mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-02-27 05:10:03 +00:00
[client] use cmake to generate renderers/fonts/clipboards headers/code
This is in preperation of cmake options to enable/disable various functionallity.
This commit is contained in:
56
client/renderers/EGL/CMakeLists.txt
Normal file
56
client/renderers/EGL/CMakeLists.txt
Normal file
@@ -0,0 +1,56 @@
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cmake_minimum_required(VERSION 3.0)
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project(renderer_EGL LANGUAGES C)
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find_package(PkgConfig)
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pkg_check_modules(RENDERER_EGL_PKGCONFIG REQUIRED
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egl
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wayland-egl
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gl
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)
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include(MakeObject)
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make_object(
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EGL_SHADER
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shader/desktop.vert
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shader/desktop_rgb.frag
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shader/desktop_yuv.frag
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shader/cursor.vert
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shader/cursor_rgb.frag
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shader/cursor_mono.frag
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shader/fps.vert
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shader/fps.frag
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shader/fps_bg.frag
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shader/alert.vert
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shader/alert.frag
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shader/alert_bg.frag
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shader/splash_bg.vert
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shader/splash_bg.frag
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shader/splash_logo.vert
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shader/splash_logo.frag
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)
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add_library(renderer_EGL STATIC
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egl.c
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shader.c
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texture.c
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model.c
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desktop.c
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cursor.c
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fps.c
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draw.c
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splash.c
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alert.c
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${EGL_SHADER_OBJS}
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)
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target_link_libraries(renderer_EGL
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${RENDERER_EGL_PKGCONFIG_LIBRARIES}
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fonts
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)
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target_include_directories(renderer_EGL
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PRIVATE
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src
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${EGL_SHADER_INCS}
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${RENDERER_EGL_PKGCONFIG_INCLUDE_DIRS}
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)
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212
client/renderers/EGL/alert.c
Normal file
212
client/renderers/EGL/alert.c
Normal file
@@ -0,0 +1,212 @@
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017-2019 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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cahe 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
|
||||
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
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||||
Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "alert.h"
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#include "debug.h"
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#include "utils.h"
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <stdlib.h>
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#include <string.h>
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// these headers are auto generated by cmake
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#include "alert.vert.h"
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#include "alert.frag.h"
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#include "alert_bg.frag.h"
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struct EGL_Alert
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{
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const LG_Font * font;
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LG_FontObj fontObj;
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EGL_Texture * texture;
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EGL_Shader * shader;
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EGL_Shader * shaderBG;
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EGL_Model * model;
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LG_Lock lock;
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bool update;
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LG_FontBitmap * bmp;
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bool ready;
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float width, height;
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float r, g, b, a;
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// uniforms
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GLint uScreen , uSize;
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GLint uScreenBG, uSizeBG, uColorBG;
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};
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bool egl_alert_init(EGL_Alert ** alert, const LG_Font * font, LG_FontObj fontObj)
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{
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*alert = (EGL_Alert *)malloc(sizeof(EGL_Alert));
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if (!*alert)
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{
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DEBUG_ERROR("Failed to malloc EGL_Alert");
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return false;
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}
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memset(*alert, 0, sizeof(EGL_Alert));
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(*alert)->font = font;
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(*alert)->fontObj = fontObj;
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LG_LOCK_INIT((*alert)->lock);
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if (!egl_texture_init(&(*alert)->texture))
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{
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DEBUG_ERROR("Failed to initialize the alert texture");
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return false;
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}
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if (!egl_shader_init(&(*alert)->shader))
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{
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DEBUG_ERROR("Failed to initialize the alert shader");
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return false;
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}
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if (!egl_shader_init(&(*alert)->shaderBG))
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{
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DEBUG_ERROR("Failed to initialize the alert bg shader");
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return false;
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}
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if (!egl_shader_compile((*alert)->shader,
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b_shader_alert_vert, b_shader_alert_vert_size,
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b_shader_alert_frag, b_shader_alert_frag_size))
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{
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DEBUG_ERROR("Failed to compile the alert shader");
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return false;
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}
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if (!egl_shader_compile((*alert)->shaderBG,
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b_shader_alert_vert , b_shader_alert_vert_size,
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b_shader_alert_bg_frag, b_shader_alert_bg_frag_size))
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{
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DEBUG_ERROR("Failed to compile the alert shader");
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return false;
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}
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(*alert)->uSize = egl_shader_get_uniform_location((*alert)->shader , "size" );
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(*alert)->uScreen = egl_shader_get_uniform_location((*alert)->shader , "screen");
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(*alert)->uSizeBG = egl_shader_get_uniform_location((*alert)->shaderBG, "size" );
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(*alert)->uScreenBG = egl_shader_get_uniform_location((*alert)->shaderBG, "screen");
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(*alert)->uColorBG = egl_shader_get_uniform_location((*alert)->shaderBG, "color" );
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if (!egl_model_init(&(*alert)->model))
