diff --git a/client/renderers/egl.c b/client/renderers/egl.c index c09339a7..1ad60ac6 100644 --- a/client/renderers/egl.c +++ b/client/renderers/egl.c @@ -42,6 +42,7 @@ struct Models { struct EGL_Model * desktop; struct EGL_Model * mouse; + struct EGL_Model * mouse_mono; }; struct Shaders @@ -50,14 +51,15 @@ struct Shaders struct EGL_Shader * bgra; struct EGL_Shader * yuv; - struct EGL_Shader * mouse_rgba; - struct EGL_Shader * mouse_mask; + struct EGL_Shader * mouse; + struct EGL_Shader * mouse_mono; }; struct Textures { struct EGL_Texture * desktop; struct EGL_Texture * mouse; + struct EGL_Texture * mouse_mono; }; struct Inst @@ -87,8 +89,7 @@ struct Inst bool mouseVisible; float mouseX, mouseY, mouseW, mouseH; float mouseScaleX, mouseScaleY; - EGL_Shader * mouseShader; - GLint mouseUniformLoc; + GLint uMousePos, uMousePosMono; LG_Lock mouseLock; LG_RendererCursor mouseCursor; @@ -143,15 +144,17 @@ void egl_deinitialize(void * opaque) { struct Inst * this = (struct Inst *)opaque; - egl_model_free (&this->models .desktop); + egl_model_free (&this->models .desktop ); egl_model_free (&this->models .mouse ); + egl_model_free (&this->models .mouse_mono); egl_shader_free (&this->shaders .rgba ); egl_shader_free (&this->shaders .bgra ); egl_shader_free (&this->shaders .yuv ); - egl_shader_free (&this->shaders .mouse_rgba); - egl_shader_free (&this->shaders .mouse_mask); - egl_texture_free(&this->textures.desktop); - egl_texture_free(&this->textures.mouse ); + egl_shader_free (&this->shaders .mouse ); + egl_shader_free (&this->shaders .mouse_mono); + egl_texture_free(&this->textures.desktop ); + egl_texture_free(&this->textures.mouse ); + egl_texture_free(&this->textures.mouse_mono); LG_LOCK_FREE(this->mouseLock); if (this->mouseData) @@ -179,7 +182,7 @@ bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int LG_LOCK(this->mouseLock); this->mouseCursor = cursor; this->mouseWidth = width; - this->mouseHeight = height; + this->mouseHeight = (cursor == LG_CURSOR_MONOCHROME ? height / 2 : height); this->mousePitch = pitch; this->mouseW = this->mouseWidth * (1.0f / this->format.width ); @@ -285,9 +288,8 @@ bool egl_render_startup(void * opaque, SDL_Window * window) EGLint attr[] = { - EGL_BUFFER_SIZE, 16, - EGL_RENDERABLE_TYPE, - EGL_OPENGL_ES2_BIT, + EGL_BUFFER_SIZE , 16, + EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE }; @@ -349,10 +351,10 @@ bool egl_render_startup(void * opaque, SDL_Window * window) if (!egl_shader_init(&this->shaders.yuv)) return false; - if (!egl_shader_init(&this->shaders.mouse_rgba)) + if (!egl_shader_init(&this->shaders.mouse)) return false; - if (!egl_shader_init(&this->shaders.mouse_mask)) + if (!egl_shader_init(&this->shaders.mouse_mono)) return false; if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba))) @@ -364,37 +366,44 @@ bool egl_render_startup(void * opaque, SDL_Window * window) if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_yuv , sizeof(egl_fragment_shader_yuv ))) return false; - if (!egl_shader_compile(this->shaders.mouse_rgba, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba))) + if (!egl_shader_compile(this->shaders.mouse, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba))) return false; - if (!egl_shader_compile(this->shaders.mouse_mask, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_mask, sizeof(egl_fragment_shader_mask))) + if (!egl_shader_compile(this->shaders.mouse_mono, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_mouse_mono, sizeof(egl_fragment_shader_mouse_mono))) return false; + this->uMousePos = egl_shader_get_uniform_location(this->shaders.mouse , "mouse"); + this->uMousePosMono = egl_shader_get_uniform_location(this->shaders.mouse_mono, "mouse"); + if (!egl_texture_init(&this->textures.desktop)) return false; if (!egl_texture_init(&this->textures.mouse)) return false; + if (!egl_texture_init(&this->textures.mouse_mono)) + return false; + if (!egl_model_init(&this->models.desktop)) return false; if (!egl_model_init(&this->models.mouse)) return false; + if (!egl_model_init(&this->models.mouse_mono)) + return false; + egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat)); egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat)); egl_model_set_texture (this->models.desktop, this->textures.desktop); - egl_model_set_verticies(this->models.mouse, square , sizeof(square) / sizeof(GLfloat)); - egl_model_set_uvs (this->models.mouse, uvs , sizeof(uvs ) / sizeof(GLfloat)); - egl_model_set_texture (this->models.mouse, this->textures.mouse); + egl_model_set_verticies(this->models.mouse , square , sizeof(square) / sizeof(GLfloat)); + egl_model_set_uvs (this->models.mouse , uvs , sizeof(uvs ) / sizeof(GLfloat)); + egl_model_set_verticies(this->models.mouse_mono, square , sizeof(square) / sizeof(GLfloat)); + egl_model_set_uvs (this->models.mouse_mono, uvs , sizeof(uvs ) / sizeof(GLfloat)); eglSwapInterval(this->display, this->opt.vsync ? 1 : 0); - glEnable (GL_BLEND); - glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); - return true; } @@ -436,9 +445,29 @@ bool egl_render(void * opaque, SDL_Window * window) if (this->mouseVisible) { - egl_shader_use(this->mouseShader); - glUniform4f(this->mouseUniformLoc, this->mouseX, this->mouseY, this->mouseW, this->mouseH); - egl_model_render(this->models.mouse); + egl_shader_use(this->shaders.mouse); + glUniform4f(this->uMousePos, this->mouseX, this->mouseY, this->mouseW, this->mouseH); + if (this->mouseCursor == LG_CURSOR_MONOCHROME) + { + glEnable(GL_BLEND); + glBlendFunc(GL_ZERO, GL_SRC_COLOR); + egl_model_set_texture(this->models.mouse, this->textures.mouse); + egl_model_render(this->models.mouse); + + egl_shader_use(this->shaders.mouse_mono); + glUniform4f(this->uMousePosMono, this->mouseX, this->mouseY, this->mouseW, this->mouseH); + glBlendFunc(GL_ZERO, GL_ONE_MINUS_DST_COLOR); + egl_model_set_texture(this->models.mouse, this->textures.mouse_mono); + egl_model_render(this->models.mouse); + glDisable(GL_BLEND); + } + else + { + glEnable(GL_BLEND); + glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); + egl_model_render(this->models.mouse); + glDisable(GL_BLEND); + } } eglSwapBuffers(this->display, this->surface); @@ -450,11 +479,11 @@ void update_mouse_shape(struct Inst * this) LG_LOCK(this->mouseLock); this->mouseUpdate = false; - const LG_RendererCursor cursor = this->mouseCursor; - const int width = this->mouseWidth; - const int height = this->mouseHeight; - //const int pitch = this->mousePitch; - const uint8_t * data = this->mouseData; + LG_RendererCursor cursor = this->mouseCursor; + int width = this->mouseWidth; + int height = this->mouseHeight; + int pitch = this->mousePitch; + const uint8_t * data = this->mouseData; // tmp buffer for masked colour uint32_t tmp[width * height]; @@ -477,88 +506,34 @@ void update_mouse_shape(struct Inst * this) case LG_CURSOR_COLOR: { - egl_texture_setup( - this->textures.mouse, - EGL_PF_BGRA, - width, - height, - width * height * 4, - false - ); - - this->mouseShader = this->shaders.mouse_rgba; + egl_texture_setup(this->textures.mouse, EGL_PF_BGRA, width, height, width * height * 4, false); egl_texture_update(this->textures.mouse, data); - egl_model_set_shader(this->models.mouse, this->mouseShader); - this->mouseUniformLoc = egl_shader_get_uniform_location(this->mouseShader, "mouse"); + egl_model_set_texture(this->models.mouse, this->textures.mouse); break; } case LG_CURSOR_MONOCHROME: { - DEBUG_INFO("TODO: Monochrome cursors are not yet supported by EGL"); -#if 0 - const int hheight = height / 2; - uint32_t d[width * height]; - for(int y = 0; y < hheight; ++y) + uint32_t and[width * height]; + uint32_t xor[width * height]; + + for(int y = 0; y < height; ++y) for(int x = 0; x < width; ++x) { const uint8_t * srcAnd = data + (pitch * y) + (x / 8); - const uint8_t * srcXor = srcAnd + pitch * hheight; + const uint8_t * srcXor = srcAnd + pitch * height; const uint8_t mask = 0x80 >> (x % 8); const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000; const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000; - d[y * width + x ] = andMask; - d[y * width + x + width * hheight] = xorMask; + and[y * width + x] = andMask; + xor[y * width + x] = xorMask; } -#endif -/*TODO : convert this into a pixel shader - glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); - glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); - glPixelStorei(GL_UNPACK_ROW_LENGTH, width); - glTexImage2D - ( - GL_TEXTURE_2D, - 0 , - GL_RGBA, - width , - height , - 0 , - GL_RGBA, - GL_UNSIGNED_BYTE, - d - ); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glBindTexture(GL_TEXTURE_2D, 0); - - this->mousePos.w = width; - this->mousePos.h = hheight; - - glNewList(this->mouseList, GL_COMPILE); - glEnable(GL_COLOR_LOGIC_OP); - glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); - glLogicOp(GL_AND); - glBegin(GL_TRIANGLE_STRIP); - glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 ); - glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 ); - glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight); - glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight); - glEnd(); - glLogicOp(GL_XOR); - glBegin(GL_TRIANGLE_STRIP); - glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 ); - glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 ); - glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight); - glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight); - glEnd(); - glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_COLOR_LOGIC_OP); - glEndList(); -*/ + egl_texture_setup(this->textures.mouse , EGL_PF_BGRA, width, height, width * height * 4, false); + egl_texture_setup(this->textures.mouse_mono, EGL_PF_BGRA, width, height, width * height * 4, false); + egl_texture_update(this->textures.mouse , (uint8_t *)and); + egl_texture_update(this->textures.mouse_mono, (uint8_t *)xor); break; } } diff --git a/client/renderers/egl_shader_progs.h b/client/renderers/egl_shader_progs.h index 9a4247c6..f5f890af 100644 --- a/client/renderers/egl_shader_progs.h +++ b/client/renderers/egl_shader_progs.h @@ -65,6 +65,23 @@ void main()\ }\ "; +static const char egl_fragment_shader_mouse_mono[] = "\ +#version 300 es\n\ +\ +in highp vec2 uv;\ +out highp vec4 color;\ +\ +uniform sampler2D sampler1;\ + \ +void main()\ +{\ + highp vec4 tmp = texture(sampler1, uv);\ + if (tmp.rgb == vec3(0.0, 0.0, 0.0))\ + discard;\ + color = tmp;\ +}\ +"; + static const char egl_fragment_shader_rgba[] = "\ #version 300 es\n\ \ @@ -127,21 +144,4 @@ void main()\ }\ "; -static const char egl_fragment_shader_mask[] = "\ -#version 300 es\n\ -\ -in highp vec2 uv;\ -out highp vec3 color;\ -\ -uniform sampler2D sampler1;\ -\ -void main()\ -{\ - highp vec3 tmp = texture(sampler1, uv).rgb;\ - color.r = tmp.b;\ - color.g = tmp.g;\ - color.b = tmp.r;\ -}\ -"; - #endif \ No newline at end of file