/** * Looking Glass * Copyright © 2017-2021 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 "damage.h" #include "common/debug.h" #include "common/KVMFR.h" #include "common/locking.h" #include "app.h" #include "desktop_rects.h" #include "shader.h" #include "cimgui.h" #include #include // these headers are auto generated by cmake #include "damage.vert.h" #include "damage.frag.h" struct EGL_Damage { EGL_Shader * shader; EGL_DesktopRects * mesh; GLfloat transform[6]; bool show; int width , height; float translateX, translateY; float scaleX , scaleY; LG_RendererRotate rotate; // uniforms GLint uTransform; }; void egl_damageConfigUI(EGL_Damage * damage) { igCheckbox("Show damage overlay", &damage->show); } bool egl_damageInit(EGL_Damage ** damage) { *damage = (EGL_Damage *)malloc(sizeof(EGL_Damage)); if (!*damage) { DEBUG_ERROR("Failed to malloc EGL_Damage"); return false; } memset(*damage, 0, sizeof(EGL_Damage)); if (!egl_shaderInit(&(*damage)->shader)) { DEBUG_ERROR("Failed to initialize the damage shader"); return false; } if (!egl_shaderCompile((*damage)->shader, b_shader_damage_vert, b_shader_damage_vert_size, b_shader_damage_frag, b_shader_damage_frag_size)) { DEBUG_ERROR("Failed to compile the damage shader"); return false; } if (!egl_desktopRectsInit(&(*damage)->mesh, KVMFR_MAX_DAMAGE_RECTS)) { DEBUG_ERROR("Failed to initialize the mesh"); return false; } (*damage)->uTransform = egl_shaderGetUniform((*damage)->shader, "transform"); return true; } void egl_damageFree(EGL_Damage ** damage) { if (!*damage) return; egl_desktopRectsFree(&(*damage)->mesh); egl_shaderFree(&(*damage)->shader); free(*damage); *damage = NULL; } static void update_matrix(EGL_Damage * damage) { egl_desktopRectsMatrix(damage->transform, damage->width, damage->height, damage->translateX, damage->translateY, damage->scaleX, damage->scaleY, damage->rotate); } void egl_damageSetup(EGL_Damage * damage, int width, int height) { damage->width = width; damage->height = height; update_matrix(damage); } void egl_damageResize(EGL_Damage * damage, float translateX, float translateY, float scaleX, float scaleY) { damage->translateX = translateX; damage->translateY = translateY; damage->scaleX = scaleX; damage->scaleY = scaleY; update_matrix(damage); } bool egl_damageRender(EGL_Damage * damage, LG_RendererRotate rotate, const struct DesktopDamage * data) { if (!damage->show) return false; if (rotate != damage->rotate) { damage->rotate = rotate; update_matrix(damage); } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); egl_shaderUse(damage->shader); glUniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform); if (data && data->count != 0) egl_desktopRectsUpdate(damage->mesh, (const struct DamageRects *) data, damage->width, damage->height); egl_desktopRectsRender(damage->mesh); glDisable(GL_BLEND); return true; }