mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-24 06:23:40 +00:00
51b9cd4e5a
This is done for consistency with the license strings in appstrings.c.
270 lines
7.7 KiB
C
270 lines
7.7 KiB
C
/**
|
|
* Looking Glass
|
|
* Copyright © 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 "desktop_rects.h"
|
|
#include "common/debug.h"
|
|
#include "common/KVMFR.h"
|
|
#include "common/locking.h"
|
|
|
|
#include <math.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <GLES3/gl3.h>
|
|
|
|
#include "util.h"
|
|
|
|
struct EGL_DesktopRects
|
|
{
|
|
GLuint buffers[2];
|
|
GLuint vao;
|
|
int count;
|
|
int maxCount;
|
|
};
|
|
|
|
bool egl_desktopRectsInit(EGL_DesktopRects ** rects_, int maxCount)
|
|
{
|
|
EGL_DesktopRects * rects = malloc(sizeof(EGL_DesktopRects));
|
|
if (!rects)
|
|
{
|
|
DEBUG_ERROR("Failed to malloc EGL_DesktopRects");
|
|
return false;
|
|
}
|
|
*rects_ = rects;
|
|
memset(rects, 0, sizeof(EGL_DesktopRects));
|
|
|
|
glGenVertexArrays(1, &rects->vao);
|
|
glBindVertexArray(rects->vao);
|
|
|
|
glGenBuffers(2, rects->buffers);
|
|
glBindBuffer(GL_ARRAY_BUFFER, rects->buffers[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, maxCount * 8 * sizeof(GLfloat), NULL, GL_STREAM_DRAW);
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
GLushort indices[maxCount * 6];
|
|
for (int i = 0; i < maxCount; ++i)
|
|
{
|
|
indices[6 * i + 0] = 4 * i + 0;
|
|
indices[6 * i + 1] = 4 * i + 1;
|
|
indices[6 * i + 2] = 4 * i + 2;
|
|
indices[6 * i + 3] = 4 * i + 0;
|
|
indices[6 * i + 4] = 4 * i + 2;
|
|
indices[6 * i + 5] = 4 * i + 3;
|
|
}
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rects->buffers[1]);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof indices, indices, GL_STATIC_DRAW);
|
|
|
|
glBindVertexArray(0);
|
|
|
|
rects->count = 0;
|
|
rects->maxCount = maxCount;
|
|
return true;
|
|
}
|
|
|
|
void egl_desktopRectsFree(EGL_DesktopRects ** rects_)
|
|
{
|
|
EGL_DesktopRects * rects = *rects_;
|
|
if (!rects)
|
|
return;
|
|
|
|
glDeleteVertexArrays(1, &rects->vao);
|
|
glDeleteBuffers(2, rects->buffers);
|
|
free(rects);
|
|
*rects_ = NULL;
|
|
}
|
|
|
|
inline static void rectToVertices(GLfloat * vertex, const FrameDamageRect * rect)
|
|
{
|
|
vertex[0] = rect->x;
|
|
vertex[1] = rect->y;
|
|
vertex[2] = rect->x + rect->width;
|
|
vertex[3] = rect->y;
|
|
vertex[4] = rect->x + rect->width;
|
|
vertex[5] = rect->y + rect->height;
|
|
vertex[6] = rect->x;
|
|
vertex[7] = rect->y + rect->height;
|
|
}
|
|
|
|
void egl_desktopRectsUpdate(EGL_DesktopRects * rects, const struct DamageRects * data,
|
|
int width, int height)
|
|
{
|
|
GLfloat vertices[KVMFR_MAX_DAMAGE_RECTS * 8];
|
|
if (!data || data->count < 0)
|
|
{
|
|
FrameDamageRect full = {
|
|
.x = 0, .y = 0, .width = width, .height = height,
|
|
};
|
|
rects->count = 1;
|
|
rectToVertices(vertices, &full);
|
|
}
|
|
else
|
|
{
|
|
rects->count = data->count;
|
|
assert(rects->count <= rects->maxCount);
|
|
|
|
for (int i = 0; i < rects->count; ++i)
|
|
rectToVertices(vertices + i * 8, data->rects + i);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, rects->buffers[0]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, rects->count * 8 * sizeof(GLfloat), vertices);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
static void desktopToGLSpace(double matrix[6], int width, int height, double translateX,
|
|
double translateY, double scaleX, double scaleY, LG_RendererRotate rotate)
|
|
{
|
|
switch (rotate)
|
|
{
|
|
case LG_ROTATE_0:
|
|
matrix[0] = 2.0 * scaleX / width;
|
|
matrix[1] = 0.0;
|
|
matrix[2] = 0.0;
|
|
matrix[3] = -2.0 * scaleY / height;
|
|
matrix[4] = translateX - scaleX;
|
|
matrix[5] = translateY + scaleY;
|
|
return;
|
|
|
|
case LG_ROTATE_90:
|
|
matrix[0] = 0.0;
|
|
matrix[1] = -2.0 * scaleY / width;
|
|
matrix[2] = -2.0 * scaleX / height;
|
|
matrix[3] = 0.0;
