mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-23 05:57:19 +00:00
216 lines
5.2 KiB
C
216 lines
5.2 KiB
C
/**
|
|
* Looking Glass
|
|
* Copyright (C) 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 "help.h"
|
|
#include "common/debug.h"
|
|
|
|
#include "texture.h"
|
|
#include "shader.h"
|
|
#include "model.h"
|
|
|
|
#include <stdatomic.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
// these headers are auto generated by cmake
|
|
#include "help.vert.h"
|
|
#include "help.frag.h"
|
|
#include "help_bg.frag.h"
|
|
|
|
struct EGL_Help
|
|
{
|
|
const LG_Font * font;
|
|
LG_FontObj fontObj;
|
|
|
|
EGL_Texture * texture;
|
|
EGL_Shader * shader;
|
|
EGL_Shader * shaderBG;
|
|
EGL_Model * model;
|
|
|
|
_Atomic(LG_FontBitmap *) bmp;
|
|
|
|
bool shouldRender;
|
|
int iwidth, iheight;
|
|
float width, height;
|
|
|
|
// uniforms
|
|
GLint uScreen , uSize;
|
|
GLint uScreenBG, uSizeBG;
|
|
};
|
|
|
|
bool egl_help_init(EGL_Help ** help, const LG_Font * font, LG_FontObj fontObj)
|
|
{
|
|
*help = (EGL_Help *)malloc(sizeof(EGL_Help));
|
|
if (!*help)
|
|
{
|
|
DEBUG_ERROR("Failed to malloc EGL_Help");
|
|
return false;
|
|
}
|
|
|
|
memset(*help, 0, sizeof(EGL_Help));
|
|
|
|
(*help)->font = font;
|
|
(*help)->fontObj = fontObj;
|
|
|
|
if (!egl_texture_init(&(*help)->texture, NULL))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the help texture");
|
|
return false;
|
|
}
|
|
|
|
if (!egl_shader_init(&(*help)->shader))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the help shader");
|
|
return false;
|
|
}
|
|
|
|
if (!egl_shader_init(&(*help)->shaderBG))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the help bg shader");
|
|
return false;
|
|
}
|
|
|
|
|
|
if (!egl_shader_compile((*help)->shader,
|
|
b_shader_help_vert, b_shader_help_vert_size,
|
|
b_shader_help_frag, b_shader_help_frag_size))
|
|
{
|
|
DEBUG_ERROR("Failed to compile the help shader");
|
|
return false;
|
|
}
|
|
|
|
if (!egl_shader_compile((*help)->shaderBG,
|
|
b_shader_help_vert , b_shader_help_vert_size,
|
|
b_shader_help_bg_frag, b_shader_help_bg_frag_size))
|
|
{
|
|
DEBUG_ERROR("Failed to compile the help shader");
|
|
return false;
|
|
}
|
|
|
|
(*help)->uSize = egl_shader_get_uniform_location((*help)->shader , "size" );
|
|
(*help)->uScreen = egl_shader_get_uniform_location((*help)->shader , "screen");
|
|
(*help)->uSizeBG = egl_shader_get_uniform_location((*help)->shaderBG, "size" );
|
|
(*help)->uScreenBG = egl_shader_get_uniform_location((*help)->shaderBG, "screen");
|
|
|
|
if (!egl_model_init(&(*help)->model))
|
|
{
|
|
DEBUG_ERROR("Failed to initialize the fps model");
|
|
return false;
|
|
}
|
|
|
|
egl_model_set_default((*help)->model);
|
|
egl_model_set_texture((*help)->model, (*help)->texture);
|
|
|
|
atomic_init(&(*help)->bmp, NULL);
|
|
|
|
return true;
|
|
}
|
|
|
|
void egl_help_free(EGL_Help ** help)
|
|
{
|
|
if (!*help)
|
|
return;
|
|
|
|
egl_texture_free(&(*help)->texture );
|
|
egl_shader_free (&(*help)->shader );
|
|
egl_shader_free (&(*help)->shaderBG);
|
|
egl_model_free (&(*help)->model );
|
|
|
|
free(*help);
|
|
*help = NULL;
|
|
}
|
|
|
|
void egl_help_set_text(EGL_Help * help, const char * help_text)
|
|
{
|
|
LG_FontBitmap * bmp = NULL;
|
|
if (help_text)
|
|
{
|
|
bmp = help->font->render(help->fontObj, 0xffffff00, help_text);
|
|
if (!bmp)
|
|
DEBUG_ERROR("Failed to render help text");
|
|
} else
|
|
help->shouldRender = false;
|
|
|
|
bmp = atomic_exchange(&help->bmp, bmp);
|
|
if (bmp)
|
|
{
|
|
help->font->release(help->fontObj, bmp);
|
|
}
|
|
}
|
|
|
|
void egl_help_set_font(EGL_Help * help, LG_FontObj fontObj)
|
|
{
|
|
help->fontObj = fontObj;
|
|
}
|
|
|
|
void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY)
|
|
{
|
|
LG_FontBitmap * bmp = atomic_exchange(&help->bmp, NULL);
|
|
if (bmp)
|
|
{
|
|
if (help->iwidth != bmp->width || help->iheight != bmp->height)
|
|
{
|
|
help->iwidth = bmp->width;
|
|
help->iheight = bmp->height;
|
|
help->width = (float)bmp->width;
|
|
help->height = (float)bmp->height;
|
|
|
|
egl_texture_setup(
|
|
help->texture,
|
|
EGL_PF_BGRA,
|
|
bmp->width ,
|
|
bmp->height,
|
|
bmp->width * bmp->bpp,
|
|
false,
|
|
false
|
|
);
|
|
}
|
|
|
|
egl_texture_update
|
|
(
|
|
help->texture,
|
|
bmp->pixels
|
|
);
|
|
|
|
help->shouldRender = true;
|
|
help->font->release(help->fontObj, bmp);
|
|
}
|
|
|
|
if (!help->shouldRender)
|
|
return;
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// render the background first
|
|
egl_shader_use(help->shaderBG);
|
|
glUniform2f(help->uScreenBG, scaleX , scaleY );
|
|
glUniform2f(help->uSizeBG , help->width, help->height);
|
|
egl_model_render(help->model);
|
|
|
|
// render the texture over the background
|
|
egl_shader_use(help->shader);
|
|
glUniform2f(help->uScreen, scaleX , scaleY );
|
|
glUniform2f(help->uSize , help->width, help->height);
|
|
egl_model_render(help->model);
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|