mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-25 14:57:20 +00:00
[client] egl: implemented alerts and some minor fixes to fps
This commit is contained in:
parent
fca71e2b95
commit
de5795e368
@ -68,6 +68,7 @@ set(SOURCES
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renderers/egl/fps.c
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renderers/egl/fps.c
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renderers/egl/draw.c
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renderers/egl/draw.c
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renderers/egl/splash.c
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renderers/egl/splash.c
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renderers/egl/alert.c
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fonts/sdl.c
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fonts/sdl.c
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)
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)
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@ -32,8 +32,10 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "egl/cursor.h"
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#include "egl/cursor.h"
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#include "egl/fps.h"
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#include "egl/fps.h"
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#include "egl/splash.h"
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#include "egl/splash.h"
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#include "egl/alert.h"
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#define FADE_TIME 1000000
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#define SPLASH_FADE_TIME 1000000
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#define ALERT_TIMEOUT 2000000
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struct Options
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struct Options
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{
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{
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@ -61,18 +63,25 @@ struct Inst
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EGL_Cursor * cursor; // the mouse cursor
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EGL_Cursor * cursor; // the mouse cursor
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EGL_FPS * fps; // the fps display
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EGL_FPS * fps; // the fps display
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EGL_Splash * splash; // the splash screen
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EGL_Splash * splash; // the splash screen
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EGL_Alert * alert; // the alert display
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LG_RendererFormat format;
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LG_RendererFormat format;
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bool sourceChanged;
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bool sourceChanged;
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uint64_t waitFadeTime;
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uint64_t waitFadeTime;
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bool waitDone;
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bool waitDone;
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bool showAlert;
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uint64_t alertTimeout;
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bool useCloseFlag;
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bool closeFlag;
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int width, height;
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int width, height;
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LG_RendererRect destRect;
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LG_RendererRect destRect;
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float translateX, translateY;
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float translateX , translateY;
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float scaleX , scaleY;
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float scaleX , scaleY;
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float splashScaleY;
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float splashRatio;
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float screenScaleX, screenScaleY;
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float mouseWidth , mouseHeight;
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float mouseWidth , mouseHeight;
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float mouseScaleX, mouseScaleY;
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float mouseScaleX, mouseScaleY;
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@ -105,10 +114,12 @@ bool egl_create(void ** opaque, const LG_RendererParams params)
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memcpy(&this->params, ¶ms , sizeof(LG_RendererParams));
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memcpy(&this->params, ¶ms , sizeof(LG_RendererParams));
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memcpy(&this->opt , &defaultOptions, sizeof(struct Options ));
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memcpy(&this->opt , &defaultOptions, sizeof(struct Options ));
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this->translateX = 0;
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this->translateX = 0;
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this->translateY = 0;
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this->translateY = 0;
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this->scaleX = 1.0f;
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this->scaleX = 1.0f;
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this->scaleY = 1.0f;
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this->scaleY = 1.0f;
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this->screenScaleX = 1.0f;
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this->screenScaleY = 1.0f;
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this->font = LG_Fonts[0];
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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, 14))
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@ -142,6 +153,7 @@ void egl_deinitialize(void * opaque)
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egl_cursor_free (&this->cursor);
