mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 00:28:20 +00:00
[client] renderer/egl: implement support for rendering help text
The help text is rendered in the bottom left corner on a semi-transparent background, very similar to how the FPS text is rendered.
This commit is contained in:
parent
17b0e2cb22
commit
5ac53362a3
@ -22,6 +22,9 @@ make_object(
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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/help.vert
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shader/help.frag
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shader/help_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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@ -40,6 +43,7 @@ add_library(renderer_EGL STATIC
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desktop.c
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cursor.c
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fps.c
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help.c
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draw.c
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splash.c
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alert.c
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@ -45,6 +45,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "fps.h"
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#include "splash.h"
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#include "alert.h"
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#include "help.h"
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#define SPLASH_FADE_TIME 1000000
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#define ALERT_TIMEOUT 2000000
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@ -72,6 +73,7 @@ struct Inst
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EGL_FPS * fps; // the fps display
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EGL_Splash * splash; // the splash screen
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EGL_Alert * alert; // the alert display
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EGL_Help * help; // the help display
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LG_RendererFormat format;
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bool formatValid;
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@ -221,6 +223,7 @@ void egl_deinitialize(void * opaque)
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egl_fps_free (&this->fps );
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egl_splash_free (&this->splash);
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egl_alert_free (&this->alert );
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egl_help_free (&this->help);
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LG_LOCK_FREE(this->lock);
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@ -478,7 +481,8 @@ void egl_on_alert(void * opaque, const LG_MsgAlert alert, const char * message,
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void egl_on_help(void * opaque, const char * message)
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{
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// TODO: Implement this.
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struct Inst * this = (struct Inst *)opaque;
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egl_help_set_text(this->help, message);
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}
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bool egl_render_startup(void * opaque)
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@ -637,6 +641,12 @@ bool egl_render_startup(void * opaque)
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return false;
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}
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if (!egl_help_init(&this->help, this->font, this->fontObj))
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{
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DEBUG_ERROR("Failed to initialize the alert display");
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return false;
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}
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return true;
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}
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@ -706,6 +716,7 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
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}
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egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
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egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
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app_eglSwapBuffers(this->display, this->surface);
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return true;
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}
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207
client/renderers/EGL/help.c
Normal file
207
client/renderers/EGL/help.c
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@ -0,0 +1,207 @@
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2021 Guanzhong Chen <quantum2048@gmail.com>
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https://looking-glass.io
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "help.h"
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#include "common/debug.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 "help.vert.h"
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#include "help.frag.h"
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#include "help_bg.frag.h"
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struct EGL_Help
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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_FontBitmap * bmp;
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bool shouldRender;
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int iwidth, iheight;
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float width, height;
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// uniforms
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GLint uScreen , uSize;
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GLint uScreenBG, uSizeBG;
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};
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bool egl_help_init(EGL_Help ** help, const LG_Font * font, LG_FontObj fontObj)
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{
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*help = (EGL_Help *)malloc(sizeof(EGL_Help));
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if (!*help)
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{
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DEBUG_ERROR("Failed to malloc EGL_Help");
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return false;
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}
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memset(*help, 0, sizeof(EGL_Help));
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(*help)->font = font;
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(*help)->fontObj = fontObj;
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if (!egl_texture_init(&(*help)->texture, NULL))
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{
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DEBUG_ERROR("Failed to initialize the help texture");
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return false;
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}
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if (!egl_shader_init(&(*help)->shader))
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{
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DEBUG_ERROR("Failed to initialize the help shader");
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return false;
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}
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if (!egl_shader_init(&(*help)->shaderBG))
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{
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DEBUG_ERROR("Failed to initialize the help bg shader");
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return false;
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}
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if (!egl_shader_compile((*help)->shader,
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b_shader_help_vert, b_shader_help_vert_size,
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b_shader_help_frag, b_shader_help_frag_size))
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{
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DEBUG_ERROR("Failed to compile the help shader");
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return false;
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}
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if (!egl_shader_compile((*help)->shaderBG,
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b_shader_help_vert , b_shader_help_vert_size,
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b_shader_help_bg_frag, b_shader_help_bg_frag_size))
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{
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DEBUG_ERROR("Failed to compile the help shader");
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return false;
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}
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(*help)->uSize = egl_shader_get_uniform_location((*help)->shader , "size" );
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(*help)->uScreen = egl_shader_get_uniform_location((*help)->shader , "screen");
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(*help)->uSizeBG = egl_shader_get_uniform_location((*help)->shaderBG, "size" );