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{
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DEBUG_ERROR("Failed to initialize the alert model");
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return false;
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}
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egl_model_set_default((*alert)->model);
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egl_model_set_texture((*alert)->model, (*alert)->texture);
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return true;
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}
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void egl_alert_free(EGL_Alert ** alert)
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{
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if (!*alert)
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return;
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egl_texture_free(&(*alert)->texture );
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egl_shader_free (&(*alert)->shader );
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egl_shader_free (&(*alert)->shaderBG);
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egl_model_free (&(*alert)->model );
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free(*alert);
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*alert = NULL;
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}
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void egl_alert_set_color(EGL_Alert * alert, const uint32_t color)
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{
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alert->r = (1.0f / 0xff) * ((color >> 24) & 0xFF);
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alert->g = (1.0f / 0xff) * ((color >> 16) & 0xFF);
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alert->b = (1.0f / 0xff) * ((color >> 8) & 0xFF);
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alert->a = (1.0f / 0xff) * ((color >> 0) & 0xFF);
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}
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void egl_alert_set_text (EGL_Alert * alert, const char * str)
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{
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LG_LOCK(alert->lock);
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alert->bmp = alert->font->render(alert->fontObj, 0xffffff00, str);
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if (!alert->bmp)
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{
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alert->update = false;
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LG_UNLOCK(alert->lock);
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DEBUG_ERROR("Failed to render alert text");
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return;
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}
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alert->update = true;
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LG_UNLOCK(alert->lock);
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}
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void egl_alert_render(EGL_Alert * alert, const float scaleX, const float scaleY)
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{
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if (alert->update)
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{
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LG_LOCK(alert->lock);
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egl_texture_setup(
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alert->texture,
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EGL_PF_BGRA,
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alert->bmp->width ,
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alert->bmp->height,
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alert->bmp->width * alert->bmp->bpp,
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false
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);
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egl_texture_update(alert->texture, alert->bmp->pixels);
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alert->width = alert->bmp->width;
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alert->height = alert->bmp->height;
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alert->ready = true;
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alert->font->release(alert->fontObj, alert->bmp);
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alert->update = false;
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alert->bmp = NULL;
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LG_UNLOCK(alert->lock);
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}
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if (!alert->ready)
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return;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// render the background first
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egl_shader_use(alert->shaderBG);
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glUniform2f(alert->uScreenBG, scaleX , scaleY );
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glUniform2f(alert->uSizeBG , alert->width, alert->height);
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glUniform4f(alert->uColorBG , alert->r, alert->g, alert->b, alert->a);
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egl_model_render(alert->model);
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// render the texture over the background
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egl_shader_use(alert->shader);
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glUniform2f(alert->uScreen, scaleX , scaleY );
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glUniform2f(alert->uSize , alert->width, alert->height);
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egl_model_render(alert->model);
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glDisable(GL_BLEND);
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}
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33
client/renderers/EGL/alert.h
Normal file
33
client/renderers/EGL/alert.h
Normal file
@@ -0,0 +1,33 @@
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/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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
|
||||
*/
|
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#pragma once
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#include <stdbool.h>
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#include "interface/font.h"
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typedef struct EGL_Alert EGL_Alert;
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bool egl_alert_init(EGL_Alert ** alert, const LG_Font * font, LG_FontObj fontObj);
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void egl_alert_free(EGL_Alert ** alert);
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void egl_alert_set_color(EGL_Alert * alert, const uint32_t color);
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void egl_alert_set_text (EGL_Alert * alert, const char * str);
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void egl_alert_render (EGL_Alert * alert, const float scaleX, const float scaleY);
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294
client/renderers/EGL/cursor.c
Normal file
294
client/renderers/EGL/cursor.c
Normal file
@@ -0,0 +1,294 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
|
||||
https://looking-glass.hostfission.com
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it under
|
||||
cahe 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 "debug.h"
|
||||
#include "utils.h"
|
||||
|
||||
#include "texture.h"
|
||||
#include "shader.h"
|
||||
#include "model.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 EGL_Cursor
|
||||
{
|
||||
LG_Lock lock;
|
||||
LG_RendererCursor type;
|
||||
int width;
|
||||
int height;
|
||||
int stride;
|
||||
uint8_t * data;
|
||||
size_t dataSize;
|
||||
bool update;
|
||||
|
||||
// cursor state
|
||||
bool visible;
|
||||
float x, y, w, h;
|
||||
|
||||
// textures
|
||||
struct EGL_Texture * texture;
|
||||
struct EGL_Texture * textureMono;
|
||||
|
||||
// shaders
|
||||
struct EGL_Shader * shader;
|
||||
struct EGL_Shader * shaderMono;
|
||||
|
||||
// uniforms
|
||||
GLuint uMousePos;
|
||||
GLuint uMousePosMono;
|
||||
|
||||
// model
|
||||
struct EGL_Model * model;
|
||||
};
|
||||
|
||||
bool egl_cursor_init(EGL_Cursor ** cursor)
|
||||
{
|
||||
*cursor = (EGL_Cursor *)malloc(sizeof(EGL_Cursor));
|
||||
if (!*cursor)
|
||||
{
|
||||
DEBUG_ERROR("Failed to malloc EGL_Cursor");
|
||||
return false;
|
||||
}
|
||||
|
||||
memset(*cursor, 0, sizeof(EGL_Cursor));
|
||||
LG_LOCK_INIT((*cursor)->lock);
|
||||
|
||||
if (!egl_texture_init(&(*cursor)->texture))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the cursor texture");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_texture_init(&(*cursor)->textureMono))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the cursor mono texture");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_init(&(*cursor)->shader))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the cursor shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_init(&(*cursor)->shaderMono))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the cursor mono shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_compile(
|
||||
(*cursor)->shader,
|
||||
b_shader_cursor_vert , b_shader_cursor_vert_size,
|
||||
b_shader_cursor_rgb_frag, b_shader_cursor_rgb_frag_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the cursor shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_compile(
|
||||
(*cursor)->shaderMono,
|
||||
b_shader_cursor_vert , b_shader_cursor_vert_size,
|
||||
b_shader_cursor_mono_frag, b_shader_cursor_mono_frag_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the cursor mono shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
(*cursor)->uMousePos = egl_shader_get_uniform_location((*cursor)->shader , "mouse");
|
||||
(*cursor)->uMousePosMono = egl_shader_get_uniform_location((*cursor)->shaderMono, "mouse");
|
||||
|
||||
if (!egl_model_init(&(*cursor)->model))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the cursor model");