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egl_cursor_free (&this->cursor);
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egl_fps_free (&this->fps );
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egl_fps_free (&this->fps );
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egl_splash_free (&this->splash);
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egl_splash_free (&this->splash);
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egl_alert_free (&this->alert );
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free(this);
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free(this);
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}
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}
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@ -171,7 +183,9 @@ void egl_on_resize(void * opaque, const int width, const int height, const LG_Re
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(this->mouseHeight * (1.0f / this->format.height)) * this->scaleY
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(this->mouseHeight * (1.0f / this->format.height)) * this->scaleY
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);
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);
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this->splashScaleY = (float)width / (float)height;
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this->splashRatio = (float)width / (float)height;
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this->screenScaleX = 1.0f / width;
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this->screenScaleY = 1.0f / height;
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}
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}
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bool egl_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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bool egl_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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@ -228,13 +242,44 @@ bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uin
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}
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}
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if (!this->waitFadeTime)
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if (!this->waitFadeTime)
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this->waitFadeTime = microtime() + FADE_TIME;
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this->waitFadeTime = microtime() + SPLASH_FADE_TIME;
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return true;
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return true;
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}
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}
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void egl_on_alert(void * opaque, const LG_RendererAlert alert, const char * message, bool ** closeFlag)
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void egl_on_alert(void * opaque, const LG_RendererAlert alert, const char * message, bool ** closeFlag)
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{
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{
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struct Inst * this = (struct Inst *)opaque;
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static const uint32_t colors[] =
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{
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0x0000CCCC, // LG_ALERT_INFO
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0x00CC00CC, // LG_ALERT_SUCCESS
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0xCC7F00CC, // LG_ALERT_WARNING
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0xFF0000CC // LG_ALERT_ERROR
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};
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if (alert > LG_ALERT_ERROR || alert < 0)
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{
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DEBUG_ERROR("Invalid alert value");
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return;
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}
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egl_alert_set_color(this->alert, colors[alert]);
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egl_alert_set_text (this->alert, message );
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if (closeFlag)
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{
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this->useCloseFlag = true;
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*closeFlag = &this->closeFlag;
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}
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else
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{
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this->useCloseFlag = false;
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this->alertTimeout = microtime() + ALERT_TIMEOUT;
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}
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this->showAlert = true;
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}
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}
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bool egl_render_startup(void * opaque, SDL_Window * window)
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bool egl_render_startup(void * opaque, SDL_Window * window)
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@ -333,6 +378,12 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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return false;
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return false;
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}
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}
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if (!egl_alert_init(&this->alert, this->font, this->fontObj))
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{
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DEBUG_ERROR("Failed to initialize the alert display");
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return false;
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}
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return true;
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return true;
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}
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}
