/** * Looking Glass * Copyright © 2017-2022 The Looking Glass Authors * https://looking-glass.io * * 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 */ #include "cursor.h" #include "common/debug.h" #include "common/locking.h" #include "common/option.h" #include "texture.h" #include "shader.h" #include "model.h" #include "util.h" #include #include #include // these headers are auto generated by cmake #include "cursor.vert.h" #include "cursor_rgb.frag.h" #include "cursor_mono.frag.h" struct CursorTex { struct EGL_Texture * texture; struct EGL_Shader * shader; GLuint uMousePos; GLuint uScale; GLuint uRotate; GLuint uCBMode; }; struct CursorPos { float x, y; }; struct CursorSize { float w, h; }; struct EGL_Cursor { LG_Lock lock; LG_RendererCursor type; int width; int height; int stride; uint8_t * data; size_t dataSize; bool update; // cursor state bool visible; LG_RendererRotate rotate; int cbMode; _Atomic(struct CursorPos) pos; _Atomic(struct CursorPos) hs; _Atomic(struct CursorSize) size; _Atomic(float) scale; struct CursorTex norm; struct CursorTex mono; struct EGL_Model * model; }; static bool cursorTexInit(struct CursorTex * t, const char * vertex_code , size_t vertex_size, const char * fragment_code, size_t fragment_size) { if (!egl_textureInit(&t->texture, NULL, EGL_TEXTYPE_BUFFER, false)) { DEBUG_ERROR("Failed to initialize the cursor texture"); return false; } if (!egl_shaderInit(&t->shader)) { DEBUG_ERROR("Failed to initialize the cursor shader"); return false; } if (!egl_shaderCompile(t->shader, vertex_code, vertex_size, fragment_code, fragment_size)) { DEBUG_ERROR("Failed to compile the cursor shader"); return false; } t->uMousePos = egl_shaderGetUniform(t->shader, "mouse" ); t->uScale = egl_shaderGetUniform(t->shader, "scale" ); t->uRotate = egl_shaderGetUniform(t->shader, "rotate" ); t->uCBMode = egl_shaderGetUniform(t->shader, "cbMode" ); return true; } static inline void setCursorTexUniforms(EGL_Cursor * cursor, struct CursorTex * t, bool mono, float x, float y, float w, float h, float scale) { glUniform4f(t->uMousePos, x, y, w, mono ? h / 2 : h); glUniform1f(t->uScale , scale); glUniform1i(t->uRotate , cursor->rotate); glUniform1i(t->uCBMode , cursor->cbMode); } static void cursorTexFree(struct CursorTex * t) { egl_textureFree(&t->texture); egl_shaderFree (&t->shader ); }; bool egl_cursorInit(EGL_Cursor ** cursor) { *cursor = malloc(sizeof(**cursor)); if (!*cursor) { DEBUG_ERROR("Failed to malloc EGL_Cursor"); return false; } memset(*cursor, 0, sizeof(**cursor)); LG_LOCK_INIT((*cursor)->lock); if (!cursorTexInit(&(*cursor)->norm, b_shader_cursor_vert , b_shader_cursor_vert_size, b_shader_cursor_rgb_frag, b_shader_cursor_rgb_frag_size)) return false; if (!cursorTexInit(&(*cursor)->mono, b_shader_cursor_vert , b_shader_cursor_vert_size, b_shader_cursor_mono_frag, b_shader_cursor_mono_frag_size)) return false; if (!egl_modelInit(&(*cursor)->model)) { DEBUG_ERROR("Failed to initialize the cursor model"); return false; } egl_modelSetDefault((*cursor)->model, true); (*cursor)->cbMode = option_get_int("egl", "cbMode"); struct CursorPos pos = { .x = 0, .y = 0 }; struct CursorPos hs = { .x = 0, .y = 0 }; struct CursorSize size = { .w = 0, .h = 0 }; atomic_init(&(*cursor)->pos , pos ); atomic_init(&(*cursor)->hs , hs ); atomic_init(&(*cursor)->size , size); atomic_init(&(*cursor)->scale, 1.0f); return true; } void egl_cursorFree(EGL_Cursor ** cursor) { if (!*cursor) return; LG_LOCK_FREE((*cursor)->lock); if ((*cursor)->data) free((*cursor)->data); cursorTexFree(&(*cursor)->norm); cursorTexFree(&(*cursor)->mono); egl_modelFree(&(*cursor)->model); free(*cursor); *cursor = NULL; } bool egl_cursorSetShape(EGL_Cursor * cursor, const LG_RendererCursor type, const int width, const int height, const int stride, const uint8_t * data) { LG_LOCK(cursor->lock); cursor->type = type; cursor->width = width; cursor->height = (type == LG_CURSOR_MONOCHROME ? height / 2 : height); cursor->stride = stride; const size_t size = height * stride; if (size > cursor->dataSize) { if (cursor->data) free(cursor->data); cursor->data = malloc(size); if (!cursor->data) { DEBUG_ERROR("Failed to malloc buffer for cursor shape"); return false; } cursor->dataSize = size; } memcpy(cursor->data, data, size); cursor->update = true; LG_UNLOCK(cursor->lock); return true; } void egl_cursorSetSize(EGL_Cursor * cursor, const float w, const float h) { struct CursorSize size = { .w = w, .h = h }; atomic_store(&cursor->size, size); } void egl_cursorSetScale(EGL_Cursor * cursor, const float scale) { atomic_store(&cursor->scale, scale); } void egl_cursorSetState(EGL_Cursor * cursor, const bool visible, const float x, const float y, const float hx, const float hy) { cursor->visible = visible; struct CursorPos pos = { .x = x , .y = y }; struct CursorPos hs = { .x = hx, .y = hy }; atomic_store(&cursor->pos, pos); atomic_store(&cursor->hs , hs); } struct CursorState egl_cursorRender(EGL_Cursor * cursor, LG_RendererRotate rotate, int width, int height) { if (!cursor->visible) return (struct CursorState) { .visible = false }; if (cursor->update) { LG_LOCK(cursor->lock); cursor->update = false; uint8_t * data = cursor->data; switch(cursor->type) { case LG_CURSOR_MASKED_COLOR: { uint32_t xor[cursor->height][cursor->width]; for(int y = 0; y < cursor->height; ++y) for(int x = 0; x < cursor->width; ++x) { uint32_t * src = (uint32_t *)(data + (cursor->stride * y) + x * 4); const bool masked = (*src & 0xFF000000) != 0; if (masked) *src = xor[y][x] = *src & 0x00FFFFFF; else { xor[y][x] = 0xFF000000; *src |= 0xFF000000; } } egl_textureSetup(cursor->mono.texture, EGL_PF_BGRA, cursor->width, cursor->height, sizeof(xor[0])); egl_textureUpdate(cursor->mono.texture, (uint8_t *)xor); } // fall through case LG_CURSOR_COLOR: { egl_textureSetup(cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->stride); egl_textureUpdate(cursor->norm.texture, data); break; } case LG_CURSOR_MONOCHROME: { uint32_t and[cursor->height][cursor->width]; uint32_t xor[cursor->height][cursor->width]; for(int y = 0; y < cursor->height; ++y) { for(int x = 0; x < cursor->width; ++x) { const uint8_t * srcAnd = data + (cursor->stride * y) + (x / 8); const uint8_t * srcXor = srcAnd + cursor->stride * cursor->height; const uint8_t mask = 0x80 >> (x % 8); const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000; const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000; and[y][x] = andMask; xor[y][x] = xorMask; } } egl_textureSetup(cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, sizeof(and[0])); egl_textureSetup(cursor->mono.texture, EGL_PF_BGRA, cursor->width, cursor->height, sizeof(xor[0])); egl_textureUpdate(cursor->norm.texture, (uint8_t *)and); egl_textureUpdate(cursor->mono.texture, (uint8_t *)xor); break; } } LG_UNLOCK(cursor->lock); } cursor->rotate = rotate; struct CursorPos pos = atomic_load(&cursor->pos ); float scale = atomic_load(&cursor->scale); struct CursorPos hs = atomic_load(&cursor->hs ); struct CursorSize size = atomic_load(&cursor->size ); pos.x -= hs.x * scale; pos.y -= hs.y * scale; size.w *= scale; size.h *= scale; struct CursorState state = { .visible = true, }; switch (rotate) { case LG_ROTATE_0: state.rect.x = (pos.x * width + width) / 2; state.rect.y = (-pos.y * height + height) / 2 - size.h * height; state.rect.w = size.w * width + 3; state.rect.h = size.h * height + 3; break; case LG_ROTATE_90: state.rect.x = (-pos.y * width + width) / 2 - size.h * width; state.rect.y = (-pos.x * height + height) / 2 - size.w * height; state.rect.w = size.h * width + 3; state.rect.h = size.w * height + 3; break; case LG_ROTATE_180: state.rect.x = (-pos.x * width + width) / 2 - size.w * width; state.rect.y = (pos.y * height + height) / 2; state.rect.w = size.w * width + 3; state.rect.h = size.h * height + 3; break; case LG_ROTATE_270: state.rect.x = (pos.y * width + width) / 2; state.rect.y = (pos.x * height + height) / 2; state.rect.w = size.h * width + 3; state.rect.h = size.w * height + 3; break; default: DEBUG_UNREACHABLE(); } state.rect.x = max(0, state.rect.x - 1); state.rect.y = max(0, state.rect.y - 1); glEnable(GL_BLEND); switch(cursor->type) { case LG_CURSOR_MONOCHROME: { egl_shaderUse(cursor->norm.shader); setCursorTexUniforms(cursor, &cursor->norm, true, pos.x, pos.y, size.w, size.h, scale); glBlendFunc(GL_ZERO, GL_SRC_COLOR); egl_modelSetTexture(cursor->model, cursor->norm.texture); egl_modelRender(cursor->model); egl_shaderUse(cursor->mono.shader); setCursorTexUniforms(cursor, &cursor->mono, true, pos.x, pos.y, size.w, size.h, scale); glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); egl_modelSetTexture(cursor->model, cursor->mono.texture); egl_modelRender(cursor->model); break; } case LG_CURSOR_MASKED_COLOR: { egl_shaderUse(cursor->norm.shader); setCursorTexUniforms(cursor, &cursor->norm, false, pos.x, pos.y, size.w, size.h, scale); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); egl_modelSetTexture(cursor->model, cursor->norm.texture); egl_modelRender(cursor->model); egl_shaderUse(cursor->mono.shader); setCursorTexUniforms(cursor, &cursor->mono, false, pos.x, pos.y, size.w, size.h, scale); glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); egl_modelSetTexture(cursor->model, cursor->mono.texture); egl_modelRender(cursor->model); break; } case LG_CURSOR_COLOR: { egl_shaderUse(cursor->norm.shader); setCursorTexUniforms(cursor, &cursor->norm, false, pos.x, pos.y, size.w, size.h, scale); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); egl_modelSetTexture(cursor->model, cursor->norm.texture); egl_modelRender(cursor->model); break; } } glDisable(GL_BLEND); return state; }