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	[client] egl: moved fps code into seperate unit
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								client/renderers/egl/fps.c
									
									
									
									
									
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							| @@ -0,0 +1,223 @@ | ||||
| /* | ||||
| Looking Glass - KVM FrameRelay (KVMFR) Client | ||||
| Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com> | ||||
| https://looking-glass.hostfission.com | ||||
|  | ||||
| This program is free software; you can redistribute it and/or modify it under | ||||
| cahe 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 "fps.h" | ||||
| #include "debug.h" | ||||
| #include "utils.h" | ||||
|  | ||||
| #include "texture.h" | ||||
| #include "shader.h" | ||||
| #include "model.h" | ||||
|  | ||||
| #include <stdlib.h> | ||||
| #include <string.h> | ||||
|  | ||||
| struct EGL_FPS | ||||
| { | ||||
|   const LG_Font * font; | ||||
|   LG_FontObj      fontObj; | ||||
|  | ||||
|   EGL_Texture * texture; | ||||
|   EGL_Shader  * shader; | ||||
|   EGL_Model   * model; | ||||
|  | ||||
|   bool  ready; | ||||
|   float width, height; | ||||
|  | ||||
|   // uniforms | ||||
|   GLint uScreen, uSize; | ||||
| }; | ||||
|  | ||||
| static const char vertex_shader[] = "\ | ||||
| #version 300 es\n\ | ||||
| \ | ||||
| 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()\ | ||||
| {\ | ||||
|   highp vec2 pix  = (vec2(1.0, 1.0) / screen); \ | ||||
|   gl_Position.xyz = vertexPosition_modelspace; \ | ||||
|   gl_Position.w   = 1.0; \ | ||||
|   gl_Position.x  *= pix.x * size.x; \ | ||||
|   gl_Position.y  *= pix.y * size.y; \ | ||||
|   gl_Position.x  -= 1.0 - (pix.x * size.x);\ | ||||
|   gl_Position.y  += 1.0 - (pix.y * size.y);\ | ||||
|   gl_Position.x  += pix.x * 10.0; \ | ||||
|   gl_Position.y  -= pix.y * 10.0; \ | ||||
| \ | ||||
|   uv = vertexUV;\ | ||||
| }\ | ||||
| "; | ||||
|  | ||||
| static const char frag_shader[] = "\ | ||||
| #version 300 es\n\ | ||||
| \ | ||||
| in  highp vec2 uv;\ | ||||
| out highp vec4 color;\ | ||||
| \ | ||||
| uniform sampler2D sampler1;\ | ||||
| \ | ||||
| void main()\ | ||||
| {\ | ||||
|   highp vec4 tmp = texture(sampler1, uv);\ | ||||
|   color.r = tmp.b; \ | ||||
|   color.g = tmp.g; \ | ||||
|   color.b = tmp.r; \ | ||||
|   color.a = tmp.a; \ | ||||
|   if (color.a == 0.0) \ | ||||
|   {\ | ||||
|     color.a = 0.5; \ | ||||
|     color.r = 0.0; \ | ||||
|     color.g = 0.0; \ | ||||
|   }\ | ||||
| }\ | ||||
| "; | ||||
|  | ||||
| bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj) | ||||
| { | ||||
|   *fps = (EGL_FPS *)malloc(sizeof(EGL_FPS)); | ||||
|   if (!*fps) | ||||
|   { | ||||
|     DEBUG_ERROR("Failed to malloc EGL_FPS"); | ||||
|     return false; | ||||
|   } | ||||
|  | ||||
|   memset(*fps, 0, sizeof(EGL_FPS)); | ||||
|  | ||||
|   (*fps)->font    = font; | ||||
|   (*fps)->fontObj = fontObj; | ||||
|  | ||||
|   if (!egl_texture_init(&(*fps)->texture)) | ||||
|   { | ||||
|     DEBUG_ERROR("Failed to initialize the fps texture"); | ||||
|     return false; | ||||
|   } | ||||
|  | ||||
|   if (!egl_shader_init(&(*fps)->shader)) | ||||
|   { | ||||
|     DEBUG_ERROR("Failed to initialize the fps shader"); | ||||
|     return false; | ||||
|   } | ||||
|  | ||||
|   if (!egl_shader_compile((*fps)->shader, | ||||
|         vertex_shader, sizeof(vertex_shader), | ||||
|         frag_shader, sizeof(frag_shader))) | ||||
|   { | ||||
|     DEBUG_ERROR("Failed to compile the fps shader"); | ||||
|     return false; | ||||
|   } | ||||
|  | ||||
|   (*fps)->uSize   = egl_shader_get_uniform_location((*fps)->shader, "size"  ); | ||||
|   (*fps)->uScreen = egl_shader_get_uniform_location((*fps)->shader, "screen"); | ||||
|  | ||||
|   if (!egl_model_init(&(*fps)->model)) | ||||
|   { | ||||
|     DEBUG_ERROR("Failed to initialize the fps model"); | ||||
|     return false; | ||||
|   } | ||||
|  | ||||
|   static const GLfloat square[] = | ||||
|   { | ||||
|     -1.0f, -1.0f, 0.0f, | ||||
|      1.0f, -1.0f, 0.0f, | ||||
|     -1.0f,  1.0f, 0.0f, | ||||
|      1.0f,  1.0f, 0.0f | ||||
|   }; | ||||
|  | ||||
|   static const GLfloat uvs[] = | ||||
|   { | ||||
|     0.0f, 1.0f, | ||||
|     1.0f, 1.0f, | ||||
|     0.0f, 0.0f, | ||||
|     1.0f, 0.0f | ||||
|   }; | ||||
|  | ||||
|   egl_model_set_verticies((*fps)->model, square, sizeof(square) / sizeof(GLfloat)); | ||||
|   egl_model_set_uvs      ((*fps)->model, uvs   , sizeof(uvs   ) / sizeof(GLfloat)); | ||||
|   egl_model_set_texture  ((*fps)->model, (*fps)->texture); | ||||
|  | ||||
|   return true; | ||||
| } | ||||
|  | ||||
| void egl_fps_free(EGL_FPS ** fps) | ||||
| { | ||||
|   if (!*fps) | ||||
|     return; | ||||
|  | ||||
|   egl_texture_free(&(*fps)->texture); | ||||
|   egl_shader_free (&(*fps)->shader ); | ||||
|   egl_model_free  (&(*fps)->model  ); | ||||
|  | ||||
|   free(*fps); | ||||
|   *fps = NULL; | ||||
| } | ||||
|  | ||||
| void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS) | ||||
| { | ||||
|   char str[128]; | ||||
|   snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS); | ||||
|  | ||||
|   LG_FontBitmap * bmp = fps->font->render(fps->fontObj, 0xffffff00, str); | ||||
|   if (!bmp) | ||||
|   { | ||||
|     DEBUG_ERROR("Failed to render fps text"); | ||||
|     return; | ||||
|   } | ||||
|  | ||||
|   egl_texture_setup( | ||||
|     fps->texture, | ||||
|     EGL_PF_BGRA, | ||||
|     bmp->width , | ||||
|     bmp->height, | ||||
|     bmp->width * bmp->height * bmp->bpp, | ||||
|     false | ||||
|   ); | ||||
|  | ||||
|   egl_texture_update | ||||
|   ( | ||||
|     fps->texture, | ||||
|     bmp->pixels | ||||
|   ); | ||||
|  | ||||
|   fps->width  = bmp->width; | ||||
|   fps->height = bmp->height; | ||||
|   fps->ready  = true; | ||||
|  | ||||
|   fps->font->release(fps->fontObj, bmp); | ||||
| } | ||||
|  | ||||
| void egl_fps_render(EGL_FPS * fps, float screenWidth, float screenHeight) | ||||
| { | ||||
|   if (!fps->ready) | ||||
|     return; | ||||
|  | ||||
|   glEnable(GL_BLEND); | ||||
|   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||
|   egl_shader_use(fps->shader); | ||||
|   glUniform2f(fps->uScreen, screenWidth, screenHeight); | ||||
|   glUniform2f(fps->uSize  , fps->width , fps->height ); | ||||
|   egl_model_render(fps->model); | ||||
|   glDisable(GL_BLEND); | ||||
| } | ||||
							
