/* 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 "desktop.h" #include "debug.h" #include "utils.h" #include "texture.h" #include "shader.h" #include "model.h" #include #include #include "interface/app.h" // these headers are auto generated by cmake #include "desktop.vert.h" #include "desktop_rgb.frag.h" #include "desktop_yuv.frag.h" struct EGL_Desktop { EGL_Texture * texture; EGL_Shader * shader; // the active shader EGL_Model * model; // shader instances EGL_Shader * shader_generic; EGL_Shader * shader_yuv; // uniforms GLint uDesktopPos; GLint uNV, uNVGain; // internals enum EGL_PixelFormat pixFmt; unsigned int width, height; unsigned int pitch; const uint8_t * data; bool update; // night vision KeybindHandle kbNV; bool nv; int nvGain; }; // forwards void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque); bool egl_desktop_init(EGL_Desktop ** desktop) { *desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop)); if (!*desktop) { DEBUG_ERROR("Failed to malloc EGL_Desktop"); return false; } memset(*desktop, 0, sizeof(EGL_Desktop)); if (!egl_texture_init(&(*desktop)->texture)) { DEBUG_ERROR("Failed to initialize the desktop texture"); return false; } if (!egl_shader_init(&(*desktop)->shader_generic)) { DEBUG_ERROR("Failed to initialize the generic desktop shader"); return false; } if (!egl_shader_init(&(*desktop)->shader_yuv)) { DEBUG_ERROR("Failed to initialize the yuv desktop shader"); return false; } if (!egl_shader_compile((*desktop)->shader_generic, b_shader_desktop_vert , b_shader_desktop_vert_size, b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size)) { DEBUG_ERROR("Failed to compile the generic desktop shader"); return false; } if (!egl_shader_compile((*desktop)->shader_yuv, b_shader_desktop_vert , b_shader_desktop_vert_size, b_shader_desktop_yuv_frag, b_shader_desktop_yuv_frag_size)) { DEBUG_ERROR("Failed to compile the yuv desktop shader"); return false; } if (!egl_model_init(&(*desktop)->model)) { DEBUG_ERROR("Failed to initialize the desktop model"); return false; } egl_model_set_default((*desktop)->model); egl_model_set_texture((*desktop)->model, (*desktop)->texture); (*desktop)->kbNV = app_register_keybind(SDL_SCANCODE_N, egl_desktop_toggle_nv, *desktop); return true; } void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque) { EGL_Desktop * desktop = (EGL_Desktop *)opaque; if (++desktop->nvGain == 4) desktop->nvGain = 0; if (desktop->nvGain == 0) app_alert(LG_ALERT_INFO, "NV Disabled"); else if (desktop->nvGain == 1) app_alert(LG_ALERT_INFO, "NV Enabled"); else app_alert(LG_ALERT_INFO, "NV Gain + %d", desktop->nvGain - 1); } void egl_desktop_free(EGL_Desktop ** desktop) { if (!*desktop) return; egl_texture_free(&(*desktop)->texture ); egl_shader_free (&(*desktop)->shader_generic); egl_shader_free (&(*desktop)->shader_yuv ); egl_model_free (&(*desktop)->model ); app_release_keybind(&(*desktop)->kbNV); free(*desktop); *desktop = NULL; } bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data) { if (sourceChanged) { switch(format.type) { case FRAME_TYPE_BGRA: desktop->pixFmt = EGL_PF_BGRA; desktop->shader = desktop->shader_generic; break; case FRAME_TYPE_RGBA: desktop->pixFmt = EGL_PF_RGBA; desktop->shader = desktop->shader_generic; break; case FRAME_TYPE_RGBA10: desktop->pixFmt = EGL_PF_RGBA10; desktop->shader = desktop->shader_generic; break; case FRAME_TYPE_YUV420: desktop->pixFmt = EGL_PF_YUV420; desktop->shader = desktop->shader_yuv; break; default: DEBUG_ERROR("Unsupported frame format"); return false; } desktop->width = format.width; desktop->height = format.height; desktop->pitch = format.pitch; } desktop->data = data; desktop->update = true; return true; } bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged) { if (sourceChanged) { if (desktop->shader) { desktop->uDesktopPos = egl_shader_get_uniform_location(desktop->shader, "position"); desktop->uNV = egl_shader_get_uniform_location(desktop->shader, "nv" ); desktop->uNVGain = egl_shader_get_uniform_location(desktop->shader, "nvGain" ); } if (!egl_texture_setup( desktop->texture, desktop->pixFmt, desktop->width, desktop->height, desktop->pitch, true // streaming texture )) { DEBUG_ERROR("Failed to setup the desktop texture"); return false; } } if (!desktop->update) return true; if (!egl_texture_update(desktop->texture, desktop->data)) { DEBUG_ERROR("Failed to update the desktop texture"); return false; } desktop->update = false; return true; } void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY) { if (!desktop->shader) return; egl_shader_use(desktop->shader); glUniform4f(desktop->uDesktopPos, x, y, scaleX, scaleY); if (desktop->nvGain) { glUniform1i(desktop->uNV, 1); glUniform1f(desktop->uNVGain, (float)desktop->nvGain); } else glUniform1i(desktop->uNV, 0); egl_model_render(desktop->model); }