mirror of
https://github.com/gnif/LookingGlass.git
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[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:
207
client/renderers/EGL/help.c
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207
client/renderers/EGL/help.c
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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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