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https://github.com/gnif/LookingGlass.git
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parent
8ef1aee35c
commit
4c0ca1c8e7
@ -207,24 +207,10 @@ void egl_cursor_render(EGL_Cursor * cursor)
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uint8_t * data = cursor->data;
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// tmp buffer for masked colour
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uint32_t tmp[cursor->width * cursor->height];
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switch(cursor->type)
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{
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case LG_CURSOR_MASKED_COLOR:
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{
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for(int i = 0; i < cursor->width * cursor->height; ++i)
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{
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const uint32_t c = ((uint32_t *)data)[i];
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tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000);
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}
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data = (uint8_t *)tmp;
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// fall through to LG_CURSOR_COLOR
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//
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// technically we should also create an XOR texture from the data but this
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// usage seems very rare in modern software.
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}
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// fall through
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case LG_CURSOR_COLOR:
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{
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@ -262,33 +248,42 @@ void egl_cursor_render(EGL_Cursor * cursor)
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LG_UNLOCK(cursor->lock);
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}
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if (cursor->type == LG_CURSOR_MONOCHROME)
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glEnable(GL_BLEND);
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switch(cursor->type)
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{
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glEnable(GL_BLEND);
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case LG_CURSOR_MONOCHROME:
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{
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egl_shader_use(cursor->shader);
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glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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egl_model_set_texture(cursor->model, cursor->texture);
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egl_model_render(cursor->model);
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egl_shader_use(cursor->shader);
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glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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egl_model_set_texture(cursor->model, cursor->texture);
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egl_model_render(cursor->model);
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egl_shader_use(cursor->shaderMono);
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glUniform4f(cursor->uMousePosMono, cursor->x, cursor->y, cursor->w, cursor->h / 2);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_set_texture(cursor->model, cursor->textureMono);
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egl_model_render(cursor->model);
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break;
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}
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egl_shader_use(cursor->shaderMono);
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glUniform4f(cursor->uMousePosMono, cursor->x, cursor->y, cursor->w, cursor->h / 2);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_set_texture(cursor->model, cursor->textureMono);
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egl_model_render(cursor->model);
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case LG_CURSOR_COLOR:
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{
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egl_shader_use(cursor->shader);
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glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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egl_model_render(cursor->model);
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break;
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}
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glDisable(GL_BLEND);
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}
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else
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{
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glEnable(GL_BLEND);
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egl_shader_use(cursor->shader);
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glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
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glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
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egl_model_render(cursor->model);
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glDisable(GL_BLEND);
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case LG_CURSOR_MASKED_COLOR:
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{
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egl_shader_use(cursor->shaderMono);
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glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_render(cursor->model);
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break;
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}
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}
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glDisable(GL_BLEND);
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}
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