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https://github.com/gnif/LookingGlass.git
synced 2024-12-26 07:23:40 +00:00
[client] egl: added FPS rendering
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5b453d604e
commit
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@ -50,6 +50,7 @@ link_libraries(
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set(SOURCES
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main.c
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lg-renderer.c
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lg-fonts.c
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ll.c
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utils.c
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spice/rsa.c
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@ -60,7 +61,7 @@ set(SOURCES
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renderers/egl.c
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renderers/egl_shader.c
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renderers/egl_texture.c
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renderers/egl_model.c
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renderers/egl_model.c
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fonts/sdl.c
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)
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@ -116,7 +116,7 @@ static LG_FontBitmap * lgf_sdl_render(LG_FontObj opaque, unsigned int fg_color,
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if (!(surface = TTF_RenderText_Blended(this->font, text, color)))
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{
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DEBUG_ERROR("Failed to render text: %s", TTF_GetError());
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return false;
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return NULL;
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}
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LG_FontBitmap * out = malloc(sizeof(LG_FontBitmap));
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@ -124,7 +124,7 @@ static LG_FontBitmap * lgf_sdl_render(LG_FontObj opaque, unsigned int fg_color,
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{
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SDL_FreeSurface(surface);
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DEBUG_ERROR("Failed to allocate memory for font bitmap");
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return false;
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return NULL;
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}
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out->reserved = surface;
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@ -20,6 +20,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#pragma once
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#include <stdint.h>
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#include <stdbool.h>
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typedef void * LG_FontObj;
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typedef struct LG_FontBitmap
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@ -20,12 +20,4 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#pragma once
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#include "lg-font.h"
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extern const LG_Font LGF_SDL;
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const LG_Font * LG_Fonts[] =
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{
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&LGF_SDL,
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NULL // end of array sentinal
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};
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#define LG_FONT_COUNT ((sizeof(LG_Font) / sizeof(LG_Font *)) - 1)
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extern const LG_Font * LG_Fonts[];
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@ -18,8 +18,10 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "lg-renderer.h"
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#include "debug.h"
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#include "utils.h"
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#include "lg-fonts.h"
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#include <SDL2/SDL_syswm.h>
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#include <SDL2/SDL_egl.h>
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@ -42,6 +44,7 @@ struct Models
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{
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struct EGL_Model * desktop;
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struct EGL_Model * mouse;
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struct EGL_Model * fps;
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};
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struct Shaders
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@ -52,6 +55,8 @@ struct Shaders
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struct EGL_Shader * mouse;
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struct EGL_Shader * mouse_mono;
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struct EGL_Shader * fps;
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};
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struct Textures
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@ -59,6 +64,7 @@ struct Textures
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struct EGL_Texture * desktop;
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struct EGL_Texture * mouse;
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struct EGL_Texture * mouse_mono;
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struct EGL_Texture * fps;
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};
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struct Inst
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@ -85,6 +91,9 @@ struct Inst
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const uint8_t * data;
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bool update;
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int width, height;
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LG_RendererRect destRect;
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float translateX, translateY;
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float scaleX , scaleY;
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GLint uDesktopPos;
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@ -102,6 +111,13 @@ struct Inst
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uint8_t * mouseData;
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size_t mouseDataSize;
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bool mouseUpdate;
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const LG_Font * font;
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LG_FontObj fontObj;
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bool fpsReady;
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float fpsWidth, fpsHeight;
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GLint uFPSScreen, uFPSSize;
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};
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@ -134,6 +150,13 @@ bool egl_create(void ** opaque, const LG_RendererParams params)
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this->scaleX = 1.0f;
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this->scaleY = 1.0f;
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this->font = LG_Fonts[0];
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if (!this->font->create(&this->fontObj, NULL, 14))
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{
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DEBUG_ERROR("Failed to create a font instance");
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return false;
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}
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return true;
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}
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@ -151,16 +174,22 @@ void egl_deinitialize(void * opaque)
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{
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struct Inst * this = (struct Inst *)opaque;
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if (this->font && this->fontObj)
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this->font->destroy(this->fontObj);
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egl_model_free (&this->models .desktop );
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egl_model_free (&this->models .mouse );
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egl_model_free (&this->models .fps );
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egl_shader_free (&this->shaders .rgba );
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egl_shader_free (&this->shaders .bgra );
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egl_shader_free (&this->shaders .yuv );
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egl_shader_free (&this->shaders .mouse );
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egl_shader_free (&this->shaders .mouse_mono);
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egl_shader_free (&this->shaders .fps );
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egl_texture_free(&this->textures.desktop );
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egl_texture_free(&this->textures.mouse );
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egl_texture_free(&this->textures.mouse_mono);
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egl_texture_free(&this->textures.fps );
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LG_LOCK_FREE(this->mouseLock);
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if (this->mouseData)
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@ -173,6 +202,10 @@ void egl_on_resize(void * opaque, const int width, const int height, const LG_Re
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{
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struct Inst * this = (struct Inst *)opaque;
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this->width = width;
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this->height = height;
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memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
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glViewport(0, 0, width, height);
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if (destRect.valid)
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@ -260,6 +293,8 @@ bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uin
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default:
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return false;
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}
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this->uDesktopPos = egl_shader_get_uniform_location(this->shader, "position");
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}
