[client] all: use imgui for FPS/UPS display

This commit is contained in:
Geoffrey McRae
2021-07-18 20:43:17 +10:00
parent 45e1b5bce0
commit ab31040d5f
14 changed files with 87 additions and 479 deletions

View File

@@ -21,9 +21,6 @@ make_object(
shader/cursor_mono.frag
shader/damage.vert
shader/damage.frag
shader/fps.vert
shader/fps.frag
shader/fps_bg.frag
shader/help.vert
shader/help.frag
shader/help_bg.frag
@@ -49,7 +46,6 @@ add_library(renderer_EGL STATIC
model.c
desktop.c
cursor.c
fps.c
help.c
draw.c
splash.c

View File

@@ -46,7 +46,6 @@
#include "damage.h"
#include "desktop.h"
#include "cursor.h"
#include "fps.h"
#include "splash.h"
#include "alert.h"
#include "help.h"
@@ -74,7 +73,6 @@ struct Inst
EGL_Desktop * desktop; // the desktop
EGL_Cursor * cursor; // the mouse cursor
EGL_FPS * fps; // the fps display
EGL_Splash * splash; // the splash screen
EGL_Alert * alert; // the alert display
EGL_Help * help; // the help display
@@ -214,9 +212,6 @@ static bool egl_update_font(struct Inst * this)
if (this->alert)
egl_alert_set_font(this->alert, fontObj);
if (this->fps)
egl_fps_set_font(this->fps, fontObj);
if (this->fontObj)
this->font->destroy(this->fontObj);
this->fontObj = fontObj;
@@ -314,7 +309,6 @@ void egl_deinitialize(void * opaque)
egl_desktop_free(&this->desktop);
egl_cursor_free (&this->cursor);
egl_fps_free (&this->fps );
egl_splash_free (&this->splash);
egl_alert_free (&this->alert );
egl_help_free (&this->help );
@@ -647,12 +641,6 @@ void egl_on_help(void * opaque, const char * message)
this->cursorLastValid = false;
}
void egl_on_show_fps(void * opaque, bool showFPS)
{
struct Inst * this = (struct Inst *)opaque;
egl_fps_set_display(this->fps, showFPS);
}
static void debugCallback(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length, const GLchar * message,
const void * userParam)
@@ -894,12 +882,6 @@ bool egl_render_startup(void * opaque)
return false;
}
if (!egl_fps_init(&this->fps, this->font, this->fontObj))
{
DEBUG_ERROR("Failed to initialize the FPS display");
return false;
}
if (!egl_splash_init(&this->splash))
{
DEBUG_ERROR("Failed to initialize the splash screen");
@@ -1021,7 +1003,6 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
}
}
hasOverlay |= egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
hasOverlay |= egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
hasOverlay |= egl_damage_render(this->damage, desktopDamage);
@@ -1088,13 +1069,6 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
return true;
}
void egl_update_fps(void * opaque, const float avgUPS, const float avgFPS)
{
struct Inst * this = (struct Inst *)opaque;
egl_fps_update(this->fps, avgUPS, avgFPS);
this->cursorLastValid = false;
}
struct LG_Renderer LGR_EGL =
{
.get_name = egl_get_name,
@@ -1111,8 +1085,6 @@ struct LG_Renderer LGR_EGL =
.on_frame = egl_on_frame,
.on_alert = egl_on_alert,
.on_help = egl_on_help,
.on_show_fps = egl_on_show_fps,
.render_startup = egl_render_startup,
.render = egl_render,
.update_fps = egl_update_fps
.render = egl_render
};

View File

@@ -1,212 +0,0 @@
/**
* Looking Glass
* Copyright (C) 2017-2021 The Looking Glass Authors
* 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 "fps.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 "fps.vert.h"
#include "fps.frag.h"
#include "fps_bg.frag.h"
struct EGL_FPS
{
const LG_Font * font;
LG_FontObj fontObj;
EGL_Texture * texture;
EGL_Shader * shader;
EGL_Shader * shaderBG;
EGL_Model * model;
bool display;
bool ready;
int iwidth, iheight;
float width, height;
// uniforms
GLint uScreen , uSize;
GLint uScreenBG, uSizeBG;
};
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, NULL))
{
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_init(&(*fps)->shaderBG))
{
DEBUG_ERROR("Failed to initialize the fps bg shader");
return false;
}
if (!egl_shader_compile((*fps)->shader,
b_shader_fps_vert, b_shader_fps_vert_size,
b_shader_fps_frag, b_shader_fps_frag_size))
{
DEBUG_ERROR("Failed to compile the fps shader");
return false;
}
if (!egl_shader_compile((*fps)->shaderBG,
b_shader_fps_vert , b_shader_fps_vert_size,
b_shader_fps_bg_frag, b_shader_fps_bg_frag_size))
{
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");
(*fps)->uSizeBG = egl_shader_get_uniform_location((*fps)->shaderBG, "size" );
(*fps)->uScreenBG = egl_shader_get_uniform_location((*fps)->shaderBG, "screen");
if (!egl_model_init(&(*fps)->model))
{
DEBUG_ERROR("Failed to initialize the fps model");
return false;
}
egl_model_set_default((*fps)->model);
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_shader_free (&(*fps)->shaderBG);
egl_model_free (&(*fps)->model );
free(*fps);
*fps = NULL;
}
void egl_fps_set_display(EGL_FPS * fps, bool display)
{
fps->display = display;
}
void egl_fps_set_font(EGL_FPS * fps, LG_Font * fontObj)
{
fps->fontObj = fontObj;
}
void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS)
{
if (!fps->display)
return;
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;
}
if (fps->iwidth != bmp->width || fps->iheight != bmp->height)
{
fps->iwidth = bmp->width;
fps->iheight = bmp->height;
fps->width = (float)bmp->width;
fps->height = (float)bmp->height;
egl_texture_setup(
fps->texture,
EGL_PF_BGRA,
bmp->width ,
bmp->height,
bmp->width * bmp->bpp,
false,
false
);
}
egl_texture_update
(
fps->texture,
bmp->pixels
);
fps->ready = true;
fps->font->release(fps->fontObj, bmp);
}
bool egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY)
{
if (!fps->display || !fps->ready)
return false;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// render the background first
egl_shader_use(fps->shaderBG);
glUniform2f(fps->uScreenBG, scaleX , scaleY );
glUniform2f(fps->uSizeBG , fps->width, fps->height);
egl_model_render(fps->model);
// render the texture over the background
egl_shader_use(fps->shader);
glUniform2f(fps->uScreen, scaleX , scaleY );
glUniform2f(fps->uSize , fps->width, fps->height);
egl_model_render(fps->model);
glDisable(GL_BLEND);
return true;
}

View File

@@ -1,35 +0,0 @@
/**
* Looking Glass
* Copyright (C) 2017-2021 The Looking Glass Authors
* 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_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_set_display(EGL_FPS * fps, bool display);
void egl_fps_set_font (EGL_FPS * fps, LG_Font * fontObj);
void egl_fps_update(EGL_FPS * fps, const float avgUPS, const float avgFPS);
bool egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY);

View File

@@ -1,11 +0,0 @@
#version 300 es
in highp vec2 uv;
out highp vec4 color;
uniform sampler2D sampler1;
void main()
{
color = texture(sampler1, uv);
}

View File

@@ -1,22 +0,0 @@
#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;
}

View File

@@ -1,8 +0,0 @@
#version 300 es
out highp vec4 color;
void main()
{
color = vec4(0.0, 0.0, 1.0, 0.5);
}