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https://github.com/gnif/LookingGlass.git
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6472c28473
This avoids the issues surrounding glMapBuffer and glMapBufferRange in OpenGL ES.
210 lines
5.5 KiB
C
210 lines
5.5 KiB
C
/**
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* Looking Glass
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* Copyright (C) 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "damage.h"
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#include "common/debug.h"
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#include "common/KVMFR.h"
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#include "common/locking.h"
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#include "app.h"
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#include "shader.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 "damage.vert.h"
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#include "damage.frag.h"
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struct EGL_Damage
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{
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EGL_Shader * shader;
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GLfloat transform[6];
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GLuint buffers[2];
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GLuint vao;
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bool show;
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KeybindHandle toggleHandle;
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int width , height;
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float translateX, translateY;
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float scaleX , scaleY;
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// uniforms
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GLint uTransform;
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};
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void egl_damage_show_toggle(int key, void * opaque)
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{
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EGL_Damage * damage = opaque;
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damage->show ^= true;
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}
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bool egl_damage_init(EGL_Damage ** damage)
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{
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*damage = (EGL_Damage *)malloc(sizeof(EGL_Damage));
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if (!*damage)
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{
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DEBUG_ERROR("Failed to malloc EGL_Alert");
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return false;
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}
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memset(*damage, 0, sizeof(EGL_Damage));
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if (!egl_shader_init(&(*damage)->shader))
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{
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DEBUG_ERROR("Failed to initialize the damage shader");
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return false;
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}
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if (!egl_shader_compile((*damage)->shader,
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b_shader_damage_vert, b_shader_damage_vert_size,
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b_shader_damage_frag, b_shader_damage_frag_size))
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{
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DEBUG_ERROR("Failed to compile the damage shader");
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return false;
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}
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glGenVertexArrays(1, &(*damage)->vao);
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glBindVertexArray((*damage)->vao);
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glGenBuffers(2, (*damage)->buffers);
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glBindBuffer(GL_ARRAY_BUFFER, (*damage)->buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, KVMFR_MAX_DAMAGE_RECTS * 8 * sizeof(GLfloat), NULL, GL_STREAM_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GLushort indices[KVMFR_MAX_DAMAGE_RECTS * 6];
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for (int i = 0; i < KVMFR_MAX_DAMAGE_RECTS; ++i)
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{
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indices[6 * i + 0] = 4 * i + 0;
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indices[6 * i + 1] = 4 * i + 1;
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indices[6 * i + 2] = 4 * i + 2;
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indices[6 * i + 3] = 4 * i + 0;
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indices[6 * i + 4] = 4 * i + 2;
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indices[6 * i + 5] = 4 * i + 3;
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (*damage)->buffers[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof indices, indices, GL_STATIC_DRAW);
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glBindVertexArray(0);
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(*damage)->uTransform = egl_shader_get_uniform_location((*damage)->shader, "transform");
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(*damage)->toggleHandle = app_registerKeybind(KEY_A, egl_damage_show_toggle, *damage, "Toggle damage display");
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return true;
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}
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void egl_damage_free(EGL_Damage ** damage)
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{
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if (!*damage)
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return;
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app_releaseKeybind(&(*damage)->toggleHandle);
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glDeleteVertexArrays(1, &(*damage)->vao);
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glDeleteBuffers(2, (*damage)->buffers);
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egl_shader_free(&(*damage)->shader);
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free(*damage);
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*damage = NULL;
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}
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static void update_matrix(EGL_Damage * damage)
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{
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damage->transform[0] = 2.0f * damage->scaleX / damage->width;
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damage->transform[1] = 0.0f;
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damage->transform[2] = 0.0f;
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damage->transform[3] = -2.0f * damage->scaleY / damage->height;
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damage->transform[4] = damage->translateX - damage->scaleX;
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damage->transform[5] = damage->translateY + damage->scaleY;
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}
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void egl_damage_setup(EGL_Damage * damage, int width, int height)
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{
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damage->width = width;
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damage->height = height;
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update_matrix(damage);
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}
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void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
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float scaleX, float scaleY)
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{
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damage->translateX = translateX;
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damage->translateY = translateY;
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damage->scaleX = scaleX;
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damage->scaleY = scaleY;
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update_matrix(damage);
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}
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inline static void rectToVertices(GLfloat * vertex, const FrameDamageRect * rect)
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{
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vertex[0] = rect->x;
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vertex[1] = rect->y;
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vertex[2] = rect->x + rect->width;
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vertex[3] = rect->y;
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vertex[4] = rect->x + rect->width;
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vertex[5] = rect->y + rect->height;
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vertex[6] = rect->x;
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vertex[7] = rect->y + rect->height;
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}
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bool egl_damage_render(EGL_Damage * damage, const struct DesktopDamage * data)
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{
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if (!damage->show || !data)
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return false;
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int count = data->count;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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egl_shader_use(damage->shader);
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glUniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform);
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GLfloat vertices[KVMFR_MAX_DAMAGE_RECTS * 8];
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if (count == 0)
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{
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FrameDamageRect full = {
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.x = 0, .y = 0, .width = damage->width, .height = damage->height,
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};
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count = 1;
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rectToVertices(vertices, &full);
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}
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else
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{
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for (int i = 0; i < count; ++i)
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rectToVertices(vertices + i * 8, data->rects + i);
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}
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glBindBuffer(GL_ARRAY_BUFFER, damage->buffers[0]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, count * 8 * sizeof(GLfloat), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(damage->vao);
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glDrawElements(GL_TRIANGLES, 6 * count, GL_UNSIGNED_SHORT, NULL);
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glBindVertexArray(0);
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glDisable(GL_BLEND);
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return true;
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}
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