[client] egl: implemented alerts and some minor fixes to fps

This commit is contained in:
Geoffrey McRae 2018-12-16 10:57:01 +11:00
parent fca71e2b95
commit de5795e368
6 changed files with 381 additions and 29 deletions

View File

@ -68,6 +68,7 @@ set(SOURCES
renderers/egl/fps.c
renderers/egl/draw.c
renderers/egl/splash.c
renderers/egl/alert.c
fonts/sdl.c
)

View File

@ -32,8 +32,10 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "egl/cursor.h"
#include "egl/fps.h"
#include "egl/splash.h"
#include "egl/alert.h"
#define FADE_TIME 1000000
#define SPLASH_FADE_TIME 1000000
#define ALERT_TIMEOUT 2000000
struct Options
{
@ -61,18 +63,25 @@ struct Inst
EGL_Cursor * cursor; // the mouse cursor
EGL_FPS * fps; // the fps display
EGL_Splash * splash; // the splash screen
EGL_Alert * alert; // the alert display
LG_RendererFormat format;
bool sourceChanged;
uint64_t waitFadeTime;
bool waitDone;
bool showAlert;
uint64_t alertTimeout;
bool useCloseFlag;
bool closeFlag;
int width, height;
LG_RendererRect destRect;
float translateX , translateY;
float scaleX , scaleY;
float splashScaleY;
float splashRatio;
float screenScaleX, screenScaleY;
float mouseWidth , mouseHeight;
float mouseScaleX, mouseScaleY;
@ -109,6 +118,8 @@ bool egl_create(void ** opaque, const LG_RendererParams params)
this->translateY = 0;
this->scaleX = 1.0f;
this->scaleY = 1.0f;
this->screenScaleX = 1.0f;
this->screenScaleY = 1.0f;
this->font = LG_Fonts[0];
if (!this->font->create(&this->fontObj, NULL, 14))
@ -142,6 +153,7 @@ void egl_deinitialize(void * opaque)
egl_cursor_free (&this->cursor);
egl_fps_free (&this->fps );
egl_splash_free (&this->splash);
egl_alert_free (&this->alert );
free(this);
}
@ -171,7 +183,9 @@ void egl_on_resize(void * opaque, const int width, const int height, const LG_Re
(this->mouseHeight * (1.0f / this->format.height)) * this->scaleY
);
this->splashScaleY = (float)width / (float)height;
this->splashRatio = (float)width / (float)height;
this->screenScaleX = 1.0f / width;
this->screenScaleY = 1.0f / height;
}
bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
@ -228,13 +242,44 @@ bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uin
}
if (!this->waitFadeTime)
this->waitFadeTime = microtime() + FADE_TIME;
this->waitFadeTime = microtime() + SPLASH_FADE_TIME;
return true;
}
void egl_on_alert(void * opaque, const LG_RendererAlert alert, const char * message, bool ** closeFlag)
{
struct Inst * this = (struct Inst *)opaque;
static const uint32_t colors[] =
{
0x0000CCCC, // LG_ALERT_INFO
0x00CC00CC, // LG_ALERT_SUCCESS
0xCC7F00CC, // LG_ALERT_WARNING
0xFF0000CC // LG_ALERT_ERROR
};
if (alert > LG_ALERT_ERROR || alert < 0)
{
DEBUG_ERROR("Invalid alert value");
return;
}
egl_alert_set_color(this->alert, colors[alert]);
egl_alert_set_text (this->alert, message );
if (closeFlag)
{
this->useCloseFlag = true;
*closeFlag = &this->closeFlag;
}
else
{
this->useCloseFlag = false;
this->alertTimeout = microtime() + ALERT_TIMEOUT;
}
this->showAlert = true;
}
bool egl_render_startup(void * opaque, SDL_Window * window)
@ -333,6 +378,12 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
return false;
}
if (!egl_alert_init(&this->alert, this->font, this->fontObj))
{
DEBUG_ERROR("Failed to initialize the alert display");
return false;
}
return true;
}
@ -359,13 +410,27 @@ bool egl_render(void * opaque, SDL_Window * window)
else
{
uint64_t delta = this->waitFadeTime - t;
a = 1.0f / FADE_TIME * delta;
a = 1.0f / SPLASH_FADE_TIME * delta;
}
}
egl_splash_render(this->splash, a, this->splashScaleY);
egl_splash_render(this->splash, a, this->splashRatio);
}
egl_fps_render(this->fps, this->width, this->height);
if (this->showAlert)
{
bool close = false;
if (this->useCloseFlag)
close = this->closeFlag;
else if (this->alertTimeout < microtime())
close = true;
if (close)
this->showAlert = false;
else
egl_alert_render(this->alert, this->screenScaleX, this->screenScaleY);
}
egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
eglSwapBuffers(this->display, this->surface);
// defer texture uploads until after the flip to avoid stalling

