mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +00:00
249 lines
6.1 KiB
C
249 lines
6.1 KiB
C
/*
|
|
Looking Glass - KVM FrameRelay (KVMFR) Client
|
|
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
|
|
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 "desktop.h"
|
|
#include "debug.h"
|
|
#include "utils.h"
|
|
|
|
#include "texture.h"
|
|
#include "shader.h"
|
|
#include "model.h"
|
|
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
#include "interface/app.h"
|
|
|
|
// these headers are auto generated by cmake
|
|
#include "desktop.vert.h"
|
|
#include "desktop_rgb.frag.h"
|
|
#include "desktop_yuv.frag.h"
|
|
|
|
struct EGL_Desktop
|
|
{
|
|
EGL_Texture * texture;
|
|
EGL_Shader * shader; // the active shader
|
|
EGL_Model * model;
|
|
|
|
// shader instances
|
|
EGL_Shader * shader_generic;
|
|
EGL_Shader * shader_yuv;
|
|
|
|
// uniforms
|
|
GLint uDesktopPos;
|
|
GLint uNV, uNVGain;
|
|
|
|
// internals
|
|
enum EGL_PixelFormat pixFmt;
|
|
unsigned int width, height;
|
|
unsigned int pitch;
|
|
const uint8_t * data;
|
|
bool update;
|
|
|
|
// night vision
|
|
KeybindHandle kbNV;
|
|
bool nv;
|
|
int nvGain;
|
|
};
|
|
|
|
// forwards
|
|
void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque);
|
|
|
|
bool egl_desktop_init(EGL_Desktop ** desktop)
|
|
{
|
|
*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
|
|
if (!*desktop)
|
|
{
|
|
DEBUG_ERROR("Failed to malloc EGL_Desktop");
|
|
return false;
|
|
}
|
|
|
|
memset(*desktop, 0, sizeof(EGL_Desktop));
|
|
|
|
if (!egl_texture_init(&(*desktop)->texture))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the desktop texture");
|
|
return false;
|
|
}
|
|
|
|
if (!egl_shader_init(&(*desktop)->shader_generic))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the generic desktop shader");
|
|
return false;
|
|
}
|
|
|
|
if (!egl_shader_init(&(*desktop)->shader_yuv))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the yuv desktop shader");
|
|
return false;
|
|
}
|
|
|
|
if (!egl_shader_compile((*desktop)->shader_generic,
|
|
b_shader_desktop_vert , b_shader_desktop_vert_size,
|
|
b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
|
|
{
|
|
DEBUG_ERROR("Failed to compile the generic desktop shader");
|
|
return false;
|
|
}
|
|
|
|
if (!egl_shader_compile((*desktop)->shader_yuv,
|
|
b_shader_desktop_vert , b_shader_desktop_vert_size,
|
|
b_shader_desktop_yuv_frag, b_shader_desktop_yuv_frag_size))
|
|
{
|
|
DEBUG_ERROR("Failed to compile the yuv desktop shader");
|
|
return false;
|
|
}
|
|
|
|
if (!egl_model_init(&(*desktop)->model))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the desktop model");
|
|
return false;
|
|
}
|
|
|
|
egl_model_set_default((*desktop)->model);
|
|
egl_model_set_texture((*desktop)->model, (*desktop)->texture);
|
|
|
|
(*desktop)->kbNV = app_register_keybind(SDL_SCANCODE_N, egl_desktop_toggle_nv, *desktop);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque)
|
|
{
|
|
EGL_Desktop * desktop = (EGL_Desktop *)opaque;
|
|
if (++desktop->nvGain == 4)
|
|
desktop->nvGain = 0;
|
|
|
|
app_alert(LG_ALERT_INFO, "Screen Gain +%d", desktop->nvGain);
|
|
}
|
|
|
|
void egl_desktop_free(EGL_Desktop ** desktop)
|
|
{
|
|
if (!*desktop)
|
|
return;
|
|
|
|
egl_texture_free(&(*desktop)->texture );
|
|
egl_shader_free (&(*desktop)->shader_generic);
|
|
egl_shader_free (&(*desktop)->shader_yuv );
|
|
egl_model_free (&(*desktop)->model );
|
|
|
|
app_release_keybind(&(*desktop)->kbNV);
|
|
|
|
free(*desktop);
|
|
*desktop = NULL;
|
|
}
|
|
|
|
bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data)
|
|
{
|
|
if (sourceChanged)
|
|
{
|
|
switch(format.type)
|
|
{
|
|
case FRAME_TYPE_BGRA:
|
|
desktop->pixFmt = EGL_PF_BGRA;
|
|
desktop->shader = desktop->shader_generic;
|
|
break;
|
|
|
|
case FRAME_TYPE_RGBA:
|
|
desktop->pixFmt = EGL_PF_RGBA;
|
|
desktop->shader = desktop->shader_generic;
|
|
break;
|
|
|
|
case FRAME_TYPE_RGBA10:
|
|
desktop->pixFmt = EGL_PF_RGBA10;
|
|
desktop->shader = desktop->shader_generic;
|
|
break;
|
|
|
|
case FRAME_TYPE_YUV420:
|
|
desktop->pixFmt = EGL_PF_YUV420;
|
|
desktop->shader = desktop->shader_yuv;
|
|
break;
|
|
|
|
default:
|
|
DEBUG_ERROR("Unsupported frame format");
|
|
return false;
|
|
}
|
|
|
|
desktop->width = format.width;
|
|
desktop->height = format.height;
|
|
desktop->pitch = format.pitch;
|
|
}
|
|
|
|
desktop->data = data;
|
|
desktop->update = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
|
|
{
|
|
if (sourceChanged)
|
|
{
|
|
if (desktop->shader)
|
|
{
|
|
desktop->uDesktopPos = egl_shader_get_uniform_location(desktop->shader, "position");
|
|
desktop->uNV = egl_shader_get_uniform_location(desktop->shader, "nv" );
|
|
desktop->uNVGain = egl_shader_get_uniform_location(desktop->shader, "nvGain" );
|
|
}
|
|
|
|
if (!egl_texture_setup(
|
|
desktop->texture,
|
|
desktop->pixFmt,
|
|
desktop->width,
|
|
desktop->height,
|
|
desktop->pitch,
|
|
true // streaming texture
|
|
))
|
|
{
|
|
DEBUG_ERROR("Failed to setup the desktop texture");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!desktop->update)
|
|
return true;
|
|
|
|
if (!egl_texture_update(desktop->texture, desktop->data))
|
|
{
|
|
DEBUG_ERROR("Failed to update the desktop texture");
|
|
return false;
|
|
}
|
|
|
|
desktop->update = false;
|
|
return true;
|
|
}
|
|
|
|
void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY)
|
|
{
|
|
if (!desktop->shader)
|
|
return;
|
|
|
|
egl_shader_use(desktop->shader);
|
|
glUniform4f(desktop->uDesktopPos, x, y, scaleX, scaleY);
|
|
if (desktop->nvGain)
|
|
{
|
|
glUniform1i(desktop->uNV, 1);
|
|
glUniform1f(desktop->uNVGain, (float)(desktop->nvGain+1));
|
|
}
|
|
else
|
|
glUniform1i(desktop->uNV, 0);
|
|
|
|
egl_model_render(desktop->model);
|
|
} |