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https://github.com/gnif/LookingGlass.git
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[egl] alert: fix fuzzy font bug and make alerts a little more plesant
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@ -49,6 +49,7 @@ struct EGL_Alert
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bool ready;
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float width , height ;
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float bgWidth, bgHeight;
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float r, g, b, a;
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// uniforms
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@ -179,8 +180,13 @@ void egl_alert_render(EGL_Alert * alert, const float scaleX, const float scaleY)
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egl_texture_update(alert->texture, alert->bmp->pixels);
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alert->width = alert->bmp->width;
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alert->height = alert->bmp->height;
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alert->width = alert->bgWidth = alert->bmp->width;
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alert->height = alert->bgHeight = alert->bmp->height;
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if (alert->bgWidth < 200)
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alert->bgWidth = 200;
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alert->bgHeight += 4;
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alert->ready = true;
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alert->font->release(alert->fontObj, alert->bmp);
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@ -198,14 +204,14 @@ void egl_alert_render(EGL_Alert * alert, const float scaleX, const float scaleY)
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// render the background first
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egl_shader_use(alert->shaderBG);
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glUniform2f(alert->uScreenBG, scaleX , scaleY );
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glUniform2f(alert->uSizeBG , alert->width, alert->height);
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glUniform2i(alert->uSizeBG , alert->bgWidth, alert->bgHeight);
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glUniform4f(alert->uColorBG , alert->r, alert->g, alert->b, alert->a);
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egl_model_render(alert->model);
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// render the texture over the background
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egl_shader_use(alert->shader);
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glUniform2f(alert->uScreen, scaleX , scaleY );
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glUniform2f(alert->uSize , alert->width, alert->height);
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glUniform2i(alert->uSize , alert->width, alert->height);
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egl_model_render(alert->model);
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glDisable(GL_BLEND);
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@ -156,7 +156,7 @@ bool egl_create(void ** opaque, const LG_RendererParams params)
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this->screenScaleY = 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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if (!this->font->create(&this->fontObj, NULL, 16))
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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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@ -1,11 +1,12 @@
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#version 300 es
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in highp vec2 uv;
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in highp vec2 sz;
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out highp vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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color = texture(sampler1, uv);
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color = texelFetch(sampler1, ivec2(uv * sz), 0);
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}
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@ -4,17 +4,20 @@ layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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uniform vec2 screen;
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uniform vec2 size;
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uniform ivec2 size;
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uniform vec4 color;
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out highp vec2 uv;
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out highp vec2 sz;
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out highp vec4 c;
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void main()
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{
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sz = vec2(size) + 0.5;
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.w = 1.0;
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gl_Position.xy *= screen.xy * size.xy;
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gl_Position.xy *= screen.xy * sz;
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uv = vertexUV;
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c = color;
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