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[client] egl: corrected fps alpha blending
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@ -35,13 +35,15 @@ struct EGL_FPS
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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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bool ready;
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float width, height;
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// uniforms
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GLint uScreen, uSize;
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GLint uScreen , uSize;
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GLint uScreenBG, uSizeBG;
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};
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static const char vertex_shader[] = "\
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@ -81,20 +83,25 @@ uniform sampler2D sampler1;\
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\
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void main()\
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{\
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highp vec4 tmp = texture(sampler1, uv);\
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color.r = tmp.b; \
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color.g = tmp.g; \
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color.b = tmp.r; \
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color.a = tmp.a; \
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if (color.a == 0.0) \
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{\
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color.a = 0.5; \
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color.r = 0.0; \
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color.g = 0.0; \
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}\
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color = texture(sampler1, uv);\
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}\
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";
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static const char frag_shaderBG[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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color = vec4(0.0, 0.0, 1.0, 0.5);\
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}\
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";
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bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj)
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{
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*fps = (EGL_FPS *)malloc(sizeof(EGL_FPS));
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@ -121,16 +128,34 @@ bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj)
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return false;
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}
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if (!egl_shader_init(&(*fps)->shaderBG))
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{
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DEBUG_ERROR("Failed to initialize the fps bg shader");
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return false;
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}
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if (!egl_shader_compile((*fps)->shader,
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vertex_shader, sizeof(vertex_shader),
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frag_shader, sizeof(frag_shader)))
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frag_shader , sizeof(frag_shader )))
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{
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DEBUG_ERROR("Failed to compile the fps shader");
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return false;
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}
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(*fps)->uSize = egl_shader_get_uniform_location((*fps)->shader, "size" );
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(*fps)->uScreen = egl_shader_get_uniform_location((*fps)->shader, "screen");
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if (!egl_shader_compile((*fps)->shaderBG,
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vertex_shader, sizeof(vertex_shader),
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frag_shaderBG, sizeof(frag_shaderBG)))
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{
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DEBUG_ERROR("Failed to compile the fps shader");
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return false;
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}
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(*fps)->uSize = egl_shader_get_uniform_location((*fps)->shader , "size" );
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(*fps)->uScreen = egl_shader_get_uniform_location((*fps)->shader , "screen");
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(*fps)->uSizeBG = egl_shader_get_uniform_location((*fps)->shaderBG, "size" );
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(*fps)->uScreenBG = egl_shader_get_uniform_location((*fps)->shaderBG, "screen");
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if (!egl_model_init(&(*fps)->model))
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{
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@ -149,9 +174,10 @@ void egl_fps_free(EGL_FPS ** fps)
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if (!*fps)
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return;
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egl_texture_free(&(*fps)->texture);
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egl_shader_free (&(*fps)->shader );
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egl_model_free (&(*fps)->model );
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egl_texture_free(&(*fps)->texture );
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egl_shader_free (&(*fps)->shader );
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egl_shader_free (&(*fps)->shaderBG);
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egl_model_free (&(*fps)->model );
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free(*fps);
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*fps = NULL;
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@ -198,9 +224,18 @@ void egl_fps_render(EGL_FPS * fps, float screenWidth, float screenHeight)
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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(fps->shaderBG);
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glUniform2f(fps->uScreenBG, screenWidth, screenHeight);
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glUniform2f(fps->uSizeBG , fps->width , fps->height );
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egl_model_render(fps->model);
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// render the texture over the background
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egl_shader_use(fps->shader);
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glUniform2f(fps->uScreen, screenWidth, screenHeight);
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glUniform2f(fps->uSize , fps->width , fps->height );
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egl_model_render(fps->model);
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glDisable(GL_BLEND);
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}
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