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@ -359,13 +410,27 @@ bool egl_render(void * opaque, SDL_Window * window)
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else
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else
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{
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{
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uint64_t delta = this->waitFadeTime - t;
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uint64_t delta = this->waitFadeTime - t;
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a = 1.0f / FADE_TIME * delta;
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a = 1.0f / SPLASH_FADE_TIME * delta;
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}
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}
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}
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}
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egl_splash_render(this->splash, a, this->splashScaleY);
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egl_splash_render(this->splash, a, this->splashRatio);
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}
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}
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egl_fps_render(this->fps, this->width, this->height);
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if (this->showAlert)
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{
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bool close = false;
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if (this->useCloseFlag)
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close = this->closeFlag;
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else if (this->alertTimeout < microtime())
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close = true;
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if (close)
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this->showAlert = false;
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else
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egl_alert_render(this->alert, this->screenScaleX, this->screenScaleY);
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}
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egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
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eglSwapBuffers(this->display, this->surface);
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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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// defer texture uploads until after the flip to avoid stalling
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258
client/renderers/egl/alert.c
Normal file
258
client/renderers/egl/alert.c
Normal file
@ -0,0 +1,258 @@
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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cahe terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "alert.h"
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#include "debug.h"
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#include "utils.h"
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <stdlib.h>
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#include <string.h>
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struct EGL_Alert
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{
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const LG_Font * font;
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LG_FontObj fontObj;
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EGL_Texture * texture;
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EGL_Shader * shader;
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EGL_Shader * shaderBG;
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EGL_Model * model;
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LG_Lock lock;
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bool update;
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LG_FontBitmap * bmp;
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bool ready;
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float width, height;
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float r, g, b, a;
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// uniforms
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GLint uScreen , uSize;
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GLint uScreenBG, uSizeBG, uColorBG;
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};
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static const char vertex_shader[] = "\
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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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uniform vec4 color;\
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\
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out highp vec2 uv;\
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out highp vec4 c;\
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\
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void main()\
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{\
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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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\
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uv = vertexUV;\
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c = color;\
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}\
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";
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static const char frag_shader[] = "\
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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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color = texture(sampler1, uv);\
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}\
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";
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static const char frag_shaderBG[] = "\
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#version 300 es\n\
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\
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in highp vec4 c;\
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out highp vec4 color;\
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\
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void main()\
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{\