|
||||
return false;
|
||||
}
|
||||
|
||||
egl_model_set_default((*cursor)->model);
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_cursor_free(EGL_Cursor ** cursor)
|
||||
{
|
||||
if (!*cursor)
|
||||
return;
|
||||
|
||||
LG_LOCK_FREE((*cursor)->lock);
|
||||
if ((*cursor)->data)
|
||||
free((*cursor)->data);
|
||||
|
||||
egl_texture_free(&(*cursor)->texture );
|
||||
egl_texture_free(&(*cursor)->textureMono);
|
||||
egl_shader_free (&(*cursor)->shader );
|
||||
egl_shader_free (&(*cursor)->shaderMono );
|
||||
egl_model_free (&(*cursor)->model );
|
||||
|
||||
free(*cursor);
|
||||
*cursor = NULL;
|
||||
}
|
||||
|
||||
bool egl_cursor_set_shape(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;
|
||||
|
||||
const size_t size = height * stride;
|
||||
if (size > cursor->dataSize)
|
||||
{
|
||||
if (cursor->data)
|
||||
free(cursor->data);
|
||||
|
||||
cursor->data = (uint8_t *)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_cursor_set_size(EGL_Cursor * cursor, const float w, const float h)
|
||||
{
|
||||
cursor->w = w;
|
||||
cursor->h = h;
|
||||
}
|
||||
|
||||
void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y)
|
||||
{
|
||||
cursor->visible = visible;
|
||||
cursor->x = x;
|
||||
cursor->y = y;
|
||||
}
|
||||
|
||||
void egl_cursor_render(EGL_Cursor * cursor)
|
||||
{
|
||||
if (!cursor->visible)
|
||||
return;
|
||||
|
||||
if (cursor->update)
|
||||
{
|
||||
LG_LOCK(cursor->lock);
|
||||
cursor->update = false;
|
||||
|
||||
uint8_t * data = cursor->data;
|
||||
|
||||
// tmp buffer for masked colour
|
||||
uint32_t tmp[cursor->width * cursor->height];
|
||||
|
||||
switch(cursor->type)
|
||||
{
|
||||
case LG_CURSOR_MASKED_COLOR:
|
||||
{
|
||||
for(int i = 0; i < cursor->width * cursor->height; ++i)
|
||||
{
|
||||
const uint32_t c = ((uint32_t *)data)[i];
|
||||
tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000);
|
||||
}
|
||||
data = (uint8_t *)tmp;
|
||||
// fall through to LG_CURSOR_COLOR
|
||||
//
|
||||
// technically we should also create an XOR texture from the data but this
|
||||
// usage seems very rare in modern software.
|
||||
}
|
||||
|
||||
case LG_CURSOR_COLOR:
|
||||
{
|
||||
egl_texture_setup(cursor->texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->stride, false);
|
||||
egl_texture_update(cursor->texture, data);
|
||||
egl_model_set_texture(cursor->model, cursor->texture);
|
||||
break;
|
||||
}
|
||||
|
||||
case LG_CURSOR_MONOCHROME:
|
||||
{
|
||||
uint32_t and[cursor->width * cursor->height];
|
||||
uint32_t xor[cursor->width * cursor->height];
|
||||
|
||||
for(int y = 0; y < cursor->height; ++y)
|
||||
for(int x = 0; x < cursor->width; ++x)
|
||||
{
|
||||
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 * cursor->width + x] = andMask;
|
||||
xor[y * cursor->width + x] = xorMask;
|
||||
}
|
||||
|
||||
egl_texture_setup (cursor->texture , EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false);
|
||||
egl_texture_setup (cursor->textureMono, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false);
|
||||
egl_texture_update(cursor->texture , (uint8_t *)and);
|
||||
egl_texture_update(cursor->textureMono, (uint8_t *)xor);
|
||||
break;
|
||||
}
|
||||
}
|
||||
LG_UNLOCK(cursor->lock);
|
||||
}
|
||||
|
||||
if (cursor->type == LG_CURSOR_MONOCHROME)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
egl_shader_use(cursor->shader);
|
||||
glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
|
||||
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
|
||||
egl_model_set_texture(cursor->model, cursor->texture);
|
||||
egl_model_render(cursor->model);
|
||||
|
||||
egl_shader_use(cursor->shaderMono);
|
||||
glUniform4f(cursor->uMousePosMono, cursor->x, cursor->y, cursor->w, cursor->h / 2);
|
||||
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
|
||||
egl_model_set_texture(cursor->model, cursor->textureMono);
|
||||
egl_model_render(cursor->model);
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
else
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
egl_shader_use(cursor->shader);
|
||||
glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
|
||||
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
|
||||
egl_model_render(cursor->model);
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
}
|
||||
34
client/renderers/EGL/cursor.h
Normal file
34
client/renderers/EGL/cursor.h
Normal file
@@ -0,0 +1,34 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 "interface/renderer.h"
|
||||
|
||||
typedef struct EGL_Cursor EGL_Cursor;
|
||||
|
||||
bool egl_cursor_init(EGL_Cursor ** cursor);
|
||||
void egl_cursor_free(EGL_Cursor ** cursor);
|
||||
|
||||
bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type, const int width, const int height, const int stride, const uint8_t * data);
|
||||
void egl_cursor_set_size (EGL_Cursor * cursor, const float x, const float y);
|
||||
void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y);
|
||||
void egl_cursor_render (EGL_Cursor * cursor);
|
||||
212
client/renderers/EGL/desktop.c
Normal file
212
client/renderers/EGL/desktop.c
Normal file
@@ -0,0 +1,212 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
|
||||
https://looking-glass.hostfission.com
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it under
|
||||
cahe 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 "desktop.h"
|
||||
#include "debug.h"
|
||||
#include "utils.h"
|
||||
|
||||
#include "texture.h"
|
||||
#include "shader.h"
|
||||
#include "model.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
// these headers are auto generated by cmake
|
||||
#include "desktop.vert.h"
|
||||
#include "desktop_rgb.frag.h"
|
||||
#include "desktop_yuv.frag.h"
|
||||
|
||||
struct EGL_Desktop
|
||||
{
|
||||
EGL_Texture * texture;
|
||||
EGL_Shader * shader; // the active shader
|
||||
EGL_Model * model;
|
||||
|
||||
// shader instances
|
||||
EGL_Shader * shader_generic;
|
||||
EGL_Shader * shader_yuv;
|
||||
|
||||
// uniforms
|
||||
GLint uDesktopPos;
|
||||
|
||||
// internals
|
||||
enum EGL_PixelFormat pixFmt;
|
||||
unsigned int width, height;
|
||||
unsigned int pitch;
|
||||
const uint8_t * data;
|
||||
bool update;
|
||||
};
|
||||
|
||||
bool egl_desktop_init(EGL_Desktop ** desktop)
|
||||
{
|
||||
*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
|
||||
if (!*desktop)
|
||||
{
|
||||
DEBUG_ERROR("Failed to malloc EGL_Desktop");
|
||||
return false;
|
||||
}
|
||||
|
||||
memset(*desktop, 0, sizeof(EGL_Desktop));
|
||||
|
||||
if (!egl_texture_init(&(*desktop)->texture))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the desktop texture");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_init(&(*desktop)->shader_generic))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the generic desktop shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_init(&(*desktop)->shader_yuv))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the yuv desktop shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_compile((*desktop)->shader_generic,
|
||||
b_shader_desktop_vert , b_shader_desktop_vert_size,
|
||||
b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the generic desktop shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_compile((*desktop)->shader_yuv,
|
||||
b_shader_desktop_vert , b_shader_desktop_vert_size,
|
||||
b_shader_desktop_yuv_frag, b_shader_desktop_yuv_frag_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the yuv desktop shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_model_init(&(*desktop)->model))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the desktop model");
|
||||
return false;
|
||||
}
|
||||
|
||||
egl_model_set_default((*desktop)->model);
|
||||
egl_model_set_texture((*desktop)->model, (*desktop)->texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_desktop_free(EGL_Desktop ** desktop)
|
||||
{
|
||||
if (!*desktop)
|
||||
return;
|
||||
|
||||
egl_texture_free(&(*desktop)->texture );
|
||||
egl_shader_free (&(*desktop)->shader_generic);
|
||||
egl_shader_free (&(*desktop)->shader_yuv );
|
||||
egl_model_free (&(*desktop)->model );
|
||||
|
||||
free(*desktop);
|
||||
*desktop = NULL;
|
||||
}
|
||||
|
||||
bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data)
|
||||
{
|
||||
if (sourceChanged)
|
||||
{
|
||||
switch(format.type)
|
||||
{
|
||||
case FRAME_TYPE_BGRA:
|
||||
desktop->pixFmt = EGL_PF_BGRA;
|
||||
desktop->shader = desktop->shader_generic;
|
||||
break;
|
||||
|
||||
case FRAME_TYPE_RGBA:
|
||||
desktop->pixFmt = EGL_PF_RGBA;
|
||||
desktop->shader = desktop->shader_generic;
|
||||
break;
|
||||
|
||||
case FRAME_TYPE_RGBA10:
|
||||
desktop->pixFmt = EGL_PF_RGBA10;
|
||||
desktop->shader = desktop->shader_generic;
|
||||
break;
|
||||
|
||||
case FRAME_TYPE_YUV420:
|
||||
desktop->pixFmt = EGL_PF_YUV420;
|
||||
desktop->shader = desktop->shader_yuv;
|
||||
break;
|
||||
|
||||
default:
|
||||
DEBUG_ERROR("Unsupported frame format");
|
||||
return false;
|
||||
}
|
||||
|
||||
desktop->width = format.width;
|
||||
desktop->height = format.height;
|
||||
desktop->pitch = format.pitch;
|
||||
}
|
||||
|
||||
desktop->data = data;
|
||||
desktop->update = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
|
||||
{
|
||||
if (sourceChanged)
|
||||
{
|
||||
if (desktop->shader)
|
||||
desktop->uDesktopPos = egl_shader_get_uniform_location(desktop->shader, "position");
|
||||
|
||||
if (!egl_texture_setup(
|
||||
desktop->texture,
|
||||
desktop->pixFmt,
|
||||
desktop->width,
|
||||
desktop->height,
|
||||
desktop->pitch,
|
||||
true // streaming texture
|
||||
))
|
||||
{
|
||||
DEBUG_ERROR("Failed to setup the desktop texture");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!desktop->update)
|
||||
return true;
|
||||
|
||||
if (!egl_texture_update(desktop->texture, desktop->data))
|
||||
{
|
||||
DEBUG_ERROR("Failed to update the desktop texture");
|
||||
return false;
|
||||
}
|
||||
|
||||
desktop->update = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY)
|
||||
{
|
||||
if (!desktop->shader)
|
||||
return;
|
||||
|
||||
egl_shader_use(desktop->shader);
|
||||
glUniform4f(desktop->uDesktopPos, x, y, scaleX, scaleY);
|
||||
egl_model_render(desktop->model);
|
||||
}
|
||||
33
client/renderers/EGL/desktop.h
Normal file
33
client/renderers/EGL/desktop.h
Normal file
@@ -0,0 +1,33 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 "interface/renderer.h"
|
||||
|
||||
