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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
/**
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* Looking Glass
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* Copyright © 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 "desktop_rects.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 <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include <GLES3/gl3.h>
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#include "util.h"
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struct EGL_DesktopRects
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{
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GLuint buffers[2];
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GLuint vao;
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int count;
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int maxCount;
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};
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bool egl_desktopRectsInit(EGL_DesktopRects ** rects_, int maxCount)
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{
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EGL_DesktopRects * rects = malloc(sizeof(EGL_DesktopRects));
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if (!rects)
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{
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DEBUG_ERROR("Failed to malloc EGL_DesktopRects");
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return false;
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}
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*rects_ = rects;
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memset(rects, 0, sizeof(EGL_DesktopRects));
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glGenVertexArrays(1, &rects->vao);
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glBindVertexArray(rects->vao);
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glGenBuffers(2, rects->buffers);
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glBindBuffer(GL_ARRAY_BUFFER, rects->buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, maxCount * 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[maxCount * 6];
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for (int i = 0; i < maxCount; ++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, rects->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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rects->count = 0;
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rects->maxCount = maxCount;
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return true;
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}
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void egl_desktopRectsFree(EGL_DesktopRects ** rects_)
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{
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EGL_DesktopRects * rects = *rects_;
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if (!rects)
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return;
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glDeleteVertexArrays(1, &rects->vao);
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glDeleteBuffers(2, rects->buffers);
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free(rects);
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*rects_ = NULL;
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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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void egl_desktopRectsUpdate(EGL_DesktopRects * rects, const struct DamageRects * data,
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int width, int height)
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{
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GLfloat vertices[KVMFR_MAX_DAMAGE_RECTS * 8];
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if (!data || data->count < 0)
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{
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FrameDamageRect full = {
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.x = 0, .y = 0, .width = width, .height = height,
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};
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rects->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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rects->count = data->count;
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assert(rects->count <= rects->maxCount);
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for (int i = 0; i < rects->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, rects->buffers[0]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, rects->count * 8 * sizeof(GLfloat), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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static void desktopToGLSpace(double matrix[6], int width, int height, double translateX,
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double translateY, double scaleX, double scaleY, LG_RendererRotate rotate)
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{
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switch (rotate)
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{
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case LG_ROTATE_0:
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matrix[0] = 2.0 * scaleX / width;
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matrix[1] = 0.0;
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matrix[2] = 0.0;
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matrix[3] = -2.0 * scaleY / height;
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matrix[4] = translateX - scaleX;
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matrix[5] = translateY + scaleY;
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return;
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case LG_ROTATE_90:
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matrix[0] = 0.0;
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matrix[1] = -2.0 * scaleY / width;
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matrix[2] = -2.0 * scaleX / height;
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matrix[3] = 0.0;
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matrix[4] = translateX + scaleX;
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matrix[5] = translateY + scaleY;
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return;
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case LG_ROTATE_180:
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matrix[0] = -2.0 * scaleX / width;
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matrix[1] = 0.0;
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matrix[2] = 0.0;
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matrix[3] = 2.0 * scaleY / height;
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matrix[4] = translateX + scaleX;
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matrix[5] = translateY - scaleY;
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return;
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case LG_ROTATE_270:
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matrix[0] = 0.0;
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matrix[1] = 2.0 * scaleY / width;
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matrix[2] = 2.0 * scaleX / height;
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matrix[3] = 0.0;
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matrix[4] = translateX - scaleX;
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matrix[5] = translateY - scaleY;
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}
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}
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void egl_desktopRectsMatrix(float matrix[6], int width, int height, float translateX,
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float translateY, float scaleX, float scaleY, LG_RendererRotate rotate)
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{
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double temp[6];
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desktopToGLSpace(temp, width, height, translateX, translateY, scaleX, scaleY, rotate);
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for (int i = 0; i < 6; ++i)
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matrix[i] = temp[i];
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}
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void egl_desktopToScreenMatrix(double matrix[6], int frameWidth, int frameHeight,
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double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate,
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double windowWidth, double windowHeight)
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{
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desktopToGLSpace(matrix, frameWidth, frameHeight, translateX, translateY, scaleX, scaleY, rotate);
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double hw = windowWidth / 2;
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double hh = windowHeight / 2;
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matrix[0] *= hw;
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matrix[1] *= hh;
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matrix[2] *= hw;
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matrix[3] *= hh;
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matrix[4] = matrix[4] * hw + hw;
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matrix[5] = matrix[5] * hh + hh;
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}
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inline static void matrixMultiply(const double matrix[6], double * nx, double * ny, double x, double y)
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{
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*nx = matrix[0] * x + matrix[2] * y + matrix[4];
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*ny = matrix[1] * x + matrix[3] * y + matrix[5];
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}
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struct Rect egl_desktopToScreen(const double matrix[6], const struct FrameDamageRect * rect)
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{
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double x1, y1, x2, y2;
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matrixMultiply(matrix, &x1, &y1, rect->x, rect->y);
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matrixMultiply(matrix, &x2, &y2, rect->x + rect->width, rect->y + rect->height);
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int x3 = min(x1, x2);
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int y3 = min(y1, y2);
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return (struct Rect) {
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.x = x3,
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.y = y3,
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.w = ceil(max(x1, x2)) - x3,
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.h = ceil(max(y1, y2)) - y3,
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};
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}
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void egl_screenToDesktopMatrix(double matrix[6], int frameWidth, int frameHeight,
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double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate,
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double windowWidth, double windowHeight)
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{
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double inverted[6] = {0};
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egl_desktopToScreenMatrix(inverted, frameWidth, frameHeight, translateX, translateY,
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scaleX, scaleY, rotate, windowWidth, windowHeight);
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double det = inverted[0] * inverted[3] - inverted[1] * inverted[2];
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matrix[0] = inverted[3] / det;
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matrix[1] = -inverted[1] / det;
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matrix[2] = -inverted[2] / det;
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matrix[3] = inverted[0] / det;
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matrix[4] = (inverted[2] * inverted[5] - inverted[3] * inverted[4]) / det;
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matrix[5] = (inverted[1] * inverted[4] - inverted[0] * inverted[5]) / det;
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}
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bool egl_screenToDesktop(struct FrameDamageRect * output, const double matrix[6],
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const struct Rect * rect, int width, int height)
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{
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double x1, y1, x2, y2;
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matrixMultiply(matrix, &x1, &y1, rect->x, rect->y);
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matrixMultiply(matrix, &x2, &y2, rect->x + rect->w, rect->y + rect->h);
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int x3 = min(x1, x2);
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int y3 = min(y1, y2);
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int x4 = ceil(max(x1, x2));
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int y4 = ceil(max(y1, y2));
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if (x4 < 0 || y4 < 0 || x3 >= width || y3 >= height)
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return false;
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output->x = max(x3, 0);
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output->y = max(y3, 0);
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output->width = min(width, x4) - output->x;
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output->height = min(height, y4) - output->y;
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return true;
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}
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void egl_desktopRectsRender(EGL_DesktopRects * rects)
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{
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if (!rects->count)
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return;
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glBindVertexArray(rects->vao);
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glDrawElements(GL_TRIANGLES, 6 * rects->count, GL_UNSIGNED_SHORT, NULL);
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glBindVertexArray(0);
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}
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