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color = c;\
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}\
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";
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bool egl_alert_init(EGL_Alert ** alert, const LG_Font * font, LG_FontObj fontObj)
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{
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*alert = (EGL_Alert *)malloc(sizeof(EGL_Alert));
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if (!*alert)
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{
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DEBUG_ERROR("Failed to malloc EGL_Alert");
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return false;
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}
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memset(*alert, 0, sizeof(EGL_Alert));
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(*alert)->font = font;
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(*alert)->fontObj = fontObj;
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LG_LOCK_INIT((*alert)->lock);
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if (!egl_texture_init(&(*alert)->texture))
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{
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DEBUG_ERROR("Failed to initialize the alert texture");
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return false;
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}
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if (!egl_shader_init(&(*alert)->shader))
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{
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DEBUG_ERROR("Failed to initialize the alert shader");
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return false;
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}
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if (!egl_shader_init(&(*alert)->shaderBG))
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{
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DEBUG_ERROR("Failed to initialize the alert bg shader");
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return false;
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}
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if (!egl_shader_compile((*alert)->shader,
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vertex_shader, sizeof(vertex_shader),
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frag_shader , sizeof(frag_shader )))
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{
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DEBUG_ERROR("Failed to compile the alert shader");
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return false;
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}
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if (!egl_shader_compile((*alert)->shaderBG,
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vertex_shader, sizeof(vertex_shader),
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frag_shaderBG, sizeof(frag_shaderBG)))
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{
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DEBUG_ERROR("Failed to compile the alert shader");
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return false;
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}
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(*alert)->uSize = egl_shader_get_uniform_location((*alert)->shader , "size" );
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(*alert)->uScreen = egl_shader_get_uniform_location((*alert)->shader , "screen");
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(*alert)->uSizeBG = egl_shader_get_uniform_location((*alert)->shaderBG, "size" );
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(*alert)->uScreenBG = egl_shader_get_uniform_location((*alert)->shaderBG, "screen");
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(*alert)->uColorBG = egl_shader_get_uniform_location((*alert)->shaderBG, "color" );
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if (!egl_model_init(&(*alert)->model))
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{
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DEBUG_ERROR("Failed to initialize the alert model");
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return false;
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}
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egl_model_set_default((*alert)->model);
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egl_model_set_texture((*alert)->model, (*alert)->texture);
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return true;
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}
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void egl_alert_free(EGL_Alert ** alert)
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{
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if (!*alert)
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return;
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egl_texture_free(&(*alert)->texture );
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egl_shader_free (&(*alert)->shader );
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egl_shader_free (&(*alert)->shaderBG);
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egl_model_free (&(*alert)->model );
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free(*alert);
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*alert = NULL;
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}
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void egl_alert_set_color(EGL_Alert * alert, const uint32_t color)
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{
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alert->r = (1.0f / 0xff) * ((color >> 24) & 0xFF);
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alert->g = (1.0f / 0xff) * ((color >> 16) & 0xFF);
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alert->b = (1.0f / 0xff) * ((color >> 8) & 0xFF);
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alert->a = (1.0f / 0xff) * ((color >> 0) & 0xFF);
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}
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void egl_alert_set_text (EGL_Alert * alert, const char * str)
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{
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LG_LOCK(alert->lock);