typedef struct EGL_Desktop EGL_Desktop;
|
||||
|
||||
bool egl_desktop_init(EGL_Desktop ** desktop);
|
||||
void egl_desktop_free(EGL_Desktop ** desktop);
|
||||
|
||||
bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data);
|
||||
bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged);
|
||||
void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY);
|
||||
66
client/renderers/EGL/draw.c
Normal file
66
client/renderers/EGL/draw.c
Normal file
@@ -0,0 +1,66 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 "draw.h"
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
void egl_draw_torus(EGL_Model * model, unsigned int pts, float x, float y, float inner, float outer)
|
||||
{
|
||||
GLfloat * v = (GLfloat *)malloc(sizeof(GLfloat) * (pts + 1) * 6);
|
||||
GLfloat * dst = v;
|
||||
|
||||
for(unsigned int i = 0; i <= pts; ++i)
|
||||
{
|
||||
const float angle = (i / (float)pts) * M_PI * 2.0f;
|
||||
const float c = cos(angle);
|
||||
const float s = sin(angle);
|
||||
*dst = x + (inner * c); ++dst;
|
||||
*dst = y + (inner * s); ++dst;
|
||||
*dst = 0.0f; ++dst;
|
||||
*dst = x + (outer * c); ++dst;
|
||||
*dst = y + (outer * s); ++dst;
|
||||
*dst = 0.0f; ++dst;
|
||||
}
|
||||
|
||||
egl_model_add_verticies(model, v, NULL, (pts + 1) * 2);
|
||||
free(v);
|
||||
}
|
||||
|
||||
void egl_draw_torus_arc(EGL_Model * model, unsigned int pts, float x, float y, float inner, float outer, float s, float e)
|
||||
{
|
||||
GLfloat * v = (GLfloat *)malloc(sizeof(GLfloat) * (pts + 1) * 6);
|
||||
GLfloat * dst = v;
|
||||
|
||||
for(unsigned int i = 0; i <= pts; ++i)
|
||||
{
|
||||
const float angle = s + ((i / (float)pts) * e);
|
||||
const float c = cos(angle);
|
||||
const float s = sin(angle);
|
||||
*dst = x + (inner * c); ++dst;
|
||||
*dst = y + (inner * s); ++dst;
|
||||
*dst = 0.0f; ++dst;
|
||||
*dst = x + (outer * c); ++dst;
|
||||
*dst = y + (outer * s); ++dst;
|
||||
*dst = 0.0f; ++dst;
|
||||
}
|
||||
|
||||
egl_model_add_verticies(model, v, NULL, (pts + 1) * 2);
|
||||
free(v);
|
||||
}
|
||||
25
client/renderers/EGL/draw.h
Normal file
25
client/renderers/EGL/draw.h
Normal file
@@ -0,0 +1,25 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 "model.h"
|
||||
|
||||
void egl_draw_torus (EGL_Model * model, unsigned int pts, float x, float y, float inner, float outer);
|
||||
void egl_draw_torus_arc(EGL_Model * model, unsigned int pts, float x, float y, float inner, float outer, float s, float e);
|
||||
519
client/renderers/EGL/egl.c
Normal file
519
client/renderers/EGL/egl.c
Normal file
@@ -0,0 +1,519 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 "interface/renderer.h"
|
||||
|
||||
#include "debug.h"
|
||||
#include "utils.h"
|
||||
#include "dynamic/fonts.h"
|
||||
|
||||
#include <SDL2/SDL_syswm.h>
|
||||
#include <SDL2/SDL_egl.h>
|
||||
|
||||
#if defined(SDL_VIDEO_DRIVER_WAYLAND)
|
||||
#include <wayland-egl.h>
|
||||
#endif
|
||||
|
||||
#include "model.h"
|
||||
#include "shader.h"
|
||||
#include "desktop.h"
|
||||
#include "cursor.h"
|
||||
#include "fps.h"
|
||||
#include "splash.h"
|
||||
#include "alert.h"
|
||||
|
||||
#define SPLASH_FADE_TIME 1000000
|
||||
#define ALERT_TIMEOUT 2000000
|
||||
|
||||
struct Options
|
||||
{
|
||||
bool vsync;
|
||||
};
|
||||
|
||||
static struct Options defaultOptions =
|
||||
{
|
||||
.vsync = false
|
||||
};
|
||||
|
||||
struct Inst
|
||||
{
|
||||
LG_RendererParams params;
|
||||
struct Options opt;
|
||||
|
||||
EGLNativeDisplayType nativeDisp;
|
||||
EGLNativeWindowType nativeWind;
|
||||
EGLDisplay display;
|
||||
EGLConfig configs;
|
||||
EGLSurface surface;
|
||||
EGLContext context;
|
||||
|
||||
EGL_Desktop * desktop; // the desktop
|
||||
EGL_Cursor * cursor; // the mouse cursor
|
||||
EGL_FPS * fps; // the fps display
|
||||
EGL_Splash * splash; // the splash screen
|
||||
EGL_Alert * alert; // the alert display
|
||||
|
||||
LG_RendererFormat format;
|
||||
bool sourceChanged;
|
||||
uint64_t waitFadeTime;
|
||||
bool waitDone;
|
||||
|
||||
bool showAlert;
|
||||
uint64_t alertTimeout;
|
||||
bool useCloseFlag;
|
||||
bool closeFlag;
|
||||
|
||||
int width, height;
|
||||
LG_RendererRect destRect;
|
||||
|
||||
float translateX , translateY;
|
||||
float scaleX , scaleY;
|
||||
float splashRatio;
|
||||
float screenScaleX, screenScaleY;
|
||||
|
||||
float mouseWidth , mouseHeight;
|
||||
float mouseScaleX, mouseScaleY;
|
||||
|
||||
const LG_Font * font;
|
||||
LG_FontObj fontObj;
|
||||
};
|
||||
|
||||
|
||||
void update_mouse_shape(struct Inst * this);
|
||||
|
||||
const char * egl_get_name()
|
||||
{
|
||||
return "EGL";
|
||||
}
|
||||
|
||||
bool egl_create(void ** opaque, const LG_RendererParams params)
|
||||
{
|
||||
// create our local storage
|
||||
*opaque = malloc(sizeof(struct Inst));
|
||||
if (!*opaque)
|
||||
{
|
||||
DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct Inst));
|
||||
return false;
|
||||
}
|
||||
memset(*opaque, 0, sizeof(struct Inst));
|
||||
|
||||
// safe off parameteres and init our default option values
|
||||
struct Inst * this = (struct Inst *)*opaque;
|
||||
memcpy(&this->params, ¶ms , sizeof(LG_RendererParams));
|
||||
memcpy(&this->opt , &defaultOptions, sizeof(struct Options ));
|
||||
|
||||
this->translateX = 0;
|
||||
this->translateY = 0;
|
||||
this->scaleX = 1.0f;
|
||||
this->scaleY = 1.0f;
|
||||
this->screenScaleX = 1.0f;
|
||||
this->screenScaleY = 1.0f;
|
||||
|
||||
this->font = LG_Fonts[0];
|
||||
if (!this->font->create(&this->fontObj, NULL, 14))
|
||||
{
|
||||
DEBUG_ERROR("Failed to create a font instance");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool egl_initialize(void * opaque, Uint32 * sdlFlags)
|
||||
{
|
||||
*sdlFlags = SDL_WINDOW_OPENGL;
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER , 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS , 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES , 4);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_deinitialize(void * opaque)
|
||||
{
|
||||
struct Inst * this = (struct Inst *)opaque;
|
||||
|
||||
if (this->font && this->fontObj)
|
||||
this->font->destroy(this->fontObj);
|
||||
|
||||
egl_desktop_free(&this->desktop);
|
||||
egl_cursor_free (&this->cursor);
|
||||
egl_fps_free (&this->fps );
|
||||
egl_splash_free (&this->splash);
|
||||
egl_alert_free (&this->alert );
|
||||
|
||||
free(this);
|
||||
}
|
||||
|
||||
void egl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
|
||||
{
|
||||
struct Inst * this = (struct Inst *)opaque;
|
||||
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
if (destRect.valid)
|
||||
{
|
||||
this->translateX = 1.0f - (((destRect.w / 2) + destRect.x) * 2) / (float)width;
|
||||
this->translateY = 1.0f - (((destRect.h / 2) + destRect.y) * 2) / (float)height;
|
||||
this->scaleX = (float)destRect.w / (float)width;
|
||||
this->scaleY = (float)destRect.h / (float)height;
|
||||
}
|
||||
|
||||
this->mouseScaleX = 2.0f / this->format.width ;
|
||||
this->mouseScaleY = 2.0f / this->format.height;
|
||||
egl_cursor_set_size(this->cursor,
|
||||
(this->mouseWidth * (1.0f / this->format.width )) * this->scaleX,
|
||||
(this->mouseHeight * (1.0f / this->format.height)) * this->scaleY
|
||||
);
|
||||
|
||||
this->splashRatio = (float)width / (float)height;
|
||||
this->screenScaleX = 1.0f / width;
|
||||
this->screenScaleY = 1.0f / height;
|
||||
}
|
||||
|
||||
bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
|
||||
{
|
||||
struct Inst * this = (struct Inst *)opaque;
|
||||
if (!egl_cursor_set_shape(this->cursor, cursor, width, height, pitch, data))
|
||||
{
|
||||
DEBUG_ERROR("Failed to update the cursor shape");
|
||||
return false;
|
||||
}
|
||||
|
||||
this->mouseWidth = width;
|
||||
this->mouseHeight = height;
|
||||
egl_cursor_set_size(this->cursor,
|
||||
(this->mouseWidth * (1.0f / this->format.width )) * this->scaleX,
|
||||
(this->mouseHeight * (1.0f / this->format.height)) * this->scaleY
|
||||
);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const int y)
|
||||
{
|
||||
struct Inst * this = (struct Inst *)opaque;
|
||||
|
||||
egl_cursor_set_state(
|
||||
this->cursor,
|
||||
visible,
|
||||
(((float)x * this->mouseScaleX) - 1.0f) * this->scaleX,
|
||||
(((float)y * this->mouseScaleY) - 1.0f) * this->scaleY
|
||||
);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uint8_t * data)
|
||||
{
|
||||
struct Inst * this = (struct Inst *)opaque;
|
||||
this->sourceChanged = (
|
||||
this->sourceChanged ||
|
||||
this->format.type != format.type ||
|
||||
this->format.width != format.width ||
|
||||
this->format.height != format.height ||
|
||||
this->format.pitch != format.pitch
|
||||
);
|
||||
|
||||
if (this->sourceChanged)
|
||||
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
|
||||
|
||||
if (!egl_desktop_prepare_update(this->desktop, this->sourceChanged, format, data))
|
||||
{
|
||||
DEBUG_INFO("Failed to prepare to update the desktop");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!this->waitFadeTime)
|
||||
this->waitFadeTime = microtime() + SPLASH_FADE_TIME;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_on_alert(void * opaque, const LG_RendererAlert alert, const char * message, bool ** closeFlag)
|
||||
{
|
||||
struct Inst * this = (struct Inst *)opaque;
|
||||
|
||||
static const uint32_t colors[] =
|
||||
{
|
||||
0x0000CCCC, // LG_ALERT_INFO
|
||||
0x00CC00CC, // LG_ALERT_SUCCESS
|
||||
0xCC7F00CC, // LG_ALERT_WARNING
|
||||
0xFF0000CC // LG_ALERT_ERROR
|
||||
};
|
||||
|
||||
if (alert > LG_ALERT_ERROR || alert < 0)
|
||||
{
|
||||
DEBUG_ERROR("Invalid alert value");
|
||||
return;
|
||||
}
|
||||
|
||||
egl_alert_set_color(this->alert, colors[alert]);
|
||||
egl_alert_set_text (this->alert, message );
|
||||
|
||||
if (closeFlag)
|
||||
{
|
||||
this->useCloseFlag = true;
|
||||
*closeFlag = &this->closeFlag;
|
||||
}
|
||||
else
|
||||
{
|
||||
this->useCloseFlag = false;
|
||||
this->alertTimeout = microtime() + ALERT_TIMEOUT;
|
||||
}
|
||||
|
||||
this->showAlert = true;
|
||||
}
|
||||
|
||||
bool egl_render_startup(void * opaque, SDL_Window * window)
|
||||
{
|
||||
struct Inst * this = (struct Inst *)opaque;
|
||||
|
||||
SDL_SysWMinfo wminfo;
|
||||
SDL_VERSION(&wminfo.version);
|
||||
if (!SDL_GetWindowWMInfo(window, &wminfo))
|
||||
{
|
||||
DEBUG_ERROR("SDL_GetWindowWMInfo failed");
|
||||
return false;
|
||||
}
|
||||
|
||||
switch(wminfo.subsystem)
|
||||
{
|
||||
