mirror of
https://github.com/gnif/LookingGlass.git
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8a1578230f
If the guest has it's output rotated (ie, landscape) we must rotate and translate the pointer draw location, as well as all the translations of cursor coordinate spaces based on the rotation, along with any local rotations that may also be applied.
312 lines
8.3 KiB
C
312 lines
8.3 KiB
C
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017-2019 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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cahe 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 "cursor.h"
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#include "common/debug.h"
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#include "common/locking.h"
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#include "common/option.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 "cursor.vert.h"
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#include "cursor_rgb.frag.h"
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#include "cursor_mono.frag.h"
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struct CursorTex
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{
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struct EGL_Texture * texture;
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struct EGL_Shader * shader;
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GLuint uMousePos;
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GLuint uRotate;
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GLuint uCBMode;
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};
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struct EGL_Cursor
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{
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LG_Lock lock;
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LG_RendererCursor type;
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int width;
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int height;
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int stride;
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uint8_t * data;
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size_t dataSize;
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bool update;
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// cursor state
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bool visible;
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float x, y, w, h;
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LG_RendererRotate rotate;
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int cbMode;
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struct CursorTex norm;
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struct CursorTex mono;
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struct EGL_Model * model;
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};
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static bool egl_cursor_tex_init(struct CursorTex * t,
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const char * vertex_code , size_t vertex_size,
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const char * fragment_code, size_t fragment_size)
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{
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if (!egl_texture_init(&t->texture, NULL))
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{
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DEBUG_ERROR("Failed to initialize the cursor texture");
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return false;
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}
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if (!egl_shader_init(&t->shader))
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{
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DEBUG_ERROR("Failed to initialize the cursor shader");
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return false;
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}
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if (!egl_shader_compile(t->shader,
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vertex_code, vertex_size, fragment_code, fragment_size))
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{
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DEBUG_ERROR("Failed to compile the cursor shader");
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return false;
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}
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t->uMousePos = egl_shader_get_uniform_location(t->shader, "mouse" );
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t->uRotate = egl_shader_get_uniform_location(t->shader, "rotate");
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t->uCBMode = egl_shader_get_uniform_location(t->shader, "cbMode");
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return true;
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}
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static inline void egl_cursor_tex_uniforms(EGL_Cursor * cursor, struct CursorTex * t, bool mono)
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{
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if (mono)
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{
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glUniform4f(t->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
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glUniform1i(t->uRotate , cursor->rotate);
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glUniform1i(t->uCBMode , cursor->cbMode);
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}
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else
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{
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glUniform4f(t->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
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glUniform1i(t->uRotate , cursor->rotate);
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glUniform1i(t->uCBMode , cursor->cbMode);
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}
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}
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static void egl_cursor_tex_free(struct CursorTex * t)
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{
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egl_texture_free(&t->texture);
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egl_shader_free (&t->shader );
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};
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bool egl_cursor_init(EGL_Cursor ** cursor)
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{
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*cursor = (EGL_Cursor *)malloc(sizeof(EGL_Cursor));
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if (!*cursor)
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{
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DEBUG_ERROR("Failed to malloc EGL_Cursor");
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return false;
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}
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memset(*cursor, 0, sizeof(EGL_Cursor));
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LG_LOCK_INIT((*cursor)->lock);
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if (!egl_cursor_tex_init(&(*cursor)->norm,
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b_shader_cursor_vert , b_shader_cursor_vert_size,
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b_shader_cursor_rgb_frag, b_shader_cursor_rgb_frag_size))
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return false;
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if (!egl_cursor_tex_init(&(*cursor)->mono,
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b_shader_cursor_vert , b_shader_cursor_vert_size,
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b_shader_cursor_mono_frag, b_shader_cursor_mono_frag_size))
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return false;
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if (!egl_model_init(&(*cursor)->model))
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{
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DEBUG_ERROR("Failed to initialize the cursor model");
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return false;
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}
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egl_model_set_default((*cursor)->model);
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(*cursor)->cbMode = option_get_int("egl", "cbMode");
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return true;
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}
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void egl_cursor_free(EGL_Cursor ** cursor)
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{
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if (!*cursor)
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return;
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LG_LOCK_FREE((*cursor)->lock);
