mirror of
https://github.com/gnif/LookingGlass.git
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287b983d27
mipmapping is turned off for images that are scaled up a it degrades the output quality.
772 lines
22 KiB
C
772 lines
22 KiB
C
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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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 "lg-renderer.h"
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#include <stdint.h>
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#include <stdbool.h>
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#include <unistd.h>
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#include <SDL2/SDL_ttf.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glx.h>
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#include "debug.h"
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#include "memcpySSE.h"
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#include "utils.h"
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#define BUFFER_COUNT 1
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#define FRAME_TEXTURE 0
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#define FPS_TEXTURE 1
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#define MOUSE_TEXTURE 2
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#define TEXTURE_COUNT 3
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static PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI = NULL;
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static PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI = NULL;
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struct LGR_OpenGL
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{
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LG_RendererParams params;
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bool configured;
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SDL_Window * sdlWindow;
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SDL_GLContext glContext;
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bool doneInfo;
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SDL_Point window;
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bool resizeWindow;
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bool frameUpdate;
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LG_RendererFormat format;
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GLuint intFormat;
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GLuint vboFormat;
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size_t texSize;
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uint64_t drawStart;
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bool hasBuffers;
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GLuint vboID[1];
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uint8_t * texPixels[BUFFER_COUNT];
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int texIndex;
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int texList;
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int fpsList;
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int mouseList;
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LG_RendererRect destRect;
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bool hasTextures;
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GLuint textures[TEXTURE_COUNT];
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uint gpuFrameCount;
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bool fpsTexture;
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uint64_t lastFrameTime;
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uint64_t renderTime;
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uint64_t frameCount;
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SDL_Rect fpsRect;
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bool mouseUpdate;
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bool newShape;
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uint64_t lastMouseDraw;
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LG_RendererCursor mouseType;
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bool mouseVisible;
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SDL_Rect mousePos;
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};
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bool lgr_opengl_check_error(const char * name)
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{
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GLenum error = glGetError();
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if (error == GL_NO_ERROR)
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return false;
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const GLubyte * errStr = gluErrorString(error);
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DEBUG_ERROR("%s = %d (%s)", name, error, errStr);
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return true;
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}
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const char * lgr_opengl_get_name()
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{
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return "OpenGL";
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}
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bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, Uint32 * sdlFlags)
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{
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// create our local storage
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*opaque = malloc(sizeof(struct LGR_OpenGL));
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if (!*opaque)
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{
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DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct LGR_OpenGL));
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return false;
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}
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memset(*opaque, 0, sizeof(struct LGR_OpenGL));
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)*opaque;
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memcpy(&this->params, ¶ms, sizeof(LG_RendererParams));
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if (!glXGetVideoSyncSGI)
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{
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glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC )glXGetProcAddress((const GLubyte *)"glXGetVideoSyncSGI" );
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glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glXGetProcAddress((const GLubyte *)"glXWaitVideoSyncSGI");
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if (!glXGetVideoSyncSGI || !glXWaitVideoSyncSGI)
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{
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glXGetVideoSyncSGI = NULL;
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DEBUG_ERROR("Failed to get proc addresses");
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return false;
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}
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}
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*sdlFlags = SDL_WINDOW_OPENGL;
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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return true;
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}
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bool lgr_opengl_configure(void * opaque, SDL_Window *window, const LG_RendererFormat format)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this)
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return false;
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if (this->configured)
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{
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DEBUG_ERROR("Renderer already configured, call deconfigure first");
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return false;
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}
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this->sdlWindow = window;
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this->glContext = SDL_GL_CreateContext(window);
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if (!this->glContext)
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{
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DEBUG_ERROR("Failed to create the OpenGL context");
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return false;
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}
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if (!this->doneInfo)
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{
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DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
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DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
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DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
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this->doneInfo = true;
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}
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if (SDL_GL_MakeCurrent(window, this->glContext) != 0)
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{
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DEBUG_ERROR("Failed to make the GL context current");
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return false;
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}
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SDL_GL_SetSwapInterval(this->params.vsync ? 1 : 0);
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// check if the GPU supports GL_ARB_buffer_storage first
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// there is no advantage to this renderer if it is not present.
