mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 05:27:20 +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(
|
|||||||
shader/fps.vert
|
shader/fps.vert
|
||||||
shader/fps.frag
|
shader/fps.frag
|
||||||
shader/fps_bg.frag
|
shader/fps_bg.frag
|
||||||
|
shader/help.vert
|
||||||
|
shader/help.frag
|
||||||
|
shader/help_bg.frag
|
||||||
shader/alert.vert
|
shader/alert.vert
|
||||||
shader/alert.frag
|
shader/alert.frag
|
||||||
shader/alert_bg.frag
|
shader/alert_bg.frag
|
||||||
@ -40,6 +43,7 @@ add_library(renderer_EGL STATIC
|
|||||||
desktop.c
|
desktop.c
|
||||||
cursor.c
|
cursor.c
|
||||||
fps.c
|
fps.c
|
||||||
|
help.c
|
||||||
draw.c
|
draw.c
|
||||||
splash.c
|
splash.c
|
||||||
alert.c
|
alert.c
|
||||||
|
@ -45,6 +45,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
|
|||||||
#include "fps.h"
|
#include "fps.h"
|
||||||
#include "splash.h"
|
#include "splash.h"
|
||||||
#include "alert.h"
|
#include "alert.h"
|
||||||
|
#include "help.h"
|
||||||
|
|
||||||
#define SPLASH_FADE_TIME 1000000
|
#define SPLASH_FADE_TIME 1000000
|
||||||
#define ALERT_TIMEOUT 2000000
|
#define ALERT_TIMEOUT 2000000
|
||||||
@ -72,6 +73,7 @@ struct Inst
|
|||||||
EGL_FPS * fps; // the fps display
|
EGL_FPS * fps; // the fps display
|
||||||
EGL_Splash * splash; // the splash screen
|
EGL_Splash * splash; // the splash screen
|
||||||
EGL_Alert * alert; // the alert display
|
EGL_Alert * alert; // the alert display
|
||||||
|
EGL_Help * help; // the help display
|
||||||
|
|
||||||
LG_RendererFormat format;
|
LG_RendererFormat format;
|
||||||
bool formatValid;
|
bool formatValid;
|
||||||
@ -221,6 +223,7 @@ void egl_deinitialize(void * opaque)
|
|||||||
egl_fps_free (&this->fps );
|
egl_fps_free (&this->fps );
|
||||||
egl_splash_free (&this->splash);
|
egl_splash_free (&this->splash);
|
||||||
egl_alert_free (&this->alert );
|
egl_alert_free (&this->alert );
|
||||||
|
egl_help_free (&this->help);
|
||||||
|
|
||||||
LG_LOCK_FREE(this->lock);
|
LG_LOCK_FREE(this->lock);
|
||||||
|
|
||||||
@ -478,7 +481,8 @@ void egl_on_alert(void * opaque, const LG_MsgAlert alert, const char * message,
|
|||||||
|
|
||||||
void egl_on_help(void * opaque, const char * message)
|
void egl_on_help(void * opaque, const char * message)
|
||||||
{
|
{
|
||||||
// TODO: Implement this.