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alert->bmp = alert->font->render(alert->fontObj, 0xffffff00, str);
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if (!alert->bmp)
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{
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alert->update = false;
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LG_UNLOCK(alert->lock);
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DEBUG_ERROR("Failed to render alert text");
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return;
|
||||||
|
}
|
||||||
|
|
||||||
|
alert->update = true;
|
||||||
|
LG_UNLOCK(alert->lock);
|
||||||
|
}
|
||||||
|
|
||||||
|
void egl_alert_render(EGL_Alert * alert, const float scaleX, const float scaleY)
|
||||||
|
{
|
||||||
|
if (alert->update)
|
||||||
|
{
|
||||||
|
LG_LOCK(alert->lock);
|
||||||
|
egl_texture_setup(
|
||||||
|
alert->texture,
|
||||||
|
EGL_PF_BGRA,
|
||||||
|
alert->bmp->width ,
|
||||||
|
alert->bmp->height,
|
||||||
|
alert->bmp->width * alert->bmp->height * alert->bmp->bpp,
|
||||||
|
false
|
||||||
|
);
|
||||||
|
|
||||||
|
egl_texture_update(alert->texture, alert->bmp->pixels);
|
||||||
|
|
||||||
|
alert->width = alert->bmp->width;
|
||||||
|
alert->height = alert->bmp->height;
|
||||||
|
alert->ready = true;
|
||||||
|
|
||||||
|
alert->font->release(alert->fontObj, alert->bmp);
|
||||||
|
alert->update = false;
|
||||||
|
alert->bmp = NULL;
|
||||||
|
LG_UNLOCK(alert->lock);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!alert->ready)
|
||||||
|
return;
|
||||||
|
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// render the background first
|
||||||
|
egl_shader_use(alert->shaderBG);
|
||||||
|
glUniform2f(alert->uScreenBG, scaleX , scaleY );
|
||||||
|
glUniform2f(alert->uSizeBG , alert->width, alert->height);
|
||||||
|
glUniform4f(alert->uColorBG , alert->r, alert->g, alert->b, alert->a);
|
||||||
|
egl_model_render(alert->model);
|
||||||
|
|
||||||
|
// render the texture over the background
|
||||||
|
egl_shader_use(alert->shader);
|
||||||
|
glUniform2f(alert->uScreen, scaleX , scaleY );
|
||||||
|
glUniform2f(alert->uSize , alert->width, alert->height);
|
||||||
|
egl_model_render(alert->model);
|
||||||
|
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
}
|
33
client/renderers/egl/alert.h
Normal file
33
client/renderers/egl/alert.h
Normal file
@ -0,0 +1,33 @@
|
|||||||
|
/*
|
||||||
|
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||||
|
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
|
||||||
|
https://looking-glass.hostfission.com
|
||||||
|
|
||||||
|
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 "lg-fonts.h"
|
||||||
|
|
||||||
|
typedef struct EGL_Alert EGL_Alert;
|
||||||
|
|
||||||
|
bool egl_alert_init(EGL_Alert ** alert, const LG_Font * font, LG_FontObj fontObj);
|
||||||
|
void egl_alert_free(EGL_Alert ** alert);
|
||||||
|
|
||||||
|
void egl_alert_set_color(EGL_Alert * alert, const uint32_t color);
|
||||||
|
void egl_alert_set_text (EGL_Alert * alert, const char * str);
|
||||||
|
void egl_alert_render (EGL_Alert * alert, const float scaleX, const float scaleY);
|
@ -59,15 +59,13 @@ out highp vec2 uv;\
|
|||||||
\
|
\
|
||||||
void main()\
|
void main()\
|
||||||
{\
|
{\
|
||||||
highp vec2 pix = (vec2(1.0, 1.0) / screen); \
|
|
||||||
gl_Position.xyz = vertexPosition_modelspace; \
|
gl_Position.xyz = vertexPosition_modelspace; \
|
||||||
gl_Position.w = 1.0; \
|
gl_Position.w = 1.0; \
|
||||||
gl_Position.x *= pix.x * size.x; \
|
gl_Position.xy *= screen.xy * size.xy; \
|
||||||
gl_Position.y *= pix.y * size.y; \
|
gl_Position.x -= 1.0 - (screen.x * size.x);\
|
||||||
gl_Position.x -= 1.0 - (pix.x * size.x);\
|
gl_Position.y += 1.0 - (screen.y * size.y);\
|
||||||
gl_Position.y += 1.0 - (pix.y * size.y);\
|
gl_Position.x += screen.x * 10.0; \
|
||||||
gl_Position.x += pix.x * 10.0; \
|
gl_Position.y -= screen.y * 10.0; \
|
||||||
gl_Position.y -= pix.y * 10.0; \
|
|
||||||
\
|
\
|
||||||
uv = vertexUV;\
|
uv = vertexUV;\
|
||||||
}\
|
}\
|
||||||
@ -90,11 +88,8 @@ void main()\
|
|||||||
static const char frag_shaderBG[] = "\
|
static const char frag_shaderBG[] = "\
|
||||||
#version 300 es\n\
|
#version 300 es\n\
|
||||||
\
|
\
|
||||||
in highp vec2 uv;\
|
|
||||||
out highp vec4 color;\
|
out highp vec4 color;\
|
||||||
\
|
\
|
||||||
uniform sampler2D sampler1;\
|
|
||||||
\
|
|
||||||
void main()\
|
void main()\
|
||||||
{\
|
{\
|
||||||
color = vec4(0.0, 0.0, 1.0, 0.5);\
|
color = vec4(0.0, 0.0, 1.0, 0.5);\
|
||||||
@ -217,7 +212,7 @@ void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS)
|
|||||||
fps->font->release(fps->fontObj, bmp);
|
fps->font->release(fps->fontObj, bmp);
|
||||||
}
|
}
|
||||||
|
|
||||||
void egl_fps_render(EGL_FPS * fps, float screenWidth, float screenHeight)
|
void egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY)
|
||||||
{
|
{
|
||||||
if (!fps->ready)
|
if (!fps->ready)
|
||||||
return;
|
return;
|
||||||
@ -227,14 +222,14 @@ void egl_fps_render(EGL_FPS * fps, float screenWidth, float screenHeight)
|
|||||||
|
|
||||||
// render the background first
|
// render the background first
|
||||||
egl_shader_use(fps->shaderBG);
|
egl_shader_use(fps->shaderBG);
|
||||||
glUniform2f(fps->uScreenBG, screenWidth, screenHeight);
|
glUniform2f(fps->uScreenBG, scaleX , scaleY );
|
||||||
glUniform2f(fps->uSizeBG , fps->width , fps->height );
|
glUniform2f(fps->uSizeBG , fps->width, fps->height);
|
||||||
egl_model_render(fps->model);
|
egl_model_render(fps->model);
|
||||||
|
|
||||||
// render the texture over the background
|
// render the texture over the background
|
||||||
egl_shader_use(fps->shader);
|
egl_shader_use(fps->shader);
|
||||||
glUniform2f(fps->uScreen, screenWidth, screenHeight);
|
glUniform2f(fps->uScreen, scaleX , scaleY );
|
||||||
glUniform2f(fps->uSize , fps->width , fps->height );
|
glUniform2f(fps->uSize , fps->width, fps->height);
|
||||||
egl_model_render(fps->model);
|
egl_model_render(fps->model);
|
||||||
|
|
||||||
glDisable(GL_BLEND);
|
glDisable(GL_BLEND);
|
||||||
|
@ -29,4 +29,4 @@ bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj);
|
|||||||
void egl_fps_free(EGL_FPS ** fps);
|
void egl_fps_free(EGL_FPS ** fps);
|
||||||
|
|
||||||
void egl_fps_update(EGL_FPS * fps, const float avgUPS, const float avgFPS);
|
void egl_fps_update(EGL_FPS * fps, const float avgUPS, const float avgFPS);
|
||||||
void egl_fps_render(EGL_FPS * fps, const float screenWidth, const float screenHeight);
|
void egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY);
|
Loading…
Reference in New Issue
Block a user