mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-24 22:37:19 +00:00
228 lines
5.8 KiB
C
228 lines
5.8 KiB
C
/**
|
|
* Looking Glass
|
|
* Copyright (C) 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 "alert.h"
|
|
#include "common/debug.h"
|
|
#include "common/locking.h"
|
|
|
|
#include "texture.h"
|
|
#include "shader.h"
|
|
#include "model.h"
|
|
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
// these headers are auto generated by cmake
|
|
#include "alert.vert.h"
|
|
#include "alert.frag.h"
|
|
#include "alert_bg.frag.h"
|
|
|
|
struct EGL_Alert
|
|
{
|
|
const LG_Font * font;
|
|
LG_FontObj fontObj;
|
|
|
|
EGL_Texture * texture;
|
|
EGL_Shader * shader;
|
|
EGL_Shader * shaderBG;
|
|
EGL_Model * model;
|
|
|
|
LG_Lock lock;
|
|
bool update;
|
|
LG_FontBitmap * bmp;
|
|
|
|
bool ready;
|
|
float width , height ;
|
|
float bgWidth, bgHeight;
|
|
float r, g, b, a;
|
|
|
|
// uniforms
|
|
GLint uScreen , uSize;
|
|
GLint uScreenBG, uSizeBG, uColorBG;
|
|
};
|
|
|
|
bool egl_alert_init(EGL_Alert ** alert, const LG_Font * font, LG_FontObj fontObj)
|
|
{
|
|
*alert = (EGL_Alert *)malloc(sizeof(EGL_Alert));
|
|
if (!*alert)
|
|
{
|
|
DEBUG_ERROR("Failed to malloc EGL_Alert");
|
|
return false;
|
|
}
|
|
|
|
memset(*alert, 0, sizeof(EGL_Alert));
|
|
|
|
(*alert)->font = font;
|
|
(*alert)->fontObj = fontObj;
|
|
LG_LOCK_INIT((*alert)->lock);
|
|
|
|
if (!egl_texture_init(&(*alert)->texture, NULL))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the alert texture");
|
|
return false;
|
|
}
|
|
|
|
if (!egl_shader_init(&(*alert)->shader))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the alert shader");
|
|
return false;
|
|
}
|
|
|
|
if (!egl_shader_init(&(*alert)->shaderBG))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the alert bg shader");
|
|
return false;
|
|
}
|
|
|
|
|
|
if (!egl_shader_compile((*alert)->shader,
|
|
b_shader_alert_vert, b_shader_alert_vert_size,
|
|
b_shader_alert_frag, b_shader_alert_frag_size))
|
|
{
|
|
DEBUG_ERROR("Failed to compile the alert shader");
|
|
return false;
|
|
}
|
|
|
|
if (!egl_shader_compile((*alert)->shaderBG,
|
|
b_shader_alert_vert , b_shader_alert_vert_size,
|
|
b_shader_alert_bg_frag, b_shader_alert_bg_frag_size))
|
|
{
|
|
DEBUG_ERROR("Failed to compile the alert shader");
|
|
return false;
|
|
}
|
|
|
|
|
|
(*alert)->uSize = egl_shader_get_uniform_location((*alert)->shader , "size" );
|
|
(*alert)->uScreen = egl_shader_get_uniform_location((*alert)->shader , "screen");
|
|
(*alert)->uSizeBG = egl_shader_get_uniform_location((*alert)->shaderBG, "size" );
|
|
(*alert)->uScreenBG = egl_shader_get_uniform_location((*alert)->shaderBG, "screen");
|
|
(*alert)->uColorBG = egl_shader_get_uniform_location((*alert)->shaderBG, "color" );
|
|
|
|
if (!egl_model_init(&(*alert)->model))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the alert model");
|
|
return false;
|
|
}
|
|
|
|
egl_model_set_default((*alert)->model);
|
|
egl_model_set_texture((*alert)->model, (*alert)->texture);
|
|
|
|
return true;
|
|
}
|
|
|
|
void egl_alert_free(EGL_Alert ** alert)
|
|
{
|
|
if (!*alert)
|
|
return;
|
|
|
|
egl_texture_free(&(*alert)->texture );
|
|
egl_shader_free (&(*alert)->shader );
|
|
egl_shader_free (&(*alert)->shaderBG);
|
|
egl_model_free (&(*alert)->model );
|
|
|
|
free(*alert);
|
|
*alert = NULL;
|
|
}
|
|
|
|
void egl_alert_set_color(EGL_Alert * alert, const uint32_t color)
|
|
{
|
|
alert->r = (1.0f / 0xff) * ((color >> 24) & 0xFF);
|
|
alert->g = (1.0f / 0xff) * ((color >> 16) & 0xFF);
|
|
alert->b = (1.0f / 0xff) * ((color >> 8) & 0xFF);
|
|
alert->a = (1.0f / 0xff) * ((color >> 0) & 0xFF);
|
|
}
|
|
|
|
void egl_alert_set_text (EGL_Alert * alert, const char * str)
|
|
{
|
|
LG_LOCK(alert->lock);
|
|
alert->bmp = alert->font->render(alert->fontObj, 0xffffff00, str);
|
|
if (!alert->bmp)
|
|
{
|
|
alert->update = false;
|
|
LG_UNLOCK(alert->lock);
|
|
DEBUG_ERROR("Failed to render alert text");
|
|
return;
|
|
}
|
|
|
|
alert->update = true;
|
|
LG_UNLOCK(alert->lock);
|
|
}
|
|
|
|
void egl_alert_set_font(EGL_Alert * alert, LG_Font * fontObj)
|
|
{
|
|
LG_LOCK(alert->lock);
|
|
alert->fontObj = fontObj;
|
|
LG_UNLOCK(alert->lock);
|
|
}
|
|
|
|
void egl_alert_render(EGL_Alert * alert, const float scaleX, const float scaleY)
|
|
{
|
|
if (alert->update)
|
|
{
|
|
LG_LOCK(alert->lock);
|
|
egl_texture_setup(
|
|
alert->texture,
|
|
EGL_PF_BGRA,
|
|
alert->bmp->width ,
|
|
alert->bmp->height,
|
|
alert->bmp->width * alert->bmp->bpp,
|
|
false,
|
|
false
|
|
);
|
|
|
|
egl_texture_update(alert->texture, alert->bmp->pixels);
|
|
|
|
alert->width = alert->bgWidth = alert->bmp->width;
|
|
alert->height = alert->bgHeight = alert->bmp->height;
|
|
|
|
if (alert->bgWidth < 200)
|
|
alert->bgWidth = 200;
|
|
alert->bgHeight += 4;
|
|
|
|
alert->ready = true;
|
|
|
|
alert->font->release(alert->fontObj, alert->bmp);
|
|
alert->update = false;
|
|
alert->bmp = NULL;
|
|
LG_UNLOCK(alert->lock);
|
|
}
|
|
|
|
if (!alert->ready)
|
|
return;
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// render the background first
|
|
egl_shader_use(alert->shaderBG);
|
|
glUniform2f(alert->uScreenBG, scaleX , scaleY );
|
|
glUniform2i(alert->uSizeBG , alert->bgWidth, alert->bgHeight);
|
|
glUniform4f(alert->uColorBG , alert->r, alert->g, alert->b, alert->a);
|
|
egl_model_render(alert->model);
|
|
|
|
// render the texture over the background
|
|
egl_shader_use(alert->shader);
|
|
glUniform2f(alert->uScreen, scaleX , scaleY );
|
|
glUniform2i(alert->uSize , alert->width, alert->height);
|
|
egl_model_render(alert->model);
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|