case SDL_SYSWM_X11:
|
||||
{
|
||||
this->nativeDisp = (EGLNativeDisplayType)wminfo.info.x11.display;
|
||||
this->nativeWind = (EGLNativeWindowType)wminfo.info.x11.window;
|
||||
break;
|
||||
}
|
||||
|
||||
#if defined(SDL_VIDEO_DRIVER_WAYLAND)
|
||||
case SDL_SYSWM_WAYLAND:
|
||||
{
|
||||
int width, height;
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
this->nativeDisp = (EGLNativeDisplayType)wminfo.info.wl.display;
|
||||
this->nativeWind = (EGLNativeWindowType)wl_egl_window_create(wminfo.info.wl.surface, width, height);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
default:
|
||||
DEBUG_ERROR("Unsupported subsystem");
|
||||
return false;
|
||||
}
|
||||
|
||||
this->display = eglGetDisplay(this->nativeDisp);
|
||||
if (this->display == EGL_NO_DISPLAY)
|
||||
{
|
||||
DEBUG_ERROR("eglGetDisplay failed");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!eglInitialize(this->display, NULL, NULL))
|
||||
{
|
||||
DEBUG_ERROR("Unable to initialize EGL");
|
||||
return false;
|
||||
}
|
||||
|
||||
EGLint attr[] =
|
||||
{
|
||||
EGL_BUFFER_SIZE , 16,
|
||||
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
|
||||
EGL_SAMPLE_BUFFERS , 1,
|
||||
EGL_SAMPLES , 8,
|
||||
EGL_NONE
|
||||
};
|
||||
|
||||
EGLint num_config;
|
||||
if (!eglChooseConfig(this->display, attr, &this->configs, 1, &num_config))
|
||||
{
|
||||
DEBUG_ERROR("Failed to choose config (eglError: 0x%x)", eglGetError());
|
||||
return false;
|
||||
}
|
||||
|
||||
this->surface = eglCreateWindowSurface(this->display, this->configs, this->nativeWind, NULL);
|
||||
if (this->surface == EGL_NO_SURFACE)
|
||||
{
|
||||
DEBUG_ERROR("Failed to create EGL surface (eglError: 0x%x)", eglGetError());
|
||||
return false;
|
||||
}
|
||||
|
||||
EGLint ctxattr[] =
|
||||
{
|
||||
EGL_CONTEXT_CLIENT_VERSION, 2,
|
||||
EGL_NONE
|
||||
};
|
||||
|
||||
this->context = eglCreateContext(this->display, this->configs, EGL_NO_CONTEXT, ctxattr);
|
||||
if (this->context == EGL_NO_CONTEXT)
|
||||
{
|
||||
DEBUG_ERROR("Failed to create EGL context (eglError: 0x%x)", eglGetError());
|
||||
return false;
|
||||
}
|
||||
|
||||
eglMakeCurrent(this->display, this->surface, this->surface, this->context);
|
||||
|
||||
DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
|
||||
DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
|
||||
DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
|
||||
|
||||
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
|
||||
|
||||
if (!egl_desktop_init(&this->desktop))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the desktop");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_cursor_init(&this->cursor))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the cursor");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_fps_init(&this->fps, this->font, this->fontObj))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the FPS display");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_splash_init(&this->splash))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the splash screen");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_alert_init(&this->alert, this->font, this->fontObj))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the alert display");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool egl_render(void * opaque, SDL_Window * window)
|
||||
{
|
||||
struct Inst * this = (struct Inst *)opaque;
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
egl_desktop_render(this->desktop, this->translateX, this->translateY, this->scaleX, this->scaleY);
|
||||
egl_cursor_render(this->cursor);
|
||||
|
||||
if (!this->waitDone)
|
||||
{
|
||||
float a = 1.0f;
|
||||
if (!this->waitFadeTime)
|
||||
a = 1.0f;
|
||||
else
|
||||
{
|
||||
uint64_t t = microtime();
|
||||
if (t > this->waitFadeTime)
|
||||
this->waitDone = true;
|
||||
else
|
||||
{
|
||||
uint64_t delta = this->waitFadeTime - t;
|
||||
a = 1.0f / SPLASH_FADE_TIME * delta;
|
||||
}
|
||||
}
|
||||
|
||||
if (!this->waitDone)
|
||||
egl_splash_render(this->splash, a, this->splashRatio);
|
||||
}
|
||||
|
||||
if (this->showAlert)
|
||||
{
|
||||
bool close = false;
|
||||
if (this->useCloseFlag)
|
||||
close = this->closeFlag;
|
||||
else if (this->alertTimeout < microtime())
|
||||
close = true;
|
||||
|
||||
if (close)
|
||||
this->showAlert = false;
|
||||
else
|
||||
egl_alert_render(this->alert, this->screenScaleX, this->screenScaleY);
|
||||
}
|
||||
|
||||
egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
|
||||
eglSwapBuffers(this->display, this->surface);
|
||||
|
||||
// defer texture uploads until after the flip to avoid stalling
|
||||
if (!egl_desktop_perform_update(this->desktop, this->sourceChanged))
|
||||
{
|
||||
DEBUG_ERROR("Failed to perform the desktop update");
|
||||
return false;
|
||||
}
|
||||
this->sourceChanged = false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_update_fps(void * opaque, const float avgUPS, const float avgFPS)
|
||||
{
|
||||
struct Inst * this = (struct Inst *)opaque;
|
||||
if (!this->params.showFPS)
|
||||
return;
|
||||
|
||||
egl_fps_update(this->fps, avgUPS, avgFPS);
|
||||
}
|
||||
|
||||
static void handle_opt_vsync(void * opaque, const char *value)
|
||||
{
|
||||
struct Inst * this = (struct Inst *)opaque;
|
||||
if (!this)
|
||||
return;
|
||||
|
||||
this->opt.vsync = LG_RendererValueToBool(value);
|
||||
}
|
||||
|
||||
static LG_RendererOpt egl_options[] =
|
||||
{
|
||||
{
|
||||
.name = "vsync",
|
||||
.desc ="Enable or disable vsync [default: enabled]",
|
||||
.validator = LG_RendererValidatorBool,
|
||||
.handler = handle_opt_vsync
|
||||
}
|
||||
};
|
||||
|
||||
struct LG_Renderer LGR_EGL =
|
||||
{
|
||||
.create = egl_create,
|
||||
.get_name = egl_get_name,
|
||||
.options = egl_options,
|
||||
.option_count = LGR_OPTION_COUNT(egl_options),
|
||||
.initialize = egl_initialize,
|
||||
.deinitialize = egl_deinitialize,
|
||||
.on_resize = egl_on_resize,
|
||||
.on_mouse_shape = egl_on_mouse_shape,
|
||||
.on_mouse_event = egl_on_mouse_event,
|
||||
.on_frame_event = egl_on_frame_event,
|
||||
.on_alert = egl_on_alert,
|
||||
.render_startup = egl_render_startup,
|
||||
.render = egl_render,
|
||||
.update_fps = egl_update_fps
|
||||
};
|
||||
190
client/renderers/EGL/fps.c
Normal file
190
client/renderers/EGL/fps.c
Normal file
@@ -0,0 +1,190 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
|
||||
https://looking-glass.hostfission.com
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it under
|
||||
cahe 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 "fps.h"
|
||||
#include "debug.h"
|
||||
#include "utils.h"
|
||||
|
||||
#include "texture.h"
|
||||
#include "shader.h"
|
||||
#include "model.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
// these headers are auto generated by cmake
|
||||
#include "fps.vert.h"
|
||||
#include "fps.frag.h"
|
||||
#include "fps_bg.frag.h"
|
||||
|
||||
struct EGL_FPS
|
||||
{
|
||||
const LG_Font * font;
|
||||
LG_FontObj fontObj;
|
||||
|
||||
EGL_Texture * texture;
|
||||
EGL_Shader * shader;
|
||||
EGL_Shader * shaderBG;
|
||||
EGL_Model * model;
|
||||
|
||||
bool ready;
|
||||
float width, height;
|
||||
|
||||
// uniforms
|
||||
GLint uScreen , uSize;
|
||||
GLint uScreenBG, uSizeBG;
|
||||
};
|
||||
|
||||
bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj)
|
||||
{
|
||||
*fps = (EGL_FPS *)malloc(sizeof(EGL_FPS));
|
||||
if (!*fps)
|
||||
{
|
||||
DEBUG_ERROR("Failed to malloc EGL_FPS");
|
||||
return false;
|
||||
}
|
||||
|
||||
memset(*fps, 0, sizeof(EGL_FPS));
|
||||
|
||||
(*fps)->font = font;
|
||||
(*fps)->fontObj = fontObj;
|
||||
|
||||
if (!egl_texture_init(&(*fps)->texture))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the fps texture");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_init(&(*fps)->shader))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the fps shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_init(&(*fps)->shaderBG))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the fps bg shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
if (!egl_shader_compile((*fps)->shader,
|
||||
b_shader_fps_vert, b_shader_fps_vert_size,
|
||||
b_shader_fps_frag, b_shader_fps_frag_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the fps shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_compile((*fps)->shaderBG,
|
||||
b_shader_fps_vert , b_shader_fps_vert_size,
|
||||
b_shader_fps_bg_frag, b_shader_fps_bg_frag_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the fps shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
(*fps)->uSize = egl_shader_get_uniform_location((*fps)->shader , "size" );
|
||||
(*fps)->uScreen = egl_shader_get_uniform_location((*fps)->shader , "screen");
|
||||
(*fps)->uSizeBG = egl_shader_get_uniform_location((*fps)->shaderBG, "size" );
|
||||
(*fps)->uScreenBG = egl_shader_get_uniform_location((*fps)->shaderBG, "screen");
|
||||
|
||||
if (!egl_model_init(&(*fps)->model))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the fps model");
|
||||
return false;
|
||||
}
|
||||
|
||||
egl_model_set_default((*fps)->model);
|
||||
egl_model_set_texture((*fps)->model, (*fps)->texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_fps_free(EGL_FPS ** fps)
|
||||
{
|
||||
if (!*fps)
|
||||
return;
|
||||
|
||||
egl_texture_free(&(*fps)->texture );
|
||||
egl_shader_free (&(*fps)->shader );
|
||||
egl_shader_free (&(*fps)->shaderBG);
|
||||
egl_model_free (&(*fps)->model );
|
||||
|
||||
free(*fps);
|
||||
*fps = NULL;
|
||||
}
|
||||
|
||||
void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS)
|
||||
{
|
||||
char str[128];
|
||||
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
|
||||
|
||||
LG_FontBitmap * bmp = fps->font->render(fps->fontObj, 0xffffff00, str);
|
||||
if (!bmp)
|
||||
{
|
||||
DEBUG_ERROR("Failed to render fps text");
|
||||
return;
|
||||
}
|
||||
|
||||
egl_texture_setup(
|
||||
fps->texture,
|
||||
EGL_PF_BGRA,
|
||||
bmp->width ,
|
||||
bmp->height,
|
||||
bmp->width * bmp->bpp,
|
||||
false
|
||||
);
|
||||
|
||||
egl_texture_update
|
||||
(
|
||||
fps->texture,
|
||||
bmp->pixels
|
||||
);
|
||||
|
||||
fps->width = bmp->width;
|
||||
fps->height = bmp->height;
|
||||
fps->ready = true;
|
||||
|
||||
fps->font->release(fps->fontObj, bmp);
|
||||
}
|
||||
|
||||
void egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY)
|
||||
{
|
||||
if (!fps->ready)
|
||||
return;