|
struct Inst * this = (struct Inst *)opaque;
|
||||||
|
egl_help_set_text(this->help, message);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool egl_render_startup(void * opaque)
|
bool egl_render_startup(void * opaque)
|
||||||
@ -637,6 +641,12 @@ bool egl_render_startup(void * opaque)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!egl_help_init(&this->help, this->font, this->fontObj))
|
||||||
|
{
|
||||||
|
DEBUG_ERROR("Failed to initialize the alert display");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -706,6 +716,7 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
|
|||||||
}
|
}
|
||||||
|
|
||||||
egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
|
egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
|
||||||
|
egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
|
||||||
app_eglSwapBuffers(this->display, this->surface);
|
app_eglSwapBuffers(this->display, this->surface);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
207
client/renderers/EGL/help.c
Normal file
207
client/renderers/EGL/help.c
Normal file
@ -0,0 +1,207 @@
|
|||||||
|
/*
|
||||||
|
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||||
|
Copyright (C) 2021 Guanzhong Chen <quantum2048@gmail.com>
|
||||||
|
https://looking-glass.io
|
||||||
|
|
||||||
|
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 "help.h"
|
||||||
|
#include "common/debug.h"
|
||||||
|
|
||||||
|
#include "texture.h"
|
||||||
|
#include "shader.h"
|
||||||
|
#include "model.h"
|
||||||
|
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <string.h>
|
||||||
|
|
||||||
|
// these headers are auto generated by cmake
|
||||||
|
#include "help.vert.h"
|
||||||
|
#include "help.frag.h"
|
||||||
|
#include "help_bg.frag.h"
|
||||||
|
|
||||||
|
struct EGL_Help
|
||||||
|
{
|
||||||
|
const LG_Font * font;
|
||||||
|
LG_FontObj fontObj;
|
||||||
|
|
||||||
|
EGL_Texture * texture;
|
||||||
|
EGL_Shader * shader;
|
||||||
|
EGL_Shader * shaderBG;
|
||||||
|
EGL_Model * model;
|
||||||
|
LG_FontBitmap * bmp;
|
||||||
|
|
||||||
|
bool shouldRender;
|
||||||
|
int iwidth, iheight;
|
||||||
|
float width, height;
|
||||||
|
|
||||||
|
// uniforms
|
||||||
|
GLint uScreen , uSize;
|
||||||
|
GLint uScreenBG, uSizeBG;
|
||||||
|
};
|
||||||
|
|
||||||
|
bool egl_help_init(EGL_Help ** help, const LG_Font * font, LG_FontObj fontObj)
|
||||||
|
{
|
||||||
|
*help = (EGL_Help *)malloc(sizeof(EGL_Help));
|
||||||
|
if (!*help)
|
||||||
|
{
|
||||||
|
DEBUG_ERROR("Failed to malloc EGL_Help");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
memset(*help, 0, sizeof(EGL_Help));
|
||||||
|
|
||||||
|
(*help)->font = font;
|
||||||
|
(*help)->fontObj = fontObj;
|
||||||
|
|
||||||
|
if (!egl_texture_init(&(*help)->texture, NULL))
|
||||||
|
{
|
||||||
|
DEBUG_ERROR("Failed to initialize the help texture");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!egl_shader_init(&(*help)->shader))
|
||||||
|
{
|
||||||
|
DEBUG_ERROR("Failed to initialize the help shader");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!egl_shader_init(&(*help)->shaderBG))
|
||||||
|
{
|
||||||
|
DEBUG_ERROR("Failed to initialize the help bg shader");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (!egl_shader_compile((*help)->shader,
|
||||||
|
b_shader_help_vert, b_shader_help_vert_size,
|
||||||
|
b_shader_help_frag, b_shader_help_frag_size))
|
||||||
|
{
|
||||||
|
DEBUG_ERROR("Failed to compile the help shader");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!egl_shader_compile((*help)->shaderBG,
|
||||||
|
b_shader_help_vert , b_shader_help_vert_size,
|
||||||
|
b_shader_help_bg_frag, b_shader_help_bg_frag_size))
|
||||||
|
{
|
||||||
|
DEBUG_ERROR("Failed to compile the help shader");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
(*help)->uSize = egl_shader_get_uniform_location((*help)->shader , "size" );
|
||||||
|
(*help)->uScreen = egl_shader_get_uniform_location((*help)->shader , "screen");
|
||||||
|
(*help)->uSizeBG = egl_shader_get_uniform_location((*help)->shaderBG, "size" );
|
||||||
|
