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https://github.com/gnif/LookingGlass.git
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2dca056526
This mesh will later be used to render only damaged portions of the desktop. We also moved the coordinate transformation for damage overlay into a matrix and computed by the shader.
160 lines
4.0 KiB
C
160 lines
4.0 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 "desktop_rects.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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EGL_DesktopRects * mesh;
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GLfloat transform[6];
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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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LG_RendererRotate rotate;
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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_Damage");
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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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if (!egl_desktopRectsInit(&(*damage)->mesh, KVMFR_MAX_DAMAGE_RECTS))
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{
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DEBUG_ERROR("Failed to initialize the mesh");
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return false;
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}
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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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egl_desktopRectsFree(&(*damage)->mesh);
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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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egl_desktopRectsMatrix(damage->transform, damage->width, damage->height,
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damage->translateX, damage->translateY, damage->scaleX, damage->scaleY, damage->rotate);
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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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bool egl_damage_render(EGL_Damage * damage, LG_RendererRotate rotate, const struct DesktopDamage * data)
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{
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if (!damage->show)
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return false;
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if (rotate != damage->rotate)
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{
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damage->rotate = rotate;
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update_matrix(damage);
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}
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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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if (data && data->count != 0)
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egl_desktopRectsUpdate(damage->mesh, (const struct DamageRects *) data,
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damage->width, damage->height);
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egl_desktopRectsRender(damage->mesh);
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glDisable(GL_BLEND);
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return true;
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}
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