mirror of
https://github.com/gnif/LookingGlass.git
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228 lines
5.8 KiB
C
228 lines
5.8 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 "alert.h"
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#include "common/debug.h"
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#include "common/locking.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 "alert.vert.h"
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#include "alert.frag.h"
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#include "alert_bg.frag.h"
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struct EGL_Alert
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{
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const LG_Font * font;
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LG_FontObj fontObj;
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EGL_Texture * texture;
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EGL_Shader * shader;
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EGL_Shader * shaderBG;
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EGL_Model * model;
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LG_Lock lock;
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bool update;
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LG_FontBitmap * bmp;
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bool ready;
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float width , height ;
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float bgWidth, bgHeight;
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float r, g, b, a;
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// uniforms
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GLint uScreen , uSize;
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GLint uScreenBG, uSizeBG, uColorBG;
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};
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bool egl_alert_init(EGL_Alert ** alert, const LG_Font * font, LG_FontObj fontObj)
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{
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*alert = (EGL_Alert *)malloc(sizeof(EGL_Alert));
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if (!*alert)
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{
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DEBUG_ERROR("Failed to malloc EGL_Alert");
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return false;
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}
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memset(*alert, 0, sizeof(EGL_Alert));
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(*alert)->font = font;
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(*alert)->fontObj = fontObj;
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LG_LOCK_INIT((*alert)->lock);
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if (!egl_texture_init(&(*alert)->texture, NULL))
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{
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DEBUG_ERROR("Failed to initialize the alert texture");
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return false;
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}
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if (!egl_shader_init(&(*alert)->shader))
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{
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DEBUG_ERROR("Failed to initialize the alert shader");
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return false;
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}
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if (!egl_shader_init(&(*alert)->shaderBG))
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{
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DEBUG_ERROR("Failed to initialize the alert bg shader");
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return false;
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}
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if (!egl_shader_compile((*alert)->shader,
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b_shader_alert_vert, b_shader_alert_vert_size,
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b_shader_alert_frag, b_shader_alert_frag_size))
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{
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DEBUG_ERROR("Failed to compile the alert shader");
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return false;
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}
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if (!egl_shader_compile((*alert)->shaderBG,
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b_shader_alert_vert , b_shader_alert_vert_size,
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b_shader_alert_bg_frag, b_shader_alert_bg_frag_size))
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{
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DEBUG_ERROR("Failed to compile the alert shader");
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return false;
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}
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(*alert)->uSize = egl_shader_get_uniform_location((*alert)->shader , "size" );
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(*alert)->uScreen = egl_shader_get_uniform_location((*alert)->shader , "screen");
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(*alert)->uSizeBG = egl_shader_get_uniform_location((*alert)->shaderBG, "size" );
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(*alert)->uScreenBG = egl_shader_get_uniform_location((*alert)->shaderBG, "screen");
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(*alert)->uColorBG = egl_shader_get_uniform_location((*alert)->shaderBG, "color" );
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if (!egl_model_init(&(*alert)->model))
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{
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DEBUG_ERROR("Failed to initialize the alert model");
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return false;
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}
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egl_model_set_default((*alert)->model);
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egl_model_set_texture((*alert)->model, (*alert)->texture);
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return true;
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}
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void egl_alert_free(EGL_Alert ** alert)
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{
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if (!*alert)
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return;
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egl_texture_free(&(*alert)->texture );
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egl_shader_free (&(*alert)->shader );
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egl_shader_free (&(*alert)->shaderBG);
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egl_model_free (&(*alert)->model );
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free(*alert);
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*alert = NULL;
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}
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void egl_alert_set_color(EGL_Alert * alert, const uint32_t color)
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{
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alert->r = (1.0f / 0xff) * ((color >> 24) & 0xFF);
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alert->g = (1.0f / 0xff) * ((color >> 16) & 0xFF);
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alert->b = (1.0f / 0xff) * ((color >> 8) & 0xFF);
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alert->a = (1.0f / 0xff) * ((color >> 0) & 0xFF);
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}
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void egl_alert_set_text (EGL_Alert * alert, const char * str)
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{
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LG_LOCK(alert->lock);
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alert->bmