mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-13 01:38:20 +00:00
2993f7ae7d
This should prevent the looking-glass-client window from having an alpha channel. On Wayland, the alpha channel is used to compose the window onto the desktop, so the wallpaper would bleed through unless set to complete opaque. We worked around this by using constant alpha for rendering, but it was not sustainable. Instead, we should just ask for 24-bit context.
205 lines
5.0 KiB
C
205 lines
5.0 KiB
C
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2021 Guanzhong Chen <quantum2048@gmail.com>
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https://looking-glass.io
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "help.h"
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#include "common/debug.h"
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <stdlib.h>
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#include <string.h>
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// these headers are auto generated by cmake
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#include "help.vert.h"
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#include "help.frag.h"
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#include "help_bg.frag.h"
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struct EGL_Help
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{
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const LG_Font * font;
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LG_FontObj fontObj;
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EGL_Texture * texture;
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EGL_Shader * shader;
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EGL_Shader * shaderBG;
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EGL_Model * model;
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LG_FontBitmap * bmp;
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bool shouldRender;
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int iwidth, iheight;
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float width, height;
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// uniforms
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GLint uScreen , uSize;
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GLint uScreenBG, uSizeBG;
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};
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bool egl_help_init(EGL_Help ** help, const LG_Font * font, LG_FontObj fontObj)
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{
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*help = (EGL_Help *)malloc(sizeof(EGL_Help));
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if (!*help)
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{
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DEBUG_ERROR("Failed to malloc EGL_Help");
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return false;
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}
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memset(*help, 0, sizeof(EGL_Help));
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(*help)->font = font;
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(*help)->fontObj = fontObj;
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if (!egl_texture_init(&(*help)->texture, NULL))
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{
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DEBUG_ERROR("Failed to initialize the help texture");
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return false;
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}
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if (!egl_shader_init(&(*help)->shader))
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{
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DEBUG_ERROR("Failed to initialize the help shader");
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return false;
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}
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if (!egl_shader_init(&(*help)->shaderBG))
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{
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DEBUG_ERROR("Failed to initialize the help bg shader");
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return false;
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}
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if (!egl_shader_compile((*help)->shader,
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b_shader_help_vert, b_shader_help_vert_size,
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b_shader_help_frag, b_shader_help_frag_size))
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{
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DEBUG_ERROR("Failed to compile the help shader");
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return false;
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}
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if (!egl_shader_compile((*help)->shaderBG,
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b_shader_help_vert , b_shader_help_vert_size,
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b_shader_help_bg_frag, b_shader_help_bg_frag_size))
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{
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DEBUG_ERROR("Failed to compile the help shader");
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return false;
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}
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(*help)->uSize = egl_shader_get_uniform_location((*help)->shader , "size" );
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(*help)->uScreen = egl_shader_get_uniform_location((*help)->shader , "screen");
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(*help)->uSizeBG = egl_shader_get_uniform_location((*help)->shaderBG, "size" );
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(*help)->uScreenBG = egl_shader_get_uniform_location((*help)->shaderBG, "screen");
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if (!egl_model_init(&(*help)->model))
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{
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DEBUG_ERROR("Failed to initialize the fps model");
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return false;
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}
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egl_model_set_default((*help)->model);
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egl_model_set_texture((*help)->model, (*help)->texture);
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return true;
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}
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void egl_help_free(EGL_Help ** help)
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{
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if (!*help)
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return;
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egl_texture_free(&(*help)->texture );
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egl_shader_free (&(*help)->shader );
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egl_shader_free (&(*help)->shaderBG);
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egl_model_free (&(*help)->model );
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free(*help);
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*help = NULL;
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}
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void egl_help_set_text(EGL_Help * help, const char * help_text)
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{
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if (!help_text)
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{
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help->shouldRender = false;
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return;
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}
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help->bmp = help->font->render(help->fontObj, 0xffffff00, help_text);
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if (!help->bmp)
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{
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DEBUG_ERROR("Failed to render help text");
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return;
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}
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}
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void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY)
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{
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if (help->bmp)
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{
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if (help->iwidth != help->bmp->width || help->iheight != help->bmp->height)
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{
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help->iwidth = help->bmp->width;
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help->iheight = help->bmp->height;
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help->width = (float)help->bmp->width;
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help->height = (float)help->bmp->height;
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egl_texture_setup(
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help->texture,
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EGL_PF_BGRA,
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help->bmp->width ,
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help->bmp->height,
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help->bmp->width * help->bmp->bpp,
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false,
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false
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);
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}
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egl_texture_update
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(
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help->texture,
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help->bmp->pixels
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);
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help->shouldRender = true;
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help->font->release(help->fontObj, help->bmp);
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help->bmp = NULL;
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}
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if (!help->shouldRender)
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return;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// render the background first
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egl_shader_use(help->shaderBG);
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glUniform2f(help->uScreenBG, scaleX , scaleY );
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glUniform2f(help->uSizeBG , help->width, help->height);
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egl_model_render(help->model);
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// render the texture over the background
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egl_shader_use(help->shader);
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glUniform2f(help->uScreen, scaleX , scaleY );
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glUniform2f(help->uSize , help->width, help->height);
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egl_model_render(help->model);
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glDisable(GL_BLEND);
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}
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