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// render the background first
|
||||
egl_shader_use(fps->shaderBG);
|
||||
glUniform2f(fps->uScreenBG, scaleX , scaleY );
|
||||
glUniform2f(fps->uSizeBG , fps->width, fps->height);
|
||||
egl_model_render(fps->model);
|
||||
|
||||
// render the texture over the background
|
||||
egl_shader_use(fps->shader);
|
||||
glUniform2f(fps->uScreen, scaleX , scaleY );
|
||||
glUniform2f(fps->uSize , fps->width, fps->height);
|
||||
egl_model_render(fps->model);
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
32
client/renderers/EGL/fps.h
Normal file
32
client/renderers/EGL/fps.h
Normal file
@@ -0,0 +1,32 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 "interface/font.h"
|
||||
|
||||
typedef struct EGL_FPS EGL_FPS;
|
||||
|
||||
bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj);
|
||||
void egl_fps_free(EGL_FPS ** fps);
|
||||
|
||||
void egl_fps_update(EGL_FPS * fps, const float avgUPS, const float avgFPS);
|
||||
void egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY);
|
||||
219
client/renderers/EGL/model.c
Normal file
219
client/renderers/EGL/model.c
Normal file
@@ -0,0 +1,219 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 "model.h"
|
||||
#include "shader.h"
|
||||
#include "texture.h"
|
||||
|
||||
#include "debug.h"
|
||||
#include "utils.h"
|
||||
#include "ll.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include <assert.h>
|
||||
|
||||
#include <SDL2/SDL_egl.h>
|
||||
|
||||
struct EGL_Model
|
||||
{
|
||||
bool rebuild;
|
||||
struct ll * verticies;
|
||||
size_t vertexCount;
|
||||
bool finish;
|
||||
|
||||
bool hasBuffer;
|
||||
GLuint buffer;
|
||||
|
||||
EGL_Shader * shader;
|
||||
EGL_Texture * texture;
|
||||
};
|
||||
|
||||
struct FloatList
|
||||
{
|
||||
GLfloat * v;
|
||||
GLfloat * u;
|
||||
size_t count;
|
||||
};
|
||||
|
||||
void update_uniform_bindings(EGL_Model * model);
|
||||
|
||||
bool egl_model_init(EGL_Model ** model)
|
||||
{
|
||||
*model = (EGL_Model *)malloc(sizeof(EGL_Model));
|
||||
if (!*model)
|
||||
{
|
||||
DEBUG_ERROR("Failed to malloc EGL_Model");
|
||||
return false;
|
||||
}
|
||||
|
||||
memset(*model, 0, sizeof(EGL_Model));
|
||||
|
||||
(*model)->verticies = ll_new();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_model_free(EGL_Model ** model)
|
||||
{
|
||||
if (!*model)
|
||||
return;
|
||||
|
||||
struct FloatList * fl;
|
||||
while(ll_shift((*model)->verticies, (void **)&fl))
|
||||
{
|
||||
free(fl->u);
|
||||
free(fl->v);
|
||||
free(fl);
|
||||
}
|
||||
ll_free((*model)->verticies);
|
||||
|
||||
if ((*model)->hasBuffer)
|
||||
glDeleteBuffers(1, &(*model)->buffer);
|
||||
|
||||
free(*model);
|
||||
*model = NULL;
|
||||
}
|
||||
|
||||
void egl_model_set_default(EGL_Model * model)
|
||||
{
|
||||
static const GLfloat square[] =
|
||||
{
|
||||
-1.0f, -1.0f, 0.0f,
|
||||
1.0f, -1.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f
|
||||
};
|
||||
|
||||
static const GLfloat uvs[] =
|
||||
{
|
||||
0.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f
|
||||
};
|
||||
|
||||
egl_model_add_verticies(model, square, uvs, 4);
|
||||
}
|
||||
|
||||
void egl_model_add_verticies(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count)
|
||||
{
|
||||
struct FloatList * fl = (struct FloatList *)malloc(sizeof(struct FloatList));
|
||||
|
||||
fl->count = count;
|
||||
fl->v = (GLfloat *)malloc(sizeof(GLfloat) * count * 3);
|
||||
fl->u = (GLfloat *)malloc(sizeof(GLfloat) * count * 2);
|
||||
memcpy(fl->v, verticies, sizeof(GLfloat) * count * 3);
|
||||
|
||||
if (uvs)
|
||||
memcpy(fl->u, uvs, sizeof(GLfloat) * count * 2);
|
||||
else
|
||||
memset(fl->u, 0 , sizeof(GLfloat) * count * 2);
|
||||
|
||||
ll_push(model->verticies, fl);
|
||||
model->rebuild = true;
|
||||
model->vertexCount += count;
|
||||
}
|
||||
|
||||
void egl_model_render(EGL_Model * model)
|
||||
{
|
||||
if (!model->vertexCount)
|
||||
return;
|
||||
|
||||
if (model->rebuild)
|
||||
{
|
||||
if (model->hasBuffer)
|
||||
glDeleteBuffers(1, &model->buffer);
|
||||
|
||||
/* create a buffer large enough */
|
||||
glGenBuffers(1, &model->buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, model->buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * (model->vertexCount * 5), NULL, GL_STATIC_DRAW);
|
||||
|
||||
GLintptr offset = 0;
|
||||
|
||||
/* buffer the verticies */
|
||||
struct FloatList * fl;
|
||||
for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
|
||||
{
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 3, fl->v);
|
||||
offset += sizeof(GLfloat) * fl->count * 3;
|
||||
}
|
||||
|
||||
/* buffer the uvs */
|
||||
for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
|
||||
{
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 2, fl->u);
|
||||
offset += sizeof(GLfloat) * fl->count * 2;
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
model->rebuild = false;
|
||||
}
|
||||
|
||||
/* bind the model buffer and setup the pointers */
|
||||
glBindBuffer(GL_ARRAY_BUFFER, model->buffer);
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(GLfloat) * model->vertexCount * 3));
|
||||
|
||||
if (model->shader)
|
||||
egl_shader_use(model->shader);
|
||||
|
||||
if (model->texture)
|
||||
egl_texture_bind(model->texture);
|
||||
|
||||
/* draw the arrays */
|
||||
GLint offset = 0;
|
||||
struct FloatList * fl;
|
||||
for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, offset, fl->count);
|
||||
offset += fl->count;
|
||||
}
|
||||
|
||||
/* unbind and cleanup */
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader)
|
||||
{
|
||||
model->shader = shader;
|
||||
update_uniform_bindings(model);
|
||||
}
|
||||
|
||||
void egl_model_set_texture(EGL_Model * model, EGL_Texture * texture)
|
||||
{
|
||||
model->texture = texture;
|
||||
update_uniform_bindings(model);
|
||||
}
|
||||
|
||||
void update_uniform_bindings(EGL_Model * model)
|
||||
{
|
||||
if (!model->shader || !model->texture)
|
||||
return;
|
||||
|
||||
const int count = egl_texture_count(model->texture);
|
||||
egl_shader_associate_textures(model->shader, count);
|
||||
}
|
||||
38
client/renderers/EGL/model.h
Normal file
38
client/renderers/EGL/model.h
Normal file
@@ -0,0 +1,38 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 "shader.h"
|
||||
#include "texture.h"
|
||||
|
||||
#include <GL/gl.h>
|
||||
|
||||
typedef struct EGL_Model EGL_Model;
|
||||
|
||||
bool egl_model_init(EGL_Model ** model);
|
||||
void egl_model_free(EGL_Model ** model);
|
||||
|
||||
void egl_model_set_default (EGL_Model * model);
|
||||
void egl_model_add_verticies(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count);
|
||||
void egl_model_set_shader (EGL_Model * model, EGL_Shader * shader);
|
||||
void egl_model_set_texture (EGL_Model * model, EGL_Texture * texture);
|
||||
|
||||
void egl_model_render(EGL_Model * model);
|
||||
225
client/renderers/EGL/shader.c
Normal file
225
client/renderers/EGL/shader.c
Normal file
@@ -0,0 +1,225 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 "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 ** this)
|
||||
{
|
||||
*this = (EGL_Shader *)malloc(sizeof(EGL_Shader));
|
||||
if (!*this)
|
||||
{
|
||||
DEBUG_ERROR("Failed to malloc EGL_Shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
memset(*this, 0, sizeof(EGL_Shader));
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_shader_free(EGL_Shader ** this)
|
||||
{
|
||||
if (!*this)
|
||||
return;
|
||||
|
||||
if ((*this)->hasShader)
|
||||
glDeleteProgram((*this)->shader);
|
||||
|
||||
free(*this);
|
||||
*this = NULL;
|
||||
}
|
||||
|
||||
bool egl_shader_load(EGL_Shader * this, 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(this, vertex_code, vertex_size, fragment_code, fragment_size);
|
||||
free(vertex_code);
|
||||
free(fragment_code);
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool egl_shader_compile(EGL_Shader * this, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size)
|
||||
{
|
||||
if (this->hasShader)
|
||||
{
|
||||
glDeleteProgram(this->shader);
|
||||
this->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;
|
||||
}
|
||||
|
||||
this->shader = glCreateProgram();
|
||||
glAttachShader(this->shader, vertexShader );
|
||||
glAttachShader(this->shader, fragmentShader);
|
||||
glLinkProgram(this->shader);
|
||||
|
||||
glGetProgramiv(this->shader, GL_LINK_STATUS, &result);
|
||||
if (result == GL_FALSE)
|
||||
{
|
||||
DEBUG_ERROR("Failed to link shader program");
|
||||
|
||||
int logLength;
|
||||
glGetProgramiv(this->shader, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0)
|
||||
{
|
||||
char *log = malloc(logLength + 1);
|
||||
glGetProgramInfoLog(this->shader, logLength, NULL, log);
|
||||
log[logLength] = 0;
|
||||
DEBUG_ERROR("%s", log);
|
||||
free(log);
|
||||
}
|
||||
|
||||
glDetachShader(this->shader, vertexShader );
|
||||
glDetachShader(this->shader, fragmentShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
glDeleteShader(vertexShader );
|
||||
glDeleteProgram(this->shader );
|
||||
return false;
|
||||
}
|
||||
|
||||
glDetachShader(this->shader, vertexShader );
|
||||
glDetachShader(this->shader, fragmentShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
glDeleteShader(vertexShader );
|
||||
|
||||
this->hasShader = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_shader_use(EGL_Shader * this)
|
||||
{
|
||||
if (this->hasShader)
|
||||
glUseProgram(this->shader);
|
||||
else
|
||||
DEBUG_ERROR("Shader program has not been compiled");
|
||||
}
|
||||
|
||||
void egl_shader_associate_textures(EGL_Shader * this, const int count)
|
||||
{
|
||||
char name[] = "sampler1";
|
||||
glUseProgram(this->shader);
|
||||
for(int i = 0; i < count; ++i, name[7]++)
|
||||
{
|
||||
GLint loc = glGetUniformLocation(this->shader, name);
|
||||
if (loc == -1)
|
||||
{
|
||||
DEBUG_WARN("Shader uniform location `%s` not found", name);
|
||||
continue;
|
||||
}
|
||||
|
||||
glUniform1i(loc, i);
|
||||
}
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
GLint egl_shader_get_uniform_location(EGL_Shader * this, const char * name)
|
||||
{
|
||||
if (!this->shader)
|
||||
{
|
||||
DEBUG_ERROR("Shader program has not been compiled");
|
||||
return 0;
|
||||
}
|
||||
|
||||
return glGetUniformLocation(this->shader, name);
|
||||
}
|
||||
36
client/renderers/EGL/shader.h
Normal file
36
client/renderers/EGL/shader.h
Normal file
