/* 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 "cursor.h" #include "common/debug.h" #include "common/locking.h" #include "common/option.h" #include "texture.h" #include "shader.h" #include "model.h" #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 uCBMode; }; 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; float x, y, w, h; int cbMode; struct CursorTex norm; struct CursorTex mono; struct EGL_Model * model; }; static bool egl_cursor_tex_init(struct CursorTex * t, const char * vertex_code , size_t vertex_size, const char * fragment_code, size_t fragment_size) { if (!egl_texture_init(&t->texture, NULL)) { DEBUG_ERROR("Failed to initialize the cursor texture"); return false; } if (!egl_shader_init(&t->shader)) { DEBUG_ERROR("Failed to initialize the cursor shader"); return false; } if (!egl_shader_compile(t->shader, vertex_code, vertex_size, fragment_code, fragment_size)) { DEBUG_ERROR("Failed to compile the cursor shader"); return false; } t->uMousePos = egl_shader_get_uniform_location(t->shader, "mouse" ); t->uCBMode = egl_shader_get_uniform_location(t->shader, "cbMode"); return true; } static void egl_cursor_tex_free(struct CursorTex * t) { egl_texture_free(&t->texture); egl_shader_free (&t->shader ); }; bool egl_cursor_init(EGL_Cursor ** cursor) { *cursor = (EGL_Cursor *)malloc(sizeof(EGL_Cursor)); if (!*cursor) { DEBUG_ERROR("Failed to malloc EGL_Cursor"); return false; } memset(*cursor, 0, sizeof(EGL_Cursor)); LG_LOCK_INIT((*cursor)->lock); if (!egl_cursor_tex_init(&(*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 (!egl_cursor_tex_init(&(*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_model_init(&(*cursor)->model)) { DEBUG_ERROR("Failed to initialize the cursor model"); return false; } egl_model_set_default((*cursor)->model); (*cursor)->cbMode = option_get_int("egl", "cbMode"); return true; } void egl_cursor_free(EGL_Cursor ** cursor) { if (!*cursor) return; LG_LOCK_FREE((*cursor)->lock); if ((*cursor)->data) free((*cursor)->data); egl_cursor_tex_free(&(*cursor)->norm); egl_cursor_tex_free(&(*cursor)->mono); egl_model_free(&(*cursor)->model); free(*cursor); *cursor = NULL; } bool egl_cursor_set_shape(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 = (uint8_t *)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_cursor_set_size(EGL_Cursor * cursor, const float w, const float h) { cursor->w = w; cursor->h = h; } void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y) { cursor->visible = visible; cursor->x = x; cursor->y = y; } void egl_cursor_render(EGL_Cursor * cursor) { if (!cursor->visible) return; if (cursor->update) { LG_LOCK(cursor->lock); cursor->update = false; uint8_t * data = cursor->data; switch(cursor->type) { case LG_CURSOR_MASKED_COLOR: // fall through case LG_CURSOR_COLOR: { egl_texture_setup(cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->stride, false, false); egl_texture_update(cursor->norm.texture, data); egl_model_set_texture(cursor->model, cursor->norm.texture); break; } case LG_CURSOR_MONOCHROME: { uint32_t and[cursor->width * cursor->height]; uint32_t xor[cursor->width * cursor->height]; 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 * cursor->width + x] = andMask; xor[y * cursor->width + x] = xorMask; } egl_texture_setup (cursor->norm.texture , EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false, false); egl_texture_setup (cursor->mono.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false, false); egl_texture_update(cursor->norm.texture , (uint8_t *)and); egl_texture_update(cursor->mono.texture, (uint8_t *)xor); break; } } LG_UNLOCK(cursor->lock); } glEnable(GL_BLEND); switch(cursor->type) { case LG_CURSOR_MONOCHROME: { egl_shader_use(cursor->norm.shader); glUniform4f(cursor->norm.uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2); glUniform1i(cursor->norm.uCBMode , cursor->cbMode); glBlendFunc(GL_ZERO, GL_SRC_COLOR); egl_model_set_texture(cursor->model, cursor->norm.texture); egl_model_render(cursor->model); egl_shader_use(cursor->mono.shader); glUniform4f(cursor->mono.uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2); glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); egl_model_set_texture(cursor->model, cursor->mono.texture); egl_model_render(cursor->model); break; } case LG_CURSOR_COLOR: { egl_shader_use(cursor->norm.shader); glUniform4f(cursor->norm.uMousePos, cursor->x, cursor->y, cursor->w, cursor->h); glUniform1i(cursor->norm.uCBMode , cursor->cbMode); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); egl_model_render(cursor->model); break; } case LG_CURSOR_MASKED_COLOR: { egl_shader_use(cursor->mono.shader); glUniform4f(cursor->mono.uMousePos, cursor->x, cursor->y, cursor->w, cursor->h); glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); egl_model_render(cursor->model); break; } } glDisable(GL_BLEND); }