will later be used to render only damaged portions of the desktop. We also moved the coordinate transformation for damage overlay into a matrix and computed by the shader.
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47
client/renderers/EGL/desktop_rects.h
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47
client/renderers/EGL/desktop_rects.h
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/**
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* Looking Glass
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* Copyright (C) 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include <stdbool.h>
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#include "common/types.h"
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#include "interface/renderer.h"
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struct DamageRects
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{
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int count;
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FrameDamageRect rects[];
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};
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typedef struct EGL_DesktopRects EGL_DesktopRects;
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bool egl_desktopRectsInit(EGL_DesktopRects ** rects, int maxCount);
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void egl_desktopRectsFree(EGL_DesktopRects ** rects);
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void egl_desktopRectsMatrix(float matrix[6], int width, int height, float translateX,
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float translateY, float scaleX, float scaleY, LG_RendererRotate rotate);
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void egl_desktopToScreenMatrix(double matrix[6], int frameWidth, int frameHeight,
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double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate,
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double windowWidth, double windowHeight);
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struct Rect egl_desktopToScreen(const double matrix[6], const struct FrameDamageRect * rect);
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void egl_desktopRectsUpdate(EGL_DesktopRects * rects, const struct DamageRects * data,
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int width, int height);
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void egl_desktopRectsRender(EGL_DesktopRects * rects);
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