@@ -0,0 +1,36 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 <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);
|
||||
|
||||
void egl_shader_associate_textures(EGL_Shader * shader, const int count);
|
||||
GLint egl_shader_get_uniform_location(EGL_Shader * shader, const char * name);
|
||||
11
client/renderers/EGL/shader/alert.frag
Normal file
11
client/renderers/EGL/shader/alert.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 300 es
|
||||
|
||||
in highp vec2 uv;
|
||||
out highp vec4 color;
|
||||
|
||||
uniform sampler2D sampler1;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(sampler1, uv);
|
||||
}
|
||||
21
client/renderers/EGL/shader/alert.vert
Normal file
21
client/renderers/EGL/shader/alert.vert
Normal file
@@ -0,0 +1,21 @@
|
||||
#version 300 es
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
layout(location = 1) in vec2 vertexUV;
|
||||
|
||||
uniform vec2 screen;
|
||||
uniform vec2 size;
|
||||
uniform vec4 color;
|
||||
|
||||
out highp vec2 uv;
|
||||
out highp vec4 c;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position.xyz = vertexPosition_modelspace;
|
||||
gl_Position.w = 1.0;
|
||||
gl_Position.xy *= screen.xy * size.xy;
|
||||
|
||||
uv = vertexUV;
|
||||
c = color;
|
||||
}
|
||||
9
client/renderers/EGL/shader/alert_bg.frag
Normal file
9
client/renderers/EGL/shader/alert_bg.frag
Normal file
@@ -0,0 +1,9 @@
|
||||
#version 300 es
|
||||
|
||||
in highp vec4 c;
|
||||
out highp vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = c;
|
||||
}
|
||||
25
client/renderers/EGL/shader/cursor.vert
Normal file
25
client/renderers/EGL/shader/cursor.vert
Normal file
@@ -0,0 +1,25 @@
|
||||
#version 300 es
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
layout(location = 1) in vec2 vertexUV;
|
||||
|
||||
uniform vec4 mouse;
|
||||
|
||||
out highp vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position.xyz = vertexPosition_modelspace;
|
||||
gl_Position.w = 1.0;
|
||||
|
||||
gl_Position.x += 1.0f;
|
||||
gl_Position.y -= 1.0f;
|
||||
|
||||
gl_Position.x *= mouse.z;
|
||||
gl_Position.y *= mouse.w;
|
||||
|
||||
gl_Position.x += mouse.x;
|
||||
gl_Position.y -= mouse.y;
|
||||
|
||||
uv = vertexUV;
|
||||
}
|
||||
14
client/renderers/EGL/shader/cursor_mono.frag
Normal file
14
client/renderers/EGL/shader/cursor_mono.frag
Normal file
@@ -0,0 +1,14 @@
|
||||
#version 300 es
|
||||
|
||||
in highp vec2 uv;
|
||||
out highp vec4 color;
|
||||
|
||||
uniform sampler2D sampler1;
|
||||
|
||||
void main()
|
||||
{
|
||||
highp vec4 tmp = texture(sampler1, uv);
|
||||
if (tmp.rgb == vec3(0.0, 0.0, 0.0))
|
||||
discard;
|
||||
color = tmp;
|
||||
}
|
||||
11
client/renderers/EGL/shader/cursor_rgb.frag
Normal file
11
client/renderers/EGL/shader/cursor_rgb.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 300 es
|
||||
|
||||
in highp vec2 uv;
|
||||
out highp vec4 color;
|
||||
|
||||
uniform sampler2D sampler1;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(sampler1, uv);
|
||||
}
|
||||
20
client/renderers/EGL/shader/desktop.vert
Normal file
20
client/renderers/EGL/shader/desktop.vert
Normal file
@@ -0,0 +1,20 @@
|
||||
#version 300 es
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
layout(location = 1) in vec2 vertexUV;
|
||||
|
||||
uniform vec4 position;
|
||||
|
||||
out highp vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position.xyz = vertexPosition_modelspace;
|
||||
gl_Position.w = 1.0;
|
||||
gl_Position.x -= position.x;
|
||||
gl_Position.y -= position.y;
|
||||
gl_Position.x *= position.z;
|
||||
gl_Position.y *= position.w;
|
||||
|
||||
uv = vertexUV;
|
||||
}
|
||||
11
client/renderers/EGL/shader/desktop_rgb.frag
Normal file
11
client/renderers/EGL/shader/desktop_rgb.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 300 es
|
||||
|
||||
in highp vec2 uv;
|
||||
out highp vec4 color;
|
||||
|
||||
uniform sampler2D sampler1;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(sampler1, uv);
|
||||
}
|
||||
27
client/renderers/EGL/shader/desktop_yuv.frag
Normal file
27
client/renderers/EGL/shader/desktop_yuv.frag
Normal file
@@ -0,0 +1,27 @@
|
||||
#version 300 es
|
||||
|
||||
in highp vec2 uv;
|
||||
out highp vec4 color;
|
||||
|
||||
uniform sampler2D sampler1;
|
||||
uniform sampler2D sampler2;
|
||||
uniform sampler2D sampler3;
|
||||
|
||||
void main()
|
||||
{
|
||||
highp vec4 yuv = vec4(
|
||||
texture(sampler1, uv).r,
|
||||
texture(sampler2, uv).r,
|
||||
texture(sampler3, uv).r,
|
||||
1.0
|
||||
);
|
||||
|
||||
highp mat4 yuv_to_rgb = mat4(
|
||||
1.0, 0.0 , 1.402, -0.701,
|
||||
1.0, -0.344, -0.714, 0.529,
|
||||
1.0, 1.772, 0.0 , -0.886,
|
||||
1.0, 1.0 , 1.0 , 1.0
|
||||
);
|
||||
|
||||
color = yuv * yuv_to_rgb;
|
||||
}
|
||||
11
client/renderers/EGL/shader/fps.frag
Normal file
11
client/renderers/EGL/shader/fps.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 300 es
|
||||
|
||||
in highp vec2 uv;
|
||||
out highp vec4 color;
|
||||
|
||||
uniform sampler2D sampler1;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(sampler1, uv);
|
||||
}
|
||||
22
client/renderers/EGL/shader/fps.vert
Normal file
22
client/renderers/EGL/shader/fps.vert
Normal file
@@ -0,0 +1,22 @@
|
||||
#version 300 es
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
layout(location = 1) in vec2 vertexUV;
|
||||
|
||||
uniform vec2 screen;
|
||||
uniform vec2 size;
|
||||
|
||||
out highp vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position.xyz = vertexPosition_modelspace;
|
||||
gl_Position.w = 1.0;
|
||||
gl_Position.xy *= screen.xy * size.xy;
|
||||
gl_Position.x -= 1.0 - (screen.x * size.x);
|
||||
gl_Position.y += 1.0 - (screen.y * size.y);
|
||||
gl_Position.x += screen.x * 10.0;
|
||||
gl_Position.y -= screen.y * 10.0;
|
||||
|
||||
uv = vertexUV;
|
||||
}
|
||||
8
client/renderers/EGL/shader/fps_bg.frag
Normal file
8
client/renderers/EGL/shader/fps_bg.frag
Normal file
@@ -0,0 +1,8 @@
|
||||
#version 300 es
|
||||
|
||||
out highp vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(0.0, 0.0, 1.0, 0.5);
|
||||
}
|
||||
13
client/renderers/EGL/shader/splash_bg.frag
Normal file
13
client/renderers/EGL/shader/splash_bg.frag
Normal file
@@ -0,0 +1,13 @@
|
||||
#version 300 es
|
||||
|
||||
in highp vec3 pos;
|
||||
in highp float a;
|
||||
out highp vec4 color;
|
||||
|
||||
uniform sampler2D sampler1;
|
||||
|
||||
void main()
|
||||
{
|
||||
highp float d = 1.0 - sqrt(pos.x * pos.x + pos.y * pos.y) / 2.0;
|
||||
color = vec4(0.234375 * d, 0.015625f * d, 0.425781f * d, a);
|
||||
}
|
||||
17
client/renderers/EGL/shader/splash_bg.vert
Normal file
17
client/renderers/EGL/shader/splash_bg.vert
Normal file
@@ -0,0 +1,17 @@
|
||||
#version 300 es
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
|
||||
uniform float alpha;
|
||||
|
||||
out highp vec3 pos;
|
||||
out highp float a;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position.xyz = vertexPosition_modelspace;
|
||||
gl_Position.w = 1.0;
|
||||
|
||||
pos = vertexPosition_modelspace;
|
||||
a = alpha;
|
||||
}
|
||||
11
client/renderers/EGL/shader/splash_logo.frag
Normal file
11
client/renderers/EGL/shader/splash_logo.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 300 es
|
||||
|
||||
out highp vec4 color;
|
||||
in highp float a;
|
||||
|
||||
uniform sampler2D sampler1;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(1.0, 1.0, 1.0, a);
|
||||
}
|
||||
16
client/renderers/EGL/shader/splash_logo.vert
Normal file
16
client/renderers/EGL/shader/splash_logo.vert
Normal file
@@ -0,0 +1,16 @@
|
||||
#version 300 es
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
|
||||
uniform vec2 scale;
|
||||
|
||||
out highp float a;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position.xyz = vertexPosition_modelspace;
|
||||
gl_Position.y *= scale.y;
|
||||
gl_Position.w = 1.0;
|
||||
|
||||
a = scale.x;
|
||||
}
|
||||
177
client/renderers/EGL/splash.c
Normal file
177
client/renderers/EGL/splash.c
Normal file
@@ -0,0 +1,177 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
|
||||
https://looking-glass.hostfission.com
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it under
|
||||
cahe 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 "splash.h"
|
||||
#include "debug.h"
|
||||
#include "utils.h"
|
||||
|
||||
#include "draw.h"
|
||||
#include "texture.h"
|
||||
#include "shader.h"
|
||||
#include "model.h"
|
||||
|
||||
#include <GL/gl.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
// these headers are auto generated by cmake
|
||||
#include "splash_bg.vert.h"
|
||||
#include "splash_bg.frag.h"
|
||||
#include "splash_logo.vert.h"
|
||||
#include "splash_logo.frag.h"
|
||||
|
||||
struct EGL_Splash
|
||||
{
|
||||
EGL_Shader * bgShader;
|
||||
EGL_Model * bg;
|
||||
|
||||
EGL_Shader * logoShader;
|
||||
EGL_Model * logo;
|
||||
|
||||
// uniforms
|
||||
GLint uBGAlpha;
|
||||
GLint uScale;
|
||||
};
|
||||
|
||||
bool egl_splash_init(EGL_Splash ** splash)
|
||||
{
|
||||
*splash = (EGL_Splash *)malloc(sizeof(EGL_Splash));
|
||||
if (!*splash)
|
||||
{
|
||||
DEBUG_ERROR("Failed to malloc EGL_Splash");
|
||||
return false;
|
||||
}
|
||||
|
||||
memset(*splash, 0, sizeof(EGL_Splash));
|
||||
|
||||
if (!egl_shader_init(&(*splash)->bgShader))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the splash bgShader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_compile((*splash)->bgShader,
|
||||
b_shader_splash_bg_vert, b_shader_splash_bg_vert_size,
|
||||
b_shader_splash_bg_frag, b_shader_splash_bg_frag_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the splash bgShader");
|
||||
return false;
|
||||
}
|
||||
|
||||
(*splash)->uBGAlpha = egl_shader_get_uniform_location((*splash)->bgShader, "alpha");
|
||||
|
||||
if (!egl_model_init(&(*splash)->bg))
|
||||
{
|
||||
DEBUG_ERROR("Failed to intiailize the splash bg model");
|
||||
return false;
|
||||
}
|
||||
|
||||
egl_model_set_default((*splash)->bg);
|
||||
|
||||
if (!egl_shader_init(&(*splash)->logoShader))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the splash logoShader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_compile((*splash)->logoShader,
|
||||
b_shader_splash_logo_vert, b_shader_splash_logo_vert_size,
|
||||
b_shader_splash_logo_frag, b_shader_splash_logo_frag_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the splash logoShader");
|
||||
return false;
|
||||
}
|
||||
|
||||
(*splash)->uScale = egl_shader_get_uniform_location((*splash)->logoShader, "scale");
|
||||
