[client] egl: added new super+N binding to increase image gain

This feture is to allow the use of the key combination <super>+N to
increase the brightness of the screen when using monitors with poor
backlighting. Can help in some games.

N = Night vision
This commit is contained in:
Geoffrey McRae 2019-03-29 00:15:14 +11:00
parent fd4cfc2ff3
commit c4001c727a
4 changed files with 45 additions and 1 deletions

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@ -1 +1 @@
a12-124-g5aef2422e0+1
a12-124-gfd4cfc2ff3+1

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@ -28,6 +28,8 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include <stdlib.h>
#include <string.h>
#include "interface/app.h"
// these headers are auto generated by cmake
#include "desktop.vert.h"
#include "desktop_rgb.frag.h"
@ -45,6 +47,7 @@ struct EGL_Desktop
// uniforms
GLint uDesktopPos;
GLint uNV, uNVGain;
// internals
enum EGL_PixelFormat pixFmt;
@ -52,8 +55,16 @@ struct EGL_Desktop
unsigned int pitch;
const uint8_t * data;
bool update;
// night vision
KeybindHandle kbNV;
bool nv;
int nvGain;
};
// forwards
void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque);
bool egl_desktop_init(EGL_Desktop ** desktop)
{
*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
@ -108,9 +119,19 @@ bool egl_desktop_init(EGL_Desktop ** desktop)
egl_model_set_default((*desktop)->model);
egl_model_set_texture((*desktop)->model, (*desktop)->texture);
(*desktop)->kbNV = app_register_keybind(SDL_SCANCODE_N, egl_desktop_toggle_nv, *desktop);
return true;
}
void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque)
{
EGL_Desktop * desktop = (EGL_Desktop *)opaque;
if (++desktop->nvGain == 4)
desktop->nvGain = 0;
}
void egl_desktop_free(EGL_Desktop ** desktop)
{
if (!*desktop)
@ -121,6 +142,8 @@ void egl_desktop_free(EGL_Desktop ** desktop)
egl_shader_free (&(*desktop)->shader_yuv );
egl_model_free (&(*desktop)->model );
app_release_keybind(&(*desktop)->kbNV);
free(*desktop);
*desktop = NULL;
}
@ -172,7 +195,11 @@ bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
if (sourceChanged)
{
if (desktop->shader)
{
desktop->uDesktopPos = egl_shader_get_uniform_location(desktop->shader, "position");
desktop->uNV = egl_shader_get_uniform_location(desktop->shader, "nv" );
desktop->uNVGain = egl_shader_get_uniform_location(desktop->shader, "nvGain" );
}
if (!egl_texture_setup(
desktop->texture,
@ -208,5 +235,13 @@ void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, con
egl_shader_use(desktop->shader);
glUniform4f(desktop->uDesktopPos, x, y, scaleX, scaleY);
if (desktop->nvGain)
{
glUniform1i(desktop->uNV, 1);
glUniform1f(desktop->uNVGain, (float)(desktop->nvGain+1));
}
else
glUniform1i(desktop->uNV, 0);
egl_model_render(desktop->model);
}

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@ -4,8 +4,12 @@ in highp vec2 uv;
out highp vec4 color;
uniform sampler2D sampler1;
uniform int nv;
uniform highp float nvGain;
void main()
{
color = texture(sampler1, uv);
if (nv == 1)
color *= nvGain;
}

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@ -3,6 +3,9 @@
in highp vec2 uv;
out highp vec4 color;
uniform int nv;
uniform highp float nvGain;
uniform sampler2D sampler1;
uniform sampler2D sampler2;
uniform sampler2D sampler3;
@ -24,4 +27,6 @@ void main()
);
color = yuv * yuv_to_rgb;
if (nv == 1)
color *= nvGain;
}