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@ -0,0 +1,258 @@
/*
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
cahe 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
*/
#include "alert.h"
#include "debug.h"
#include "utils.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include <stdlib.h>
#include <string.h>
struct EGL_Alert
{
const LG_Font * font;
LG_FontObj fontObj;
EGL_Texture * texture;
EGL_Shader * shader;
EGL_Shader * shaderBG;
EGL_Model * model;
LG_Lock lock;
bool update;
LG_FontBitmap * bmp;
bool ready;
float width, height;
float r, g, b, a;
// uniforms
GLint uScreen , uSize;
GLint uScreenBG, uSizeBG, uColorBG;
};
static const char vertex_shader[] = "\
#version 300 es\n\
\
layout(location = 0) in vec3 vertexPosition_modelspace;\
layout(location = 1) in vec2 vertexUV;\
\
uniform vec2 screen;\
uniform vec2 size;\
uniform vec4 color;\
\
out highp vec2 uv;\
out highp vec4 c;\
\
void main()\
{\
gl_Position.xyz = vertexPosition_modelspace; \
gl_Position.w = 1.0; \
gl_Position.xy *= screen.xy * size.xy; \
\
uv = vertexUV;\
c = color;\
}\
";
static const char frag_shader[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
color = texture(sampler1, uv);\
}\
";
static const char frag_shaderBG[] = "\
#version 300 es\n\
\
in highp vec4 c;\
out highp vec4 color;\
\
void main()\
{\
color = c;\
}\
";
bool egl_alert_init(EGL_Alert ** alert, const LG_Font * font, LG_FontObj fontObj)
{
*alert = (EGL_Alert *)malloc(sizeof(EGL_Alert));
if (!*alert)
{
DEBUG_ERROR("Failed to malloc EGL_Alert");
return false;
}
memset(*alert, 0, sizeof(EGL_Alert));
(*alert)->font = font;
(*alert)->fontObj = fontObj;
LG_LOCK_INIT((*alert)->lock);
if (!egl_texture_init(&(*alert)->texture))
{
DEBUG_ERROR("Failed to initialize the alert texture");
return false;
}
if (!egl_shader_init(&(*alert)->shader))
{
DEBUG_ERROR("Failed to initialize the alert shader");
return false;
}
if (!egl_shader_init(&(*alert)->shaderBG))
{
DEBUG_ERROR("Failed to initialize the alert bg shader");
return false;
}
if (!egl_shader_compile((*alert)->shader,
vertex_shader, sizeof(vertex_shader),
frag_shader , sizeof(frag_shader )))
{
DEBUG_ERROR("Failed to compile the alert shader");
return false;
}
if (!egl_shader_compile((*alert)->shaderBG,
vertex_shader, sizeof(vertex_shader),
frag_shaderBG, sizeof(frag_shaderBG)))
{
DEBUG_ERROR("Failed to compile the alert shader");
return false;
}
(*alert)->uSize = egl_shader_get_uniform_location((*alert)->shader , "size" );
(*alert)->uScreen = egl_shader_get_uniform_location((*alert)->shader , "screen");
(*alert)->uSizeBG = egl_shader_get_uniform_location((*alert)->shaderBG, "size" );
(*alert)->uScreenBG = egl_shader_get_uniform_location((*alert)->shaderBG, "screen");
(*alert)->uColorBG = egl_shader_get_uniform_location((*alert)->shaderBG, "color" );
if (!egl_model_init(&(*alert)->model))
{
DEBUG_ERROR("Failed to initialize the alert model");
return false;
}
egl_model_set_default((*alert)->model);
egl_model_set_texture((*alert)->model, (*alert)->texture);
return true;
}
void egl_alert_free(EGL_Alert ** alert)
{
if (!*alert)
return;
egl_texture_free(&(*alert)->texture );
egl_shader_free (&(*alert)->shader );
egl_shader_free (&(*alert)->shaderBG);
egl_model_free (&(*alert)->model );
free(*alert);
*alert = NULL;
}
void egl_alert_set_color(EGL_Alert * alert, const uint32_t color)
{
alert->r = (1.0f / 0xff) * ((color >> 24) & 0xFF);
alert->g = (1.0f / 0xff) * ((color >> 16) & 0xFF);
alert->b = (1.0f / 0xff) * ((color >> 8) & 0xFF);
alert->a = (1.0f / 0xff) * ((color >> 0) & 0xFF);
}
void egl_alert_set_text (EGL_Alert * alert, const char * str)
{
LG_LOCK(alert->lock);
alert->bmp = alert->font->render(alert->fontObj, 0xffffff00, str);
if (!alert->bmp)
{
alert->update = false;
LG_UNLOCK(alert->lock);
DEBUG_ERROR("Failed to render alert text");
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);
}

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@ -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);

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@ -59,15 +59,13 @@ out highp vec2 uv;\
\
void main()\
{\
highp vec2 pix = (vec2(1.0, 1.0) / screen); \
gl_Position.xyz = vertexPosition_modelspace; \
gl_Position.w = 1.0; \
gl_Position.x *= pix.x * size.x; \
gl_Position.y *= pix.y * size.y; \
gl_Position.x -= 1.0 - (pix.x * size.x);\
gl_Position.y += 1.0 - (pix.y * size.y);\
gl_Position.x += pix.x * 10.0; \
gl_Position.y -= pix.y * 10.0; \
gl_Position.xy *= screen.xy * size.xy; \
gl_Position.x -= 1.0 - (screen.x * size.x);\
gl_Position.y += 1.0 - (screen.y * size.y);\
gl_Position.x += screen.x * 10.0; \
gl_Position.y -= screen.y * 10.0; \
\
uv = vertexUV;\
}\
@ -90,11 +88,8 @@ void main()\
static const char frag_shaderBG[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
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);
}
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)
return;
@ -227,13 +222,13 @@ void egl_fps_render(EGL_FPS * fps, float screenWidth, float screenHeight)
// render the background first
egl_shader_use(fps->shaderBG);
glUniform2f(fps->uScreenBG, screenWidth, screenHeight);
glUniform2f(fps->uScreenBG, scaleX , scaleY );
glUniform2f(fps->uSizeBG , fps->width, fps->height);
egl_model_render(fps->model);
// render the texture over the background
egl_shader_use(fps->shader);
glUniform2f(fps->uScreen, screenWidth, screenHeight);
glUniform2f(fps->uScreen, scaleX , scaleY );
glUniform2f(fps->uSize , fps->width, fps->height);
egl_model_render(fps->model);

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@ -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_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);