								
								
									
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								client/renderers/egl/fps.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										32
									
								
								client/renderers/egl/fps.h
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,32 @@ | ||||
| /* | ||||
| Looking Glass - KVM FrameRelay (KVMFR) Client | ||||
| Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com> | ||||
| https://looking-glass.hostfission.com | ||||
|  | ||||
| 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 "lg-fonts.h" | ||||
|  | ||||
| typedef struct EGL_FPS EGL_FPS; | ||||
|  | ||||
| bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj); | ||||
| void egl_fps_free(EGL_FPS ** fps); | ||||
|  | ||||
| void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS); | ||||
| void egl_fps_render(EGL_FPS * fps, const float screenWidth, const float screenHeight); | ||||
| @@ -101,56 +101,4 @@ void main()\ | ||||
| }\ | ||||
| "; | ||||
|  | ||||
| static const char egl_vertex_shader_fps[] = "\ | ||||
| #version 300 es\n\ | ||||
| \ | ||||
| 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()\ | ||||
| {\ | ||||
|   highp vec2 pix  = (vec2(1.0, 1.0) / screen); \ | ||||
|   gl_Position.xyz = vertexPosition_modelspace; \ | ||||
|   gl_Position.w   = 1.0; \ | ||||
|   gl_Position.x  *= pix.x * size.x; \ | ||||
|   gl_Position.y  *= pix.y * size.y; \ | ||||
|   gl_Position.x  -= 1.0 - (pix.x * size.x);\ | ||||
|   gl_Position.y  += 1.0 - (pix.y * size.y);\ | ||||
|   gl_Position.x  += pix.x * 10.0; \ | ||||
|   gl_Position.y  -= pix.y * 10.0; \ | ||||
| \ | ||||
|   uv = vertexUV;\ | ||||
| }\ | ||||
| "; | ||||
|  | ||||
| static const char egl_fragment_shader_fps[] = "\ | ||||
| #version 300 es\n\ | ||||
| \ | ||||
| in  highp vec2 uv;\ | ||||
| out highp vec4 color;\ | ||||
| \ | ||||
| uniform sampler2D sampler1;\ | ||||
| \ | ||||
| void main()\ | ||||
| {\ | ||||
|   highp vec4 tmp = texture(sampler1, uv);\ | ||||
|   color.r = tmp.b; \ | ||||
|   color.g = tmp.g; \ | ||||
|   color.b = tmp.r; \ | ||||
|   color.a = tmp.a; \ | ||||
|   if (color.a == 0.0) \ | ||||
|   {\ | ||||
|     color.a = 0.5; \ | ||||
|     color.r = 0.0; \ | ||||
|     color.g = 0.0; \ | ||||
|   }\ | ||||
| }\ | ||||
| "; | ||||
|  | ||||
|  | ||||
| #endif | ||||
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