(*help)->uScreenBG = egl_shader_get_uniform_location((*help)->shaderBG, "screen");
|
||||||
|
|
||||||
|
if (!egl_model_init(&(*help)->model))
|
||||||
|
{
|
||||||
|
DEBUG_ERROR("Failed to initialize the fps model");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
egl_model_set_default((*help)->model);
|
||||||
|
egl_model_set_texture((*help)->model, (*help)->texture);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void egl_help_free(EGL_Help ** help)
|
||||||
|
{
|
||||||
|
if (!*help)
|
||||||
|
return;
|
||||||
|
|
||||||
|
egl_texture_free(&(*help)->texture );
|
||||||
|
egl_shader_free (&(*help)->shader );
|
||||||
|
egl_shader_free (&(*help)->shaderBG);
|
||||||
|
egl_model_free (&(*help)->model );
|
||||||
|
|
||||||
|
free(*help);
|
||||||
|
*help = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
void egl_help_set_text(EGL_Help * help, const char * help_text)
|
||||||
|
{
|
||||||
|
if (!help_text)
|
||||||
|
{
|
||||||
|
help->shouldRender = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
help->bmp = help->font->render(help->fontObj, 0xffffff00, help_text);
|
||||||
|
if (!help->bmp)
|
||||||
|
{
|
||||||
|
DEBUG_ERROR("Failed to render help text");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY)
|
||||||
|
{
|
||||||
|
if (help->bmp)
|
||||||
|
{
|
||||||
|
if (help->iwidth != help->bmp->width || help->iheight != help->bmp->height)
|
||||||
|
{
|
||||||
|
help->iwidth = help->bmp->width;
|
||||||
|
help->iheight = help->bmp->height;
|
||||||
|
help->width = (float)help->bmp->width;
|
||||||
|
help->height = (float)help->bmp->height;
|
||||||
|
|
||||||
|
egl_texture_setup(
|
||||||
|
help->texture,
|
||||||
|
EGL_PF_BGRA,
|
||||||
|
help->bmp->width ,
|
||||||
|
help->bmp->height,
|
||||||
|
help->bmp->width * help->bmp->bpp,
|
||||||
|
false,
|
||||||
|
false
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
egl_texture_update
|
||||||
|
(
|
||||||
|
help->texture,
|
||||||
|
help->bmp->pixels
|
||||||
|
);
|
||||||
|
|
||||||
|
help->shouldRender = true;
|
||||||
|
help->font->release(help->fontObj, help->bmp);
|
||||||
|
help->bmp = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!help->shouldRender)
|
||||||
|
return;
|
||||||
|
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendColor(0, 0, 0, 0.5);
|
||||||
|
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
|
||||||
|
|
||||||
|
// render the background first
|
||||||
|
egl_shader_use(help->shaderBG);
|
||||||
|
glUniform2f(help->uScreenBG, scaleX , scaleY );
|
||||||
|
glUniform2f(help->uSizeBG , help->width, help->height);
|
||||||
|
egl_model_render(help->model);
|
||||||
|
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// render the texture over the background
|
||||||
|
egl_shader_use(help->shader);
|
||||||
|
glUniform2f(help->uScreen, scaleX , scaleY );
|
||||||
|
glUniform2f(help->uSize , help->width, help->height);
|
||||||
|
egl_model_render(help->model);
|
||||||
|
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
}
|
32
client/renderers/EGL/help.h
Normal file
32
client/renderers/EGL/help.h
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
/*
|
||||||
|
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||||
|
Copyright (C) 2021 Guanzhong Chen <quantum2048@gmail.com>
|
||||||
|
https://looking-glass.io
|
||||||
|
|
||||||
|
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_Help EGL_Help;
|
||||||
|
|
||||||
|
bool egl_help_init(EGL_Help ** help, const LG_Font * font, LG_FontObj fontObj);
|
||||||
|
void egl_help_free(EGL_Help ** help);
|
||||||
|
|
||||||
|
void egl_help_set_text(EGL_Help * help, const char * help_text);
|
||||||
|
void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY);
|
11
client/renderers/EGL/shader/help.frag
Normal file
11
client/renderers/EGL/shader/help.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/help.vert
Normal file
22
client/renderers/EGL/shader/help.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/help_bg.frag
Normal file
8
client/renderers/EGL/shader/help_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, 1.0);
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user