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const GLubyte * extensions = glGetString(GL_EXTENSIONS);
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if (!gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions))
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{
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DEBUG_INFO("The GPU doesn't support GL_ARB_buffer_storage");
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return false;
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}
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// assume 24 and 32 bit formats are RGB and RGBA
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switch(format.bpp)
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{
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case 24:
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this->intFormat = GL_RGB8;
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this->vboFormat = GL_BGR;
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break;
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case 32:
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this->intFormat = GL_RGBA8;
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this->vboFormat = GL_BGRA;
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break;
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default:
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DEBUG_INFO("%d bpp not supported", format.bpp);
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return false;
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}
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// calculate the texture size in bytes
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this->texSize = format.height * format.pitch;
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// generate lists for drawing
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this->texList = glGenLists(BUFFER_COUNT);
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this->fpsList = glGenLists(1);
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this->mouseList = glGenLists(1);
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// generate the pixel unpack buffers
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glGenBuffers(1, this->vboID);
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if (lgr_opengl_check_error("glGenBuffers"))
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return false;
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this->hasBuffers = true;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0]);
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if (lgr_opengl_check_error("glBindBuffer"))
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return false;
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glBufferStorage(
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GL_PIXEL_UNPACK_BUFFER,
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this->texSize * BUFFER_COUNT,
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NULL,
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GL_MAP_WRITE_BIT |
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GL_MAP_PERSISTENT_BIT
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);
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if (lgr_opengl_check_error("glBufferStorage"))
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return false;
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this->texPixels[0] = glMapBufferRange(
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GL_PIXEL_UNPACK_BUFFER,
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0,
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this->texSize * BUFFER_COUNT,
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GL_MAP_WRITE_BIT |
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_FLUSH_EXPLICIT_BIT
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);
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if (lgr_opengl_check_error("glMapBufferRange"))
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return false;
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for(int i = 1; i < BUFFER_COUNT; ++i)
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this->texPixels[i] = this->texPixels[i-1] + this->texSize;
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// create the textures
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glGenTextures(TEXTURE_COUNT, this->textures);
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if (lgr_opengl_check_error("glGenTextures"))
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return false;
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this->hasTextures = true;
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// create the frame texture
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glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
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if (lgr_opengl_check_error("glBindTexture"))
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return false;
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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this->intFormat,
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format.width,
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format.height * BUFFER_COUNT,
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0,
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this->vboFormat,
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GL_UNSIGNED_BYTE,
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(void*)0
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);
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if (lgr_opengl_check_error("glTexImage2D"))
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return false;
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// configure the texture
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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for (int i = 0; i < BUFFER_COUNT; ++i)
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{
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const float ts = (1.0f / BUFFER_COUNT) * i;
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const float te = (1.0f / BUFFER_COUNT) + ts;
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// create the display lists
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glNewList(this->texList + i, GL_COMPILE);
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glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, ts); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, ts); glVertex2i(format.width, 0 );
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glTexCoord2f(0.0f, te); glVertex2i(0 , format.height);
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glTexCoord2f(1.0f, te); glVertex2i(format.width, format.height);
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glEnd();
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glEndList();
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_COLOR_MATERIAL);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_SCISSOR_TEST);
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this->resizeWindow = true;
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this->drawStart = nanotime();
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glXGetVideoSyncSGI(&this->gpuFrameCount);
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// copy the format into the local storage
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memcpy(&this->format, &format, sizeof(LG_RendererFormat));
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this->configured = true;
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return true;
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}
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void lgr_opengl_deconfigure(void * opaque)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->configured)
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return;
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if (this->hasTextures)
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{
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glDeleteTextures(TEXTURE_COUNT, this->textures);
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this->hasTextures = false;
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}
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if (this->hasBuffers)
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{
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glDeleteBuffers(1, this->vboID);
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this->hasBuffers = false;
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}
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if (this->glContext)
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{
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SDL_GL_DeleteContext(this->glContext);
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this->glContext = NULL;
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}
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this->configured = false;
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}
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void lgr_opengl_deinitialize(void * opaque)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this)
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return;
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if (this->configured)
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lgr_opengl_deconfigure(opaque);
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free(this);
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}
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bool lgr_opengl_is_compatible(void * opaque, const LG_RendererFormat format)
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{
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const struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->configured)
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return false;
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return (memcmp(&this->format, &format, sizeof(LG_RendererFormat)) == 0);
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}
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void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->configured)
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return;
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this->window.x = width;
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this->window.y = height;
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memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
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this->resizeWindow = true;
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}
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bool lgr_opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->configured)
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return false;
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this->mouseType = cursor;
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switch(cursor)
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{
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case LG_CURSOR_COLOR:
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{
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
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glTexImage2D
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(
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GL_TEXTURE_2D,
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0 ,
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GL_RGBA,
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width ,
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height ,
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0 ,
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GL_BGRA, // windows cursors are in BGRA format
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GL_UNSIGNED_BYTE,
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data
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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this->mousePos.w = width;
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this->mousePos.h = height;
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glNewList(this->mouseList, GL_COMPILE);
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glEnable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , height);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(width, height);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_BLEND);
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glEndList();
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break;
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}
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case LG_CURSOR_MONOCHROME:
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{
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const int hheight = height / 2;
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uint32_t d[width * height];
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for(int y = 0; y < hheight; ++y)
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for(int x = 0; x < width; ++x)
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{
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const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
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const uint8_t * srcXor = srcAnd + pitch * hheight;
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const uint8_t mask = 0x80 >> (x % 8);
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const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
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const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
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d[y * width + x ] = andMask;
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d[y * width + x + width * hheight] = xorMask;
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}
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
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glTexImage2D
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(
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GL_TEXTURE_2D,
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0 ,
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GL_RGBA,
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width ,
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height ,
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0 ,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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d
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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this->mousePos.w = width;
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this->mousePos.h = hheight;
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glNewList(this->mouseList, GL_COMPILE);
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glEnable(GL_COLOR_LOGIC_OP);
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glLogicOp(GL_AND);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
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glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
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glEnd();