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if ((*cursor)->data)
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free((*cursor)->data);
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egl_cursor_tex_free(&(*cursor)->norm);
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egl_cursor_tex_free(&(*cursor)->mono);
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egl_model_free(&(*cursor)->model);
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free(*cursor);
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*cursor = NULL;
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}
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bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type,
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const int width, const int height, const int stride, const uint8_t * data)
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{
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LG_LOCK(cursor->lock);
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cursor->type = type;
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cursor->width = width;
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cursor->height = (type == LG_CURSOR_MONOCHROME ? height / 2 : height);
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cursor->stride = stride;
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const size_t size = height * stride;
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if (size > cursor->dataSize)
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{
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if (cursor->data)
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free(cursor->data);
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cursor->data = (uint8_t *)malloc(size);
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if (!cursor->data)
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{
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DEBUG_ERROR("Failed to malloc buffer for cursor shape");
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return false;
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}
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cursor->dataSize = size;
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}
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memcpy(cursor->data, data, size);
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cursor->update = true;
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LG_UNLOCK(cursor->lock);
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return true;
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}
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void egl_cursor_set_size(EGL_Cursor * cursor, const float w, const float h)
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{
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cursor->w = w;
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cursor->h = h;
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}
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void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y)
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{
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cursor->visible = visible;
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cursor->x = x;
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cursor->y = y;
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}
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void egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate)
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{
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if (!cursor->visible)
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return;
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if (cursor->update)
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{
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LG_LOCK(cursor->lock);
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cursor->update = false;
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uint8_t * data = cursor->data;
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switch(cursor->type)
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{
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case LG_CURSOR_MASKED_COLOR:
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// fall through
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case LG_CURSOR_COLOR:
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{
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egl_texture_setup(cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->stride, false, false);
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egl_texture_update(cursor->norm.texture, data);
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egl_model_set_texture(cursor->model, cursor->norm.texture);
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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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uint32_t and[cursor->width * cursor->height];
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uint32_t xor[cursor->width * cursor->height];
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for(int y = 0; y < cursor->height; ++y)
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for(int x = 0; x < cursor->width; ++x)
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{
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const uint8_t * srcAnd = data + (cursor->stride * y) + (x / 8);
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const uint8_t * srcXor = srcAnd + cursor->stride * cursor->height;
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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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and[y * cursor->width + x] = andMask;
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xor[y * cursor->width + x] = xorMask;
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}
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egl_texture_setup (cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false, false);
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egl_texture_setup (cursor->mono.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false, false);
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egl_texture_update(cursor->norm.texture, (uint8_t *)and);
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egl_texture_update(cursor->mono.texture, (uint8_t *)xor);
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break;
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}
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}
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LG_UNLOCK(cursor->lock);
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}
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cursor->rotate = rotate;
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glEnable(GL_BLEND);
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switch(cursor->type)
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{
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case LG_CURSOR_MONOCHROME:
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{
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egl_shader_use(cursor->norm.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->norm, true);;
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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egl_model_set_texture(cursor->model, cursor->norm.texture);
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egl_model_render(cursor->model);
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egl_shader_use(cursor->mono.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->mono, true);;
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_set_texture(cursor->model, cursor->mono.texture);
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egl_model_render(cursor->model);
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break;
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}
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case LG_CURSOR_COLOR:
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{
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egl_shader_use(cursor->norm.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->norm, false);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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egl_model_render(cursor->model);
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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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egl_shader_use(cursor->mono.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->mono, false);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_render(cursor->model);
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break;
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}
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}
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glDisable(GL_BLEND);
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}
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