/* Looking Glass - KVM FrameRelay (KVMFR) Client Copyright (C) 2017-2019 Geoffrey McRae 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 "fps.h" #include "debug.h" #include "utils.h" #include "texture.h" #include "shader.h" #include "model.h" #include #include struct EGL_FPS { const LG_Font * font; LG_FontObj fontObj; EGL_Texture * texture; EGL_Shader * shader; EGL_Shader * shaderBG; EGL_Model * model; bool ready; float width, height; // uniforms GLint uScreen , uSize; GLint uScreenBG, uSizeBG; }; 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;\ \ out highp vec2 uv;\ \ void main()\ {\ gl_Position.xyz = vertexPosition_modelspace; \ gl_Position.w = 1.0; \ 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;\ }\ "; 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\ \ out highp vec4 color;\ \ void main()\ {\ color = vec4(0.0, 0.0, 1.0, 0.5);\ }\ "; bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj) { *fps = (EGL_FPS *)malloc(sizeof(EGL_FPS)); if (!*fps) { DEBUG_ERROR("Failed to malloc EGL_FPS"); return false; } memset(*fps, 0, sizeof(EGL_FPS)); (*fps)->font = font; (*fps)->fontObj = fontObj; if (!egl_texture_init(&(*fps)->texture)) { DEBUG_ERROR("Failed to initialize the fps texture"); return false; } if (!egl_shader_init(&(*fps)->shader)) { DEBUG_ERROR("Failed to initialize the fps shader"); return false; } if (!egl_shader_init(&(*fps)->shaderBG)) { DEBUG_ERROR("Failed to initialize the fps bg shader"); return false; } if (!egl_shader_compile((*fps)->shader, vertex_shader, sizeof(vertex_shader), frag_shader , sizeof(frag_shader ))) { DEBUG_ERROR("Failed to compile the fps shader"); return false; } if (!egl_shader_compile((*fps)->shaderBG, vertex_shader, sizeof(vertex_shader), frag_shaderBG, sizeof(frag_shaderBG))) { DEBUG_ERROR("Failed to compile the fps shader"); return false; } (*fps)->uSize = egl_shader_get_uniform_location((*fps)->shader , "size" ); (*fps)->uScreen = egl_shader_get_uniform_location((*fps)->shader , "screen"); (*fps)->uSizeBG = egl_shader_get_uniform_location((*fps)->shaderBG, "size" ); (*fps)->uScreenBG = egl_shader_get_uniform_location((*fps)->shaderBG, "screen"); if (!egl_model_init(&(*fps)->model)) { DEBUG_ERROR("Failed to initialize the fps model"); return false; } egl_model_set_default((*fps)->model); egl_model_set_texture((*fps)->model, (*fps)->texture); return true; } void egl_fps_free(EGL_FPS ** fps) { if (!*fps) return; egl_texture_free(&(*fps)->texture ); egl_shader_free (&(*fps)->shader ); egl_shader_free (&(*fps)->shaderBG); egl_model_free (&(*fps)->model ); free(*fps); *fps = NULL; } void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS) { char str[128]; snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS); LG_FontBitmap * bmp = fps->font->render(fps->fontObj, 0xffffff00, str); if (!bmp) { DEBUG_ERROR("Failed to render fps text"); return; } egl_texture_setup( fps->texture, EGL_PF_BGRA, bmp->width , bmp->height, bmp->width * bmp->bpp, false ); egl_texture_update ( fps->texture, bmp->pixels ); fps->width = bmp->width; fps->height = bmp->height; fps->ready = true; fps->font->release(fps->fontObj, bmp); } void egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY) { if (!fps->ready) return; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // render the background first egl_shader_use(fps->shaderBG); 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, scaleX , scaleY ); glUniform2f(fps->uSize , fps->width, fps->height); egl_model_render(fps->model); glDisable(GL_BLEND); }