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glLogicOp(GL_XOR);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
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glEnd();
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glDisable(GL_COLOR_LOGIC_OP);
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glEndList();
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break;
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}
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case LG_CURSOR_MASKED_COLOR:
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{
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//TODO
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break;
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}
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}
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this->mouseUpdate = true;
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this->newShape = true;
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return true;
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}
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bool lgr_opengl_on_mouse_event(void * opaque, const bool visible, const int x, const int y)
|
|
{
|
|
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
|
|
if (!this || !this->configured)
|
|
return false;
|
|
|
|
if (this->mousePos.x == x && this->mousePos.y == y && this->mouseVisible == visible)
|
|
return true;
|
|
|
|
this->mouseVisible = visible;
|
|
this->mousePos.x = x;
|
|
this->mousePos.y = y;
|
|
this->mouseUpdate = true;
|
|
return false;
|
|
}
|
|
|
|
bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data)
|
|
{
|
|
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
|
|
if (!this)
|
|
{
|
|
DEBUG_ERROR("Invalid opaque pointer");
|
|
return false;
|
|
}
|
|
|
|
if (!this->configured)
|
|
{
|
|
DEBUG_ERROR("Not configured");
|
|
return false;
|
|
}
|
|
|
|
if (this->params.showFPS && this->renderTime > 1e9)
|
|
{
|
|
char str[128];
|
|
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount) / 1e6f);
|
|
snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS);
|
|
SDL_Color color = {0xff, 0xff, 0xff};
|
|
SDL_Surface *textSurface = NULL;
|
|
if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
|
|
{
|
|
DEBUG_ERROR("Failed to render text");
|
|
return false;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D , this->textures[FPS_TEXTURE]);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
textSurface->format->BytesPerPixel,
|
|
textSurface->w,
|
|
textSurface->h,
|
|
0,
|
|
GL_BGRA,
|
|
GL_UNSIGNED_BYTE,
|
|
textSurface->pixels
|
|
);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
this->fpsRect.x = 5;
|
|
this->fpsRect.y = 5;
|
|
this->fpsRect.w = textSurface->w;
|
|
this->fpsRect.h = textSurface->h;
|
|
|
|
SDL_FreeSurface(textSurface);
|
|
|
|
this->renderTime = 0;
|
|
this->frameCount = 0;
|
|
this->fpsTexture = true;
|
|
|
|
glNewList(this->fpsList, GL_COMPILE);
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
glVertex2i(this->fpsRect.x , this->fpsRect.y );
|
|
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
|
|
glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
|
|
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
|
|
glEnd();
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, this->textures[FPS_TEXTURE]);
|
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
|
|
glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
|
|
glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
|
|
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
|
|
glEnd();
|
|
glDisable(GL_BLEND);
|
|
glEndList();
|
|
}
|
|
|
|
// bind the texture and update it
|
|
glBindTexture(GL_TEXTURE_2D , this->textures[FRAME_TEXTURE]);
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0] );
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.stride );
|
|
|
|
// copy the buffer to the texture
|
|
memcpySSE(this->texPixels[this->texIndex], data, this->texSize);
|
|
glFlushMappedBufferRange(
|
|
GL_PIXEL_UNPACK_BUFFER,
|
|
this->texSize * this->texIndex,
|
|
this->texSize
|
|
);
|
|
|
|
// update the texture
|
|
glTexSubImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
0,
|
|
this->texIndex * this->format.height,
|
|
this->format.width ,
|
|
this->format.height,
|
|
this->vboFormat,
|
|
GL_UNSIGNED_BYTE,
|
|
(void*)(this->texIndex * this->texSize)
|
|
);
|
|
lgr_opengl_check_error("glTexSubImage2D");
|
|
|
|
// unbind the buffer
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
|
|
const bool mipmap = this->params.resample && (
|
|
(this->format.width > this->destRect.w) ||
|
|
(this->format.height > this->destRect.h));
|
|
|
|
if (mipmap)
|
|
{
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
}
|
|
else
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
if (++this->texIndex == BUFFER_COUNT)
|
|
this->texIndex = 0;
|
|
|
|
this->frameUpdate = true;
|
|
return true;
|
|
}
|
|
|
|
static inline void lgr_opengl_draw_mouse(struct LGR_OpenGL * this)
|
|
{
|
|
if (!this->mouseVisible)
|
|
return;
|
|
|
|
glPushMatrix();
|
|
glTranslatef(this->mousePos.x, this->mousePos.y, 0.0f);
|
|
glCallList(this->mouseList);
|
|
glPopMatrix();
|
|
}
|
|
|
|
bool lgr_opengl_render(void * opaque)
|
|
{
|
|
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
|
|
if (!this || !this->configured)
|
|
return false;
|
|
|
|
if (this->resizeWindow)
|
|
{
|
|
// setup the projection matrix
|
|
glViewport(0, 0, this->window.x, this->window.y);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
gluOrtho2D(0, this->window.x, this->window.y, 0);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
|
|
glScalef(
|
|
(float)this->destRect.w / (float)this->format.width,
|
|
(float)this->destRect.h / (float)this->format.height,
|
|
1.0f
|
|
);
|
|
|
|
// update the scissor rect to prevent drawing outside of the frame
|
|
glScissor(
|
|
this->destRect.x,
|
|
this->destRect.y,
|
|
this->destRect.w,
|
|
this->destRect.h
|
|
);
|
|
|
|
this->resizeWindow = false;
|
|
}
|
|
|
|
|
|
if (!this->frameUpdate)
|
|
{
|
|
if (!this->mouseUpdate)
|
|
return true;
|
|
|
|
if (!this->newShape)
|
|
{
|
|
// don't update the mouse too fast
|
|
const uint64_t delta = nanotime() - this->lastMouseDraw;
|
|
if (delta < 5e6)
|
|
return true;
|
|
}
|
|
this->newShape = false;
|
|
|
|
glDrawBuffer(GL_FRONT);
|
|
glCallList(this->texList + this->texIndex);
|
|
lgr_opengl_draw_mouse(this);
|
|
if (this->fpsTexture)
|
|
glCallList(this->fpsList);
|
|
glDrawBuffer(GL_BACK);
|
|
glFlush();
|
|
|
|
this->mouseUpdate = false;
|
|
this->lastMouseDraw = nanotime();
|
|
return true;
|
|
}
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
glCallList(this->texList + this->texIndex);
|
|
lgr_opengl_draw_mouse(this);
|
|
if (this->fpsTexture)
|
|
glCallList(this->fpsList);
|
|
|
|
unsigned int before, after;
|
|
glXGetVideoSyncSGI(&before);
|
|
SDL_GL_SwapWindow(this->sdlWindow);
|
|
|
|
// wait for the swap to happen to ensure we dont buffer frames
|
|
glXGetVideoSyncSGI(&after);
|
|
if (before == after)
|
|
glXWaitVideoSyncSGI(1, 0, &before);
|
|
|
|
++this->frameCount;
|
|
const uint64_t t = nanotime();
|
|
this->renderTime += t - this->lastFrameTime;
|
|
this->lastFrameTime = t;
|
|
|
|
this->frameUpdate = false;
|
|
this->mouseUpdate = false;
|
|
this->lastMouseDraw = t;
|
|
return true;
|
|
}
|
|
|
|
const LG_Renderer LGR_OpenGL =
|
|
{
|
|
.get_name = lgr_opengl_get_name,
|
|
.initialize = lgr_opengl_initialize,
|
|
.configure = lgr_opengl_configure,
|
|
.deconfigure = lgr_opengl_deconfigure,
|
|
.deinitialize = lgr_opengl_deinitialize,
|
|
.is_compatible = lgr_opengl_is_compatible,
|
|
.on_resize = lgr_opengl_on_resize,
|
|
.on_mouse_shape = lgr_opengl_on_mouse_shape,
|
|
.on_mouse_event = lgr_opengl_on_mouse_event,
|
|
.on_frame_event = lgr_opengl_on_frame_event,
|
|
.render = lgr_opengl_render
|
|
}; |