|
|
matrix[4] = translateX + scaleX;
|
|
matrix[5] = translateY + scaleY;
|
|
return;
|
|
|
|
case LG_ROTATE_180:
|
|
matrix[0] = -2.0 * scaleX / width;
|
|
matrix[1] = 0.0;
|
|
matrix[2] = 0.0;
|
|
matrix[3] = 2.0 * scaleY / height;
|
|
matrix[4] = translateX + scaleX;
|
|
matrix[5] = translateY - scaleY;
|
|
return;
|
|
|
|
case LG_ROTATE_270:
|
|
matrix[0] = 0.0;
|
|
matrix[1] = 2.0 * scaleY / width;
|
|
matrix[2] = 2.0 * scaleX / height;
|
|
matrix[3] = 0.0;
|
|
matrix[4] = translateX - scaleX;
|
|
matrix[5] = translateY - scaleY;
|
|
}
|
|
}
|
|
|
|
void egl_desktopRectsMatrix(float matrix[6], int width, int height, float translateX,
|
|
float translateY, float scaleX, float scaleY, LG_RendererRotate rotate)
|
|
{
|
|
double temp[6];
|
|
desktopToGLSpace(temp, width, height, translateX, translateY, scaleX, scaleY, rotate);
|
|
for (int i = 0; i < 6; ++i)
|
|
matrix[i] = temp[i];
|
|
}
|
|
|
|
void egl_desktopToScreenMatrix(double matrix[6], int frameWidth, int frameHeight,
|
|
double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate,
|
|
double windowWidth, double windowHeight)
|
|
{
|
|
desktopToGLSpace(matrix, frameWidth, frameHeight, translateX, translateY, scaleX, scaleY, rotate);
|
|
|
|
double hw = windowWidth / 2;
|
|
double hh = windowHeight / 2;
|
|
matrix[0] *= hw;
|
|
matrix[1] *= hh;
|
|
matrix[2] *= hw;
|
|
matrix[3] *= hh;
|
|
matrix[4] = matrix[4] * hw + hw;
|
|
matrix[5] = matrix[5] * hh + hh;
|
|
}
|
|
|
|
inline static void matrixMultiply(const double matrix[6], double * nx, double * ny, double x, double y)
|
|
{
|
|
*nx = matrix[0] * x + matrix[2] * y + matrix[4];
|
|
*ny = matrix[1] * x + matrix[3] * y + matrix[5];
|
|
}
|
|
|
|
struct Rect egl_desktopToScreen(const double matrix[6], const struct FrameDamageRect * rect)
|
|
{
|
|
double x1, y1, x2, y2;
|
|
matrixMultiply(matrix, &x1, &y1, rect->x, rect->y);
|
|
matrixMultiply(matrix, &x2, &y2, rect->x + rect->width, rect->y + rect->height);
|
|
|
|
int x3 = min(x1, x2);
|
|
int y3 = min(y1, y2);
|
|
return (struct Rect) {
|
|
.x = x3,
|
|
.y = y3,
|
|
.w = ceil(max(x1, x2)) - x3,
|
|
.h = ceil(max(y1, y2)) - y3,
|
|
};
|
|
}
|
|
|
|
void egl_screenToDesktopMatrix(double matrix[6], int frameWidth, int frameHeight,
|
|
double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate,
|
|
double windowWidth, double windowHeight)
|
|
{
|
|
double inverted[6] = {0};
|
|
egl_desktopToScreenMatrix(inverted, frameWidth, frameHeight, translateX, translateY,
|
|
scaleX, scaleY, rotate, windowWidth, windowHeight);
|
|
|
|
double det = inverted[0] * inverted[3] - inverted[1] * inverted[2];
|
|
matrix[0] = inverted[3] / det;
|
|
matrix[1] = -inverted[1] / det;
|
|
matrix[2] = -inverted[2] / det;
|
|
matrix[3] = inverted[0] / det;
|
|
matrix[4] = (inverted[2] * inverted[5] - inverted[3] * inverted[4]) / det;
|
|
matrix[5] = (inverted[1] * inverted[4] - inverted[0] * inverted[5]) / det;
|
|
}
|
|
|
|
bool egl_screenToDesktop(struct FrameDamageRect * output, const double matrix[6],
|
|
const struct Rect * rect, int width, int height)
|
|
{
|
|
double x1, y1, x2, y2;
|
|
matrixMultiply(matrix, &x1, &y1, rect->x, rect->y);
|
|
matrixMultiply(matrix, &x2, &y2, rect->x + rect->w, rect->y + rect->h);
|
|
|
|
int x3 = min(x1, x2);
|
|
int y3 = min(y1, y2);
|
|
int x4 = ceil(max(x1, x2));
|
|
int y4 = ceil(max(y1, y2));
|
|
|
|
if (x4 < 0 || y4 < 0 || x3 >= width || y3 >= height)
|
|
return false;
|
|
|
|
output->x = max(x3, 0);
|
|
output->y = max(y3, 0);
|
|
output->width = min(width, x4) - output->x;
|
|
output->height = min(height, y4) - output->y;
|
|
return true;
|
|
}
|
|
|
|
void egl_desktopRectsRender(EGL_DesktopRects * rects)
|
|
{
|
|
if (!rects->count)
|
|
return;
|
|
|
|
glBindVertexArray(rects->vao);
|
|
glDrawElements(GL_TRIANGLES, 6 * rects->count, GL_UNSIGNED_SHORT, NULL);
|
|
glBindVertexArray(0);
|
|
}
|