mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-25 14:57:20 +00:00
[client] use lists to draw the cursor
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85c83d2417
commit
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@ -44,6 +44,7 @@ struct LGR_OpenGL
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int texIndex;
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int texList;
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int fpsList;
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int mouseList;
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LG_RendererRect destRect;
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bool hasTextures;
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@ -63,8 +64,6 @@ struct LGR_OpenGL
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SDL_Rect mousePos;
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};
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void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect);
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bool lgr_opengl_check_error(const char * name)
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{
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GLenum error = glGetError();
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@ -157,8 +156,9 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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this->texSize = format.height * format.pitch;
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// generate lists for drawing
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this->texList = glGenLists(2);
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this->fpsList = glGenLists(1);
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this->texList = glGenLists(2);
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this->fpsList = glGenLists(1);
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this->mouseList = glGenLists(1);
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// generate the pixel unpack buffers
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glGenBuffers(VBO_BUFFERS, this->vboID);
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@ -215,6 +215,18 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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(void*)0
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);
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// create the display lists
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glNewList(this->texList + i, GL_COMPILE);
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glBindTexture(GL_TEXTURE_2D, this->textures[i]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(format.width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , format.height);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(format.width, format.height);
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glEnd();
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glEndList();
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if (lgr_opengl_check_error("glTexImage2D"))
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return false;
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}
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@ -274,7 +286,7 @@ void lgr_opengl_on_resize(void * opaque, const int width, const int height, cons
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this->params.height = height;
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memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
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this->resizeWindow = true;
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this->resizeWindow = true;
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}
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bool lgr_opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
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@ -317,23 +329,38 @@ bool lgr_opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, co
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this->mousePos.w = width;
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this->mousePos.h = height;
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glNewList(this->mouseList, GL_COMPILE);
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glEnable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , height);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(width, height);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_BLEND);
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glEndList();
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break;
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}
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case LG_CURSOR_MONOCHROME:
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{
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const int hheight = height / 2;
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uint32_t d[width * height];
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for(int y = 0; y < height / 2; ++y)
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for(int y = 0; y < hheight; ++y)
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for(int x = 0; x < width; ++x)
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{
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const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
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const uint8_t * srcXor = srcAnd + pitch * (height / 2);
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const uint8_t * srcXor = srcAnd + pitch * hheight;
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const uint8_t mask = 0x80 >> (x % 8);
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const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
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const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
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d[y * width + x ] = andMask;
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d[y * width + x + width * (height / 2)] = xorMask;
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d[y * width + x ] = andMask;
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d[y * width + x + width * hheight] = xorMask;
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}
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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@ -358,12 +385,33 @@ bool lgr_opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, co
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glBindTexture(GL_TEXTURE_2D, 0);
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this->mousePos.w = width;
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this->mousePos.h = height / 2;
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this->mousePos.h = hheight;
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glNewList(this->mouseList, GL_COMPILE);
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glEnable(GL_COLOR_LOGIC_OP);
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glLogicOp(GL_AND);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
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glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
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glEnd();
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glLogicOp(GL_XOR);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
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glEnd();
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glDisable(GL_COLOR_LOGIC_OP);
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glEndList();
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break;
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}
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case LG_CURSOR_MASKED_COLOR:
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{
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//TODO
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break;
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}
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}
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@ -525,30 +573,8 @@ void lgr_opengl_draw_mouse(struct LGR_OpenGL * this)
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{
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if (this->mouseRepair)
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{
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glScalef(1.0f / (float)this->format.width, 1.0f / (float)this->format.height, 1.0f);
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glTranslatef(this->mouseRepairPos.x, this->mouseRepairPos.y, 0.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glTranslatef(this->mouseRepairPos.x, this->mouseRepairPos.y, 0.0f);
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// repair the damage from the cursor's last position
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glBindTexture(GL_TEXTURE_2D, this->textures[this->texIndex]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0 , 0 ); glVertex2i(0 , 0 );
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glTexCoord2f(this->mouseRepairPos.w, 0 ); glVertex2i(this->mouseRepairPos.w, 0 );
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glTexCoord2f(0 , this->mouseRepairPos.h); glVertex2i(0 , this->mouseRepairPos.h);
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glTexCoord2f(this->mouseRepairPos.w, this->mouseRepairPos.h); glVertex2i(this->mouseRepairPos.w, this->mouseRepairPos.h);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glCallList(this->texList + this->texIndex);
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this->mouseRepair = false;
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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if (!this->mouseVisible)
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@ -559,53 +585,7 @@ void lgr_opengl_draw_mouse(struct LGR_OpenGL * this)
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glPushMatrix();
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glTranslatef(this->mouseRepairPos.x, this->mouseRepairPos.y, 0.0f);
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switch(this->mouseType)
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{
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case LG_CURSOR_COLOR:
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{
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glEnable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(this->mousePos.w, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->mousePos.h);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(this->mousePos.w, this->mousePos.h);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_BLEND);
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break;
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}
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case LG_CURSOR_MONOCHROME:
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{
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glEnable(GL_COLOR_LOGIC_OP);
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glLogicOp(GL_AND);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(this->mousePos.w, 0 );
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , this->mousePos.h);
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glTexCoord2f(1.0f, 0.5f); glVertex2i(this->mousePos.w, this->mousePos.h);
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glEnd();
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glLogicOp(GL_XOR);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.5f); glVertex2i(this->mousePos.w, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->mousePos.h);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(this->mousePos.w, this->mousePos.h);
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glEnd();
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glDisable(GL_COLOR_LOGIC_OP);
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glBindTexture(GL_TEXTURE_2D, 0);
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break;
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}
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case LG_CURSOR_MASKED_COLOR:
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// TODO
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break;
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}
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glCallList(this->mouseList);
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glPopMatrix();
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}
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@ -621,54 +601,39 @@ bool lgr_opengl_render(void * opaque)
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return false;
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}
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if (this->resizeWindow)
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{
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// setup the projection matrix
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glViewport(0, 0, this->params.width, this->params.height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0, this->params.width, this->params.height, 0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
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glScalef(
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(float)this->destRect.w / (float)this->format.width,
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(float)this->destRect.h / (float)this->format.height,
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1.0f
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);
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// update the scissor rect to prevent drawing outside of the frame
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glScissor(
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this->destRect.x,
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this->destRect.y,
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this->destRect.w,
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this->destRect.h
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);
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this->resizeWindow = false;
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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}
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if (this->frameUpdate)
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{
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if (this->resizeWindow)
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{
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// setup the projection matrix
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glViewport(0, 0, this->params.width, this->params.height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0, this->params.width, this->params.height, 0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
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glScalef(
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(float)this->destRect.w / (float)this->format.width,
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(float)this->destRect.h / (float)this->format.height,
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1.0f
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);
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// update the display lists
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for(int i = 0; i < VBO_BUFFERS; ++i)
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{
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glNewList(this->texList + i, GL_COMPILE);
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glBindTexture(GL_TEXTURE_2D, this->textures[i]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(this->format.width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->format.height);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(this->format.width, this->format.height);
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glEnd();
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glEndList();
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}
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// update the scissor rect to prevent drawing outside of the frame
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glScissor(
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this->destRect.x,
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this->destRect.y,
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this->destRect.w,
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this->destRect.h
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);
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this->resizeWindow = false;
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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}
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glCallList(this->texList + this->texIndex);
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this->mouseRepair = false;
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lgr_opengl_draw_mouse(this);
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