mirror of
https://github.com/gnif/LookingGlass.git
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258 lines
6.6 KiB
C
258 lines
6.6 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 "desktop.h"
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#include "common/debug.h"
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#include "utils.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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#include "interface/app.h"
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// these headers are auto generated by cmake
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#include "desktop.vert.h"
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#include "desktop_rgb.frag.h"
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#include "desktop_yuv.frag.h"
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struct EGL_Desktop
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{
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EGL_Texture * texture;
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EGL_Shader * shader; // the active shader
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EGL_Model * model;
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// shader instances
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EGL_Shader * shader_generic;
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EGL_Shader * shader_yuv;
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// uniforms
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GLint uDesktopPos;
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GLint uDesktopSize;
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GLint uNearest;
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GLint uNV, uNVGain;
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// internals
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enum EGL_PixelFormat pixFmt;
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unsigned int width, height;
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unsigned int pitch;
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const uint8_t * data;
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bool update;
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// night vision
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KeybindHandle kbNV;
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bool nv;
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int nvGain;
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};
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// forwards
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void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque);
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bool egl_desktop_init(EGL_Desktop ** desktop)
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{
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*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
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if (!*desktop)
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{
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DEBUG_ERROR("Failed to malloc EGL_Desktop");
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return false;
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}
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memset(*desktop, 0, sizeof(EGL_Desktop));
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if (!egl_texture_init(&(*desktop)->texture))
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{
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DEBUG_ERROR("Failed to initialize the desktop texture");
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return false;
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}
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if (!egl_shader_init(&(*desktop)->shader_generic))
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{
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DEBUG_ERROR("Failed to initialize the generic desktop shader");
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return false;
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}
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if (!egl_shader_init(&(*desktop)->shader_yuv))
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{
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DEBUG_ERROR("Failed to initialize the yuv desktop shader");
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return false;
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}
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if (!egl_shader_compile((*desktop)->shader_generic,
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b_shader_desktop_vert , b_shader_desktop_vert_size,
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b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
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{
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DEBUG_ERROR("Failed to compile the generic desktop shader");
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return false;
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}
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if (!egl_shader_compile((*desktop)->shader_yuv,
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b_shader_desktop_vert , b_shader_desktop_vert_size,
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b_shader_desktop_yuv_frag, b_shader_desktop_yuv_frag_size))
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{
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DEBUG_ERROR("Failed to compile the yuv desktop shader");
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return false;
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}
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if (!egl_model_init(&(*desktop)->model))
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{
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DEBUG_ERROR("Failed to initialize the desktop model");
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return false;
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}
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egl_model_set_default((*desktop)->model);
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egl_model_set_texture((*desktop)->model, (*desktop)->texture);
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(*desktop)->kbNV = app_register_keybind(SDL_SCANCODE_N, egl_desktop_toggle_nv, *desktop);
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return true;
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}
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void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque)
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{
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EGL_Desktop * desktop = (EGL_Desktop *)opaque;
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if (++desktop->nvGain == 4)
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desktop->nvGain = 0;
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if (desktop->nvGain == 0) app_alert(LG_ALERT_INFO, "NV Disabled");
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else if (desktop->nvGain == 1) app_alert(LG_ALERT_INFO, "NV Enabled");
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else app_alert(LG_ALERT_INFO, "NV Gain + %d", desktop->nvGain - 1);
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}
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void egl_desktop_free(EGL_Desktop ** desktop)
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{
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if (!*desktop)
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return;
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egl_texture_free(&(*desktop)->texture );
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egl_shader_free (&(*desktop)->shader_generic);
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egl_shader_free (&(*desktop)->shader_yuv );
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egl_model_free (&(*desktop)->model );
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app_release_keybind(&(*desktop)->kbNV);
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free(*desktop);
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*desktop = NULL;
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}
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bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data)
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{
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if (sourceChanged)
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{
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switch(format.type)
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{
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case FRAME_TYPE_BGRA:
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desktop->pixFmt = EGL_PF_BGRA;
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desktop->shader = desktop->shader_generic;
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break;
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case FRAME_TYPE_RGBA:
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desktop->pixFmt = EGL_PF_RGBA;
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desktop->shader = desktop->shader_generic;
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break;
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case FRAME_TYPE_RGBA10:
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desktop->pixFmt = EGL_PF_RGBA10;
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desktop->shader = desktop->shader_generic;
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break;
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case FRAME_TYPE_YUV420:
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desktop->pixFmt = EGL_PF_YUV420;
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desktop->shader = desktop->shader_yuv;
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break;
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default:
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DEBUG_ERROR("Unsupported frame format");
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return false;
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}
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desktop->width = format.width;
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desktop->height = format.height;
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desktop->pitch = format.pitch;
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}
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desktop->data = data;
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desktop->update = true;
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return true;
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}
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bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
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{
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if (sourceChanged)
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{
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if (desktop->shader)
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{
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desktop->uDesktopPos = egl_shader_get_uniform_location(desktop->shader, "position");
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desktop->uDesktopSize = egl_shader_get_uniform_location(desktop->shader, "size" );
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desktop->uNearest = egl_shader_get_uniform_location(desktop->shader, "nearest" );
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desktop->uNV = egl_shader_get_uniform_location(desktop->shader, "nv" );
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desktop->uNVGain = egl_shader_get_uniform_location(desktop->shader, "nvGain" );
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}
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if (!egl_texture_setup(
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desktop->texture,
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desktop->pixFmt,
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desktop->width,
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desktop->height,
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desktop->pitch,
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true // streaming texture
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))
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{
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DEBUG_ERROR("Failed to setup the desktop texture");
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return false;
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}
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}
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if (!desktop->update)
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return true;
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if (!egl_texture_update(desktop->texture, desktop->data))
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{
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DEBUG_ERROR("Failed to update the desktop texture");
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return false;
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}
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desktop->update = false;
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return true;
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}
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void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY, const bool nearest)
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{
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if (!desktop->shader)
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return;
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egl_shader_use(desktop->shader);
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glUniform4f(desktop->uDesktopPos , x, y, scaleX, scaleY);
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glUniform1i(desktop->uNearest , nearest ? 1 : 0);
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glUniform2f(desktop->uDesktopSize, desktop->width, desktop->height);
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if (desktop->nvGain)
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{
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glUniform1i(desktop->uNV, 1);
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glUniform1f(desktop->uNVGain, (float)desktop->nvGain);
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}
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else
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glUniform1i(desktop->uNV, 0);
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egl_model_render(desktop->model);
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} |