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this->data = data;
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@ -371,6 +406,9 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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if (!egl_shader_init(&this->shaders.mouse_mono))
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return false;
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if (!egl_shader_init(&this->shaders.fps))
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return false;
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if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
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return false;
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@ -386,8 +424,13 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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if (!egl_shader_compile(this->shaders.mouse_mono, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_mouse_mono, sizeof(egl_fragment_shader_mouse_mono)))
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return false;
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this->uMousePos = egl_shader_get_uniform_location(this->shaders.mouse , "mouse");
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this->uMousePosMono = egl_shader_get_uniform_location(this->shaders.mouse_mono, "mouse");
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if (!egl_shader_compile(this->shaders.fps, egl_vertex_shader_fps, sizeof(egl_vertex_shader_fps), egl_fragment_shader_fps, sizeof(egl_fragment_shader_fps)))
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return false;
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this->uMousePos = egl_shader_get_uniform_location(this->shaders.mouse , "mouse" );
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this->uMousePosMono = egl_shader_get_uniform_location(this->shaders.mouse_mono, "mouse" );
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this->uFPSSize = egl_shader_get_uniform_location(this->shaders.fps , "size" );
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this->uFPSScreen = egl_shader_get_uniform_location(this->shaders.fps , "screen" );
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if (!egl_texture_init(&this->textures.desktop))
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return false;
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@ -398,19 +441,29 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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if (!egl_texture_init(&this->textures.mouse_mono))
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return false;
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if (!egl_texture_init(&this->textures.fps))
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return false;
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if (!egl_model_init(&this->models.desktop))
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return false;
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if (!egl_model_init(&this->models.mouse))
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return false;
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if (!egl_model_init(&this->models.fps))
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return false;
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egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture (this->models.desktop, this->textures.desktop);
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egl_model_set_verticies(this->models.mouse , square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.mouse , uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_verticies(this->models.mouse, square, sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.mouse, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_verticies(this->models.fps, square, sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.fps, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture (this->models.fps, this->textures.fps);
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eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
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@ -461,6 +514,17 @@ bool egl_render(void * opaque, SDL_Window * window)
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}
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}
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if (this->fpsReady)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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egl_shader_use(this->shaders.fps);
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glUniform2f(this->uFPSScreen, this->width , this->height );
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glUniform2f(this->uFPSSize , this->fpsWidth, this->fpsHeight);
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egl_model_render(this->models.fps);
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glDisable(GL_BLEND);
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}
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eglSwapBuffers(this->display, this->surface);
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// defer texture uploads until after the flip to avoid stalling
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@ -491,8 +555,42 @@ bool egl_render(void * opaque, SDL_Window * window)
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return true;
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}
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void egl_update_fps(void * opaque, const float avgFps, const float renderFps)
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void egl_update_fps(void * opaque, const float avgFPS, const float renderFPS)
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{
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struct Inst * this = (struct Inst *)opaque;
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if (!this->params.showFPS)
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return;
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char str[128];
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snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
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LG_FontBitmap * bmp = this->font->render(this->fontObj, 0xffffff00, str);
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if (!bmp)
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{
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DEBUG_ERROR("Failed to render FPS text");
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return;
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}
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egl_texture_setup(
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this->textures.fps,
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EGL_PF_BGRA,
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bmp->width ,
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bmp->height,
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bmp->width * bmp->height * bmp->bpp,
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false
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);
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egl_texture_update
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(
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this->textures.fps,
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bmp->pixels
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);
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this->fpsWidth = bmp->width;
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this->fpsHeight = bmp->height;
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this->fpsReady = true;
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this->font->release(this->fontObj, bmp);
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}
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void update_mouse_shape(struct Inst * this)
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@ -150,4 +150,60 @@ void main()\
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}\
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";
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static const char egl_vertex_shader_fps[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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layout(location = 1) in vec2 vertexUV;\
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\
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uniform vec2 screen;\
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uniform vec2 size;\
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\
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out highp vec2 uv;\
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\
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void main()\
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{\
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highp vec2 pix = (vec2(1.0, 1.0) / screen); \
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.w = 1.0; \
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gl_Position.x *= pix.x * size.x; \
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gl_Position.y *= pix.y * size.y; \
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gl_Position.x -= 1.0 - (pix.x * size.x);\
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gl_Position.y += 1.0 - (pix.y * size.y);\
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gl_Position.x += pix.x * 10.0; \
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gl_Position.y -= pix.y * 10.0; \
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\
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uv = vertexUV;\
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}\
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";
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static const char egl_fragment_shader_fps[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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highp vec4 tmp = texture(sampler1, uv);\
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if (tmp.a == 0.0) \
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{ \
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color.r = 0.0;\
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color.g = 0.0;\
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color.b = 1.0;\
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color.a = 0.5;\
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} \
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else \
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{ \
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color.r = tmp.b;\
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color.g = tmp.g;\
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color.b = tmp.r;\
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color.a = tmp.a;\
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} \
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}\
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";
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#endif
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