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(*help)->uScreenBG = egl_shader_get_uniform_location((*help)->shaderBG, "screen");
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if (!egl_model_init(&(*help)->model))
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{
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DEBUG_ERROR("Failed to initialize the fps model");
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return false;
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}
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egl_model_set_default((*help)->model);
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egl_model_set_texture((*help)->model, (*help)->texture);
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return true;
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}
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void egl_help_free(EGL_Help ** help)
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{
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if (!*help)
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return;
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egl_texture_free(&(*help)->texture );
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egl_shader_free (&(*help)->shader );
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egl_shader_free (&(*help)->shaderBG);
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egl_model_free (&(*help)->model );
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free(*help);
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*help = NULL;
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}
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void egl_help_set_text(EGL_Help * help, const char * help_text)
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{
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if (!help_text)
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{
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help->shouldRender = false;
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return;
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}
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help->bmp = help->font->render(help->fontObj, 0xffffff00, help_text);
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if (!help->bmp)
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{
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DEBUG_ERROR("Failed to render help text");
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return;
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}
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}
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void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY)
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{
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if (help->bmp)
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{
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if (help->iwidth != help->bmp->width || help->iheight != help->bmp->height)
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{
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help->iwidth = help->bmp->width;
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help->iheight = help->bmp->height;
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help->width = (float)help->bmp->width;
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help->height = (float)help->bmp->height;
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egl_texture_setup(
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help->texture,
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EGL_PF_BGRA,
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help->bmp->width ,
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help->bmp->height,
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help->bmp->width * help->bmp->bpp,
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false,
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false
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);
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}
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egl_texture_update
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(
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help->texture,
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help->bmp->pixels
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);
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help->shouldRender = true;
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help->font->release(help->fontObj, help->bmp);
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help->bmp = NULL;
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}
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if (!help->shouldRender)
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return;
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glEnable(GL_BLEND);
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glBlendColor(0, 0, 0, 0.5);
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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// render the background first
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egl_shader_use(help->shaderBG);
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glUniform2f(help->uScreenBG, scaleX , scaleY );
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glUniform2f(help->uSizeBG , help->width, help->height);
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egl_model_render(help->model);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// render the texture over the background
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egl_shader_use(help->shader);
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glUniform2f(help->uScreen, scaleX , scaleY );
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glUniform2f(help->uSize , help->width, help->height);
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egl_model_render(help->model);
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glDisable(GL_BLEND);
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}
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32
client/renderers/EGL/help.h
Normal file
32
client/renderers/EGL/help.h
Normal file
@ -0,0 +1,32 @@
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2021 Guanzhong Chen <quantum2048@gmail.com>
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https://looking-glass.io
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include <stdbool.h>
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#include "interface/font.h"
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typedef struct EGL_Help EGL_Help;
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bool egl_help_init(EGL_Help ** help, const LG_Font * font, LG_FontObj fontObj);
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void egl_help_free(EGL_Help ** help);
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void egl_help_set_text(EGL_Help * help, const char * help_text);
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void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY);
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11
client/renderers/EGL/shader/help.frag
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11
client/renderers/EGL/shader/help.frag
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@ -0,0 +1,11 @@
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#version 300 es
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in highp vec2 uv;
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out highp vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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color = texture(sampler1, uv);
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}
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client/renderers/EGL/shader/help.vert
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22
client/renderers/EGL/shader/help.vert
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@ -0,0 +1,22 @@
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#version 300 es
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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uniform vec2 screen;
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uniform vec2 size;
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out highp vec2 uv;
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void main()
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{
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.w = 1.0;
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gl_Position.xy *= screen.xy * size.xy;
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gl_Position.x -= 1.0 - (screen.x * size.x);
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gl_Position.y -= 1.0 - (screen.y * size.y);
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gl_Position.x += screen.x * 10.0;
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gl_Position.y += screen.y * 10.0;
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uv = vertexUV;
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}
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8
client/renderers/EGL/shader/help_bg.frag
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8
client/renderers/EGL/shader/help_bg.frag
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@ -0,0 +1,8 @@
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#version 300 es
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out highp vec4 color;
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void main()
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{
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color = vec4(0.0, 0.0, 1.0, 1.0);
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}
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