mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +00:00
[egl] added monochrome cursor rendering
This commit is contained in:
parent
3ff712fea5
commit
e2b33348f3
@ -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;
|
||||
@ -145,13 +146,15 @@ void egl_deinitialize(void * opaque)
|
||||
|
||||
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_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 );
|
||||
@ -286,8 +289,7 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
|
||||
EGLint attr[] =
|
||||
{
|
||||
EGL_BUFFER_SIZE , 16,
|
||||
EGL_RENDERABLE_TYPE,
|
||||
EGL_OPENGL_ES2_BIT,
|
||||
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_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_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);
|
||||
@ -450,10 +479,10 @@ 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;
|
||||
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
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -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
|
Loading…
Reference in New Issue
Block a user