[client] all: add screen rotation support win:rotate

Currently only supports EGL, if there is enough demand for OpenGL
support this can be added later.

Closes #231
This commit is contained in:
Geoffrey McRae
2021-01-15 12:40:59 +11:00
parent c40a81ddf4
commit 72c86d7125
11 changed files with 252 additions and 73 deletions

View File

@@ -39,6 +39,7 @@ struct CursorTex
struct EGL_Texture * texture;
struct EGL_Shader * shader;
GLuint uMousePos;
GLuint uRotate;
GLuint uCBMode;
};
@@ -56,6 +57,7 @@ struct EGL_Cursor
// cursor state
bool visible;
float x, y, w, h;
int rotate;
int cbMode;
struct CursorTex norm;
@@ -87,11 +89,61 @@ static bool egl_cursor_tex_init(struct CursorTex * t,
}
t->uMousePos = egl_shader_get_uniform_location(t->shader, "mouse" );
t->uRotate = egl_shader_get_uniform_location(t->shader, "rotate");
t->uCBMode = egl_shader_get_uniform_location(t->shader, "cbMode");
return true;
}
static inline void egl_cursor_tex_uniforms(EGL_Cursor * cursor, struct CursorTex * t, bool mono)
{
float x, y, w, h;
switch(cursor->rotate)
{
case LG_ROTATE_UP:
x = cursor->x;
y = cursor->y;
w = cursor->w;
h = cursor->h;
break;
case LG_ROTATE_DOWN:
x = -cursor->x;
y = -cursor->y;
w = cursor->w;
h = cursor->h;
break;
case LG_ROTATE_LEFT:
x = cursor->y;
y = -cursor->x;
w = cursor->h;
h = cursor->w;
break;
case LG_ROTATE_RIGHT:
x = -cursor->y;
y = cursor->x;
w = cursor->h;
h = cursor->w;
break;
}
if (mono)
{
glUniform4f(t->uMousePos, x, y, w, h / 2);
glUniform1i(t->uRotate , cursor->rotate);
glUniform1i(t->uCBMode , cursor->cbMode);
}
else
{
glUniform4f(t->uMousePos, x, y, w, h);
glUniform1i(t->uRotate , cursor->rotate);
glUniform1i(t->uCBMode , cursor->cbMode);
}
}
static void egl_cursor_tex_free(struct CursorTex * t)
{
egl_texture_free(&t->texture);
@@ -150,14 +202,17 @@ void egl_cursor_free(EGL_Cursor ** cursor)
*cursor = NULL;
}
bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type, const int width, const int height, const int stride, const uint8_t * data)
bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type,
const int width, const int height, const LG_RendererRotate rotate,
const int stride, const uint8_t * data)
{
LG_LOCK(cursor->lock);
cursor->type = type;
cursor->width = width;
cursor->height = (type == LG_CURSOR_MONOCHROME ? height / 2 : height);
cursor->stride = stride;
cursor->stride = stride;
cursor->rotate = rotate;
const size_t size = height * stride;
if (size > cursor->dataSize)
@@ -238,9 +293,9 @@ void egl_cursor_render(EGL_Cursor * cursor)
xor[y * cursor->width + x] = xorMask;
}
egl_texture_setup (cursor->norm.texture , EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false, false);
egl_texture_setup (cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false, false);
egl_texture_setup (cursor->mono.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false, false);
egl_texture_update(cursor->norm.texture , (uint8_t *)and);
egl_texture_update(cursor->norm.texture, (uint8_t *)and);
egl_texture_update(cursor->mono.texture, (uint8_t *)xor);
break;
}
@@ -254,14 +309,13 @@ void egl_cursor_render(EGL_Cursor * cursor)
case LG_CURSOR_MONOCHROME:
{
egl_shader_use(cursor->norm.shader);
glUniform4f(cursor->norm.uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
glUniform1i(cursor->norm.uCBMode , cursor->cbMode);
egl_cursor_tex_uniforms(cursor, &cursor->norm, true);;
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
egl_model_set_texture(cursor->model, cursor->norm.texture);
egl_model_render(cursor->model);
egl_shader_use(cursor->mono.shader);
glUniform4f(cursor->mono.uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
egl_cursor_tex_uniforms(cursor, &cursor->mono, true);;
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_model_set_texture(cursor->model, cursor->mono.texture);
egl_model_render(cursor->model);
@@ -271,8 +325,7 @@ void egl_cursor_render(EGL_Cursor * cursor)
case LG_CURSOR_COLOR:
{
egl_shader_use(cursor->norm.shader);
glUniform4f(cursor->norm.uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
glUniform1i(cursor->norm.uCBMode , cursor->cbMode);
egl_cursor_tex_uniforms(cursor, &cursor->norm, false);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
egl_model_render(cursor->model);
break;
@@ -281,7 +334,7 @@ void egl_cursor_render(EGL_Cursor * cursor)
case LG_CURSOR_MASKED_COLOR:
{
egl_shader_use(cursor->mono.shader);
glUniform4f(cursor->mono.uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
egl_cursor_tex_uniforms(cursor, &cursor->mono, false);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_model_render(cursor->model);
break;

