/* 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 "common/debug.h" #include "texture.h" #include "shader.h" #include "model.h" #include #include // these headers are auto generated by cmake #include "fps.vert.h" #include "fps.frag.h" #include "fps_bg.frag.h" struct EGL_FPS { const LG_Font * font; LG_FontObj fontObj; EGL_Texture * texture; EGL_Shader * shader; EGL_Shader * shaderBG; EGL_Model * model; bool display; bool ready; int iwidth, iheight; float width, height; // uniforms GLint uScreen , uSize; GLint uScreenBG, uSizeBG; }; 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, NULL)) { 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, b_shader_fps_vert, b_shader_fps_vert_size, b_shader_fps_frag, b_shader_fps_frag_size)) { DEBUG_ERROR("Failed to compile the fps shader"); return false; } if (!egl_shader_compile((*fps)->shaderBG, b_shader_fps_vert , b_shader_fps_vert_size, b_shader_fps_bg_frag, b_shader_fps_bg_frag_size)) { 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_set_display(EGL_FPS * fps, bool display) { fps->display = display; } void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS) { if (!fps->display) return; 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; } if (fps->iwidth != bmp->width || fps->iheight != bmp->height) { fps->iwidth = bmp->width; fps->iheight = bmp->height; fps->width = (float)bmp->width; fps->height = (float)bmp->height; egl_texture_setup( fps->texture, EGL_PF_BGRA, bmp->width , bmp->height, bmp->width * bmp->bpp, false, false ); } egl_texture_update ( fps->texture, bmp->pixels ); fps->ready = true; fps->font->release(fps->fontObj, bmp); } void egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY) { if (!fps->display || !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); }