|
||||
if (!egl_model_init(&(*splash)->logo))
|
||||
{
|
||||
DEBUG_ERROR("Failed to intiailize the splash model");
|
||||
return false;
|
||||
}
|
||||
|
||||
/* build the splash model */
|
||||
#define P(x) ((1.0f/800.0f)*(float)(x))
|
||||
egl_draw_torus_arc((*splash)->logo, 30, P( 0 ), P(0), P(102), P(98), 0.0f, -M_PI);
|
||||
egl_draw_torus ((*splash)->logo, 30, P(-100), P(8), P(8 ), P(4 ));
|
||||
egl_draw_torus ((*splash)->logo, 30, P( 100), P(8), P(8 ), P(4 ));
|
||||
|
||||
egl_draw_torus ((*splash)->logo, 60, P(0), P(0), P(83), P(79));
|
||||
egl_draw_torus ((*splash)->logo, 60, P(0), P(0), P(67), P(63));
|
||||
|
||||
static const GLfloat lines[][12] =
|
||||
{
|
||||
{
|
||||
P( -2), P(-140), 0.0f,
|
||||
P( -2), P(-100), 0.0f,
|
||||
P( 2), P(-140), 0.0f,
|
||||
P( 2), P(-100), 0.0f
|
||||
},
|
||||
{
|
||||
P(-26), P(-144), 0.0f,
|
||||
P(-26), P(-140), 0.0f,
|
||||
P( 26), P(-144), 0.0f,
|
||||
P( 26), P(-140), 0.0f
|
||||
},
|
||||
{
|
||||
P(-40), P(-156), 0.0f,
|
||||
P(-40), P(-152), 0.0f,
|
||||
P( 40), P(-156), 0.0f,
|
||||
P( 40), P(-152), 0.0f
|
||||
}
|
||||
};
|
||||
|
||||
egl_model_add_verticies((*splash)->logo, lines[0], NULL, 4);
|
||||
egl_model_add_verticies((*splash)->logo, lines[1], NULL, 4);
|
||||
egl_model_add_verticies((*splash)->logo, lines[2], NULL, 4);
|
||||
|
||||
egl_draw_torus_arc((*splash)->logo, 10, P(-26), P(-154), P(10), P(14), M_PI , -M_PI / 2.0);
|
||||
egl_draw_torus_arc((*splash)->logo, 10, P( 26), P(-154), P(10), P(14), M_PI / 2.0f, -M_PI / 2.0);
|
||||
#undef P
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_splash_free(EGL_Splash ** splash)
|
||||
{
|
||||
if (!*splash)
|
||||
return;
|
||||
|
||||
egl_model_free(&(*splash)->logo);
|
||||
|
||||
free(*splash);
|
||||
*splash = NULL;
|
||||
}
|
||||
|
||||
void egl_splash_render(EGL_Splash * splash, float alpha, float scaleY)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
egl_shader_use(splash->bgShader);
|
||||
glUniform1f(splash->uBGAlpha, alpha);
|
||||
egl_model_render(splash->bg);
|
||||
|
||||
egl_shader_use(splash->logoShader);
|
||||
glUniform2f(splash->uScale, alpha, scaleY);
|
||||
egl_model_render(splash->logo);
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
29
client/renderers/EGL/splash.h
Normal file
29
client/renderers/EGL/splash.h
Normal file
@@ -0,0 +1,29 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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>
|
||||
|
||||
typedef struct EGL_Splash EGL_Splash;
|
||||
|
||||
bool egl_splash_init(EGL_Splash ** splash);
|
||||
void egl_splash_free(EGL_Splash ** splash);
|
||||
|
||||
void egl_splash_render(EGL_Splash * splash, float alpha, float scaleY);
|
||||
267
client/renderers/EGL/texture.c
Normal file
267
client/renderers/EGL/texture.c
Normal file
@@ -0,0 +1,267 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 "texture.h"
|
||||
#include "debug.h"
|
||||
#include "utils.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include <SDL2/SDL_egl.h>
|
||||
|
||||
struct EGL_Texture
|
||||
{
|
||||
enum EGL_PixelFormat pixFmt;
|
||||
size_t width, height;
|
||||
bool streaming;
|
||||
|
||||
int textureCount;
|
||||
GLuint textures[3];
|
||||
GLuint samplers[3];
|
||||
size_t planes[3][3];
|
||||
GLintptr offsets[3];
|
||||
GLenum intFormat;
|
||||
GLenum format;
|
||||
GLenum dataType;
|
||||
|
||||
bool hasPBO;
|
||||
GLuint pbo[2];
|
||||
int pboIndex;
|
||||
bool needsUpdate;
|
||||
size_t pboBufferSize;
|
||||
};
|
||||
|
||||
bool egl_texture_init(EGL_Texture ** texture)
|
||||
{
|
||||
*texture = (EGL_Texture *)malloc(sizeof(EGL_Texture));
|
||||
if (!*texture)
|
||||
{
|
||||
DEBUG_ERROR("Failed to malloc EGL_Texture");
|
||||
return false;
|
||||
}
|
||||
|
||||
memset(*texture, 0, sizeof(EGL_Texture));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_texture_free(EGL_Texture ** texture)
|
||||
{
|
||||
if (!*texture)
|
||||
return;
|
||||
|
||||
if ((*texture)->textureCount > 0)
|
||||
{
|
||||
glDeleteTextures((*texture)->textureCount, (*texture)->textures);
|
||||
glDeleteSamplers((*texture)->textureCount, (*texture)->samplers);
|
||||
}
|
||||
|
||||
if ((*texture)->hasPBO)
|
||||
glDeleteBuffers(2, (*texture)->pbo);
|
||||
|
||||
free(*texture);
|
||||
*texture = NULL;
|
||||
}
|
||||
|
||||
bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_t width, size_t height, size_t stride, bool streaming)
|
||||
{
|
||||
int textureCount;
|
||||
|
||||
texture->pixFmt = pixFmt;
|
||||
texture->width = width;
|
||||
texture->height = height;
|
||||
texture->streaming = streaming;
|
||||
|
||||
switch(pixFmt)
|
||||
{
|
||||
case EGL_PF_BGRA:
|
||||
textureCount = 1;
|
||||
texture->format = GL_BGRA;
|
||||
texture->planes[0][0] = width;
|
||||
texture->planes[0][1] = height;
|
||||
texture->planes[0][2] = stride / 4;
|
||||
texture->offsets[0] = 0;
|
||||
texture->intFormat = GL_BGRA;
|
||||
texture->dataType = GL_UNSIGNED_BYTE;
|
||||
texture->pboBufferSize = height * stride;
|
||||
break;
|
||||
|
||||
case EGL_PF_RGBA:
|
||||
textureCount = 1;
|
||||
texture->format = GL_RGBA;
|
||||
texture->planes[0][0] = width;
|
||||
texture->planes[0][1] = height;
|
||||
texture->planes[0][2] = stride / 4;
|
||||
texture->offsets[0] = 0;
|
||||
texture->intFormat = GL_BGRA;
|
||||
texture->dataType = GL_UNSIGNED_BYTE;
|
||||
texture->pboBufferSize = height * stride;
|
||||
break;
|
||||
|
||||
case EGL_PF_RGBA10:
|
||||
textureCount = 1;
|
||||
texture->format = GL_RGBA;
|
||||
texture->planes[0][0] = width;
|
||||
texture->planes[0][1] = height;
|
||||
texture->planes[0][2] = stride / 4;
|
||||
texture->offsets[0] = 0;
|
||||
texture->intFormat = GL_RGB10_A2;
|
||||
texture->dataType = GL_UNSIGNED_INT_2_10_10_10_REV;
|
||||
texture->pboBufferSize = height * stride;
|
||||
break;
|
||||
|
||||
case EGL_PF_YUV420:
|
||||
textureCount = 3;
|
||||
texture->format = GL_RED;
|
||||
texture->planes[0][0] = width;
|
||||
texture->planes[0][1] = height;
|
||||
texture->planes[0][2] = stride;
|
||||
texture->planes[1][0] = width / 2;
|
||||
texture->planes[1][1] = height / 2;
|
||||
texture->planes[1][2] = stride / 2;
|
||||
texture->planes[2][0] = width / 2;
|
||||
texture->planes[2][1] = height / 2;
|
||||
texture->planes[2][2] = stride / 2;
|
||||
texture->offsets[0] = 0;
|
||||
texture->offsets[1] = stride * height;
|
||||
texture->offsets[2] = texture->offsets[1] + (texture->offsets[1] / 4);
|
||||
texture->dataType = GL_UNSIGNED_BYTE;
|
||||
texture->pboBufferSize = texture->offsets[2] + (texture->offsets[1] / 4);
|
||||
break;
|
||||
|
||||
default:
|
||||
DEBUG_ERROR("Unsupported pixel format");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (textureCount > texture->textureCount)
|
||||
{
|
||||
if (texture->textureCount > 0)
|
||||
{
|
||||
glDeleteTextures(texture->textureCount, texture->textures);
|
||||
glDeleteSamplers(texture->textureCount, texture->samplers);
|
||||
}
|
||||
|
||||
texture->textureCount = textureCount;
|
||||
glGenTextures(texture->textureCount, texture->textures);
|
||||
glGenSamplers(texture->textureCount, texture->samplers);
|
||||
}
|
||||
|
||||
for(int i = 0; i < textureCount; ++i)
|
||||
{
|
||||
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, texture->intFormat, texture->planes[i][0], texture->planes[i][1],
|
||||
0, texture->format, texture->dataType, NULL);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
if (streaming)
|
||||
{
|
||||
if (!texture->hasPBO)
|
||||
{
|
||||
glGenBuffers(2, texture->pbo);
|
||||
texture->hasPBO = true;
|
||||
}
|
||||
|
||||
for(int i = 0; i < 2; ++i)
|
||||
{
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[i]);
|
||||
glBufferData(
|
||||
GL_PIXEL_UNPACK_BUFFER,
|
||||
height * stride,
|
||||
NULL,
|
||||
GL_DYNAMIC_DRAW
|
||||
);
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
|
||||
{
|
||||
if (texture->streaming)
|
||||
{
|
||||
if (texture->needsUpdate)
|
||||
{
|
||||
DEBUG_ERROR("Previous frame was not consumed");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (++texture->pboIndex == 2)
|
||||
texture->pboIndex = 0;
|
||||
|
||||
/* initiate the data upload */
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
|
||||
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize, buffer);
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
texture->needsUpdate = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
for(int i = 0; i < texture->textureCount; ++i)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->planes[i][0]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
|
||||
texture->format, texture->dataType, buffer + texture->offsets[i]);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_texture_bind(EGL_Texture * texture)
|
||||
{
|
||||
if (texture->streaming && texture->needsUpdate)
|
||||
{
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
|
||||
for(int i = 0; i < texture->textureCount; ++i)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->planes[i][2]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
|
||||
texture->format, texture->dataType, (const void *)texture->offsets[i]);
|
||||
}
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
texture->needsUpdate = false;
|
||||
}
|
||||
|
||||
for(int i = 0; i < texture->textureCount; ++i)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
|
||||
glBindSampler(i, texture->samplers[i]);
|
||||
}
|
||||
}
|
||||
|
||||
int egl_texture_count(EGL_Texture * texture)
|
||||
{
|
||||
return texture->textureCount;
|
||||
}
|
||||
43
client/renderers/EGL/texture.h
Normal file
43
client/renderers/EGL/texture.h
Normal file
@@ -0,0 +1,43 @@
|
||||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017-2019 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 "shader.h"
|
||||
|
||||
#include <GL/gl.h>
|
||||
|
||||
typedef struct EGL_Texture EGL_Texture;
|
||||
|
||||
enum EGL_PixelFormat
|
||||
{
|
||||
EGL_PF_RGBA,
|
||||
EGL_PF_BGRA,
|
||||
EGL_PF_RGBA10,
|
||||
EGL_PF_YUV420
|
||||
};
|
||||
|
||||
bool egl_texture_init(EGL_Texture ** tex);
|
||||
void egl_texture_free(EGL_Texture ** tex);
|
||||
|
||||
bool egl_texture_setup (EGL_Texture * texture, enum EGL_PixelFormat pixfmt, size_t width, size_t height, size_t stride, bool streaming);
|
||||
bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer);
|
||||
void egl_texture_bind (EGL_Texture * texture);
|
||||
int egl_texture_count (EGL_Texture * texture);
|
||||
Reference in New Issue
Block a user