View File

@@ -28,7 +28,15 @@ typedef struct EGL_Cursor EGL_Cursor;
bool egl_cursor_init(EGL_Cursor ** cursor);
void egl_cursor_free(EGL_Cursor ** cursor);
bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type, const int width, const int height, const int stride, const uint8_t * data);
bool egl_cursor_set_shape(
EGL_Cursor * cursor,
const LG_RendererCursor type,
const int width,
const int height,
const LG_RendererRotate rotate,
const int stride,
const uint8_t * data);
void egl_cursor_set_size (EGL_Cursor * cursor, const float x, const float y);
void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y);
void egl_cursor_render (EGL_Cursor * cursor);
void egl_cursor_render (EGL_Cursor * cursor);

View File

@@ -1,6 +1,6 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
Copyright (C) 2017-2021 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
@@ -34,13 +34,13 @@ Place, Suite 330, Boston, MA 02111-1307 USA
// these headers are auto generated by cmake
#include "desktop.vert.h"
#include "desktop_rgb.frag.h"
#include "desktop_yuv.frag.h"
struct DesktopShader
{
EGL_Shader * shader;
GLint uDesktopPos;
GLint uDesktopSize;
GLint uRotate;
GLint uNearest;
GLint uNV, uNVGain;
GLint uCBMode;
@@ -55,11 +55,11 @@ struct EGL_Desktop
EGL_Model * model;
// internals
int width, height;
int width, height;
LG_RendererRotate rotate;
// shader instances
struct DesktopShader shader_generic;
struct DesktopShader shader_yuv;
// night vision
KeybindHandle kbNV;
@@ -91,6 +91,7 @@ static bool egl_init_desktop_shader(
shader->uDesktopPos = egl_shader_get_uniform_location(shader->shader, "position");
shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" );
shader->uRotate = egl_shader_get_uniform_location(shader->shader, "rotate" );
shader->uNearest = egl_shader_get_uniform_location(shader->shader, "nearest" );
shader->uNV = egl_shader_get_uniform_location(shader->shader, "nv" );
shader->uNVGain = egl_shader_get_uniform_location(shader->shader, "nvGain" );
@@ -203,6 +204,7 @@ bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format, bo
desktop->width = format.width;
desktop->height = format.height;
desktop->rotate = format.rotate;
if (!egl_texture_setup(
desktop->texture,
@@ -252,6 +254,7 @@ bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, con
const struct DesktopShader * shader = desktop->shader;
egl_shader_use(shader->shader);
glUniform4f(shader->uDesktopPos , x, y, scaleX, scaleY);
glUniform1i(shader->uRotate , desktop->rotate);
glUniform1i(shader->uNearest , nearest ? 1 : 0);
glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);

View File

@@ -318,10 +318,12 @@ void egl_on_resize(void * opaque, const int width, const int height, const LG_Re
);
}
bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor,
const int width, const int height, const LG_RendererRotate rotate,
const int pitch, const uint8_t * data)
{
struct Inst * this = (struct Inst *)opaque;
if (!egl_cursor_set_shape(this->cursor, cursor, width, height, pitch, data))
if (!egl_cursor_set_shape(this->cursor, cursor, width, height, rotate, pitch, data))
{
DEBUG_ERROR("Failed to update the cursor shape");
return false;

View File

@@ -2,6 +2,7 @@
in highp vec2 uv;
out highp vec4 color;
uniform int rotate;
uniform sampler2D sampler1;
@@ -9,7 +10,28 @@ uniform int cbMode;
void main()
{
color = texture(sampler1, uv);
highp vec2 ruv;
if (rotate == 0) // up
{
ruv = uv;
}
else if (rotate == 1) // down
{
ruv.x = -uv.x + 1.0f;
ruv.y = -uv.y + 1.0f;
}
else if (rotate == 2) // left
{
ruv.x = -uv.y + 1.0f;
ruv.y = uv.x;
}
else if (rotate == 3) // right
{
ruv.x = uv.y;
ruv.y = -uv.x + 1.0f;
}
color = texture(sampler1, ruv);
if (cbMode > 0)
{

View File

@@ -7,6 +7,7 @@ uniform sampler2D sampler1;
uniform int nearest;
uniform highp vec2 size;
uniform int rotate;
uniform int nv;
uniform highp float nvGain;
@@ -14,10 +15,31 @@ uniform int cbMode;
void main()
{
highp vec2 ruv;
if (rotate == 0) // up
{
ruv = uv;
}
else if (rotate == 1) // down
{
ruv.x = -uv.x + 1.0f;
ruv.y = -uv.y + 1.0f;
}
else if (rotate == 2) // left
{
ruv.x = -uv.y + 1.0f;
ruv.y = uv.x;
}
else if (rotate == 3) // right
{
ruv.x = uv.y;
ruv.y = -uv.x + 1.0f;
}
if(nearest == 1)
color = texture(sampler1, uv);
color = texture(sampler1, ruv);
else
color = texelFetch(sampler1, ivec2(uv * size), 0);
color = texelFetch(sampler1, ivec2(ruv * size), 0);
if (cbMode > 0)
{

View File

@@ -346,7 +346,7 @@ void opengl_on_resize(void * opaque, const int width, const int height, const LG
}
}
bool opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
bool opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const LG_RendererRotate rotate, const int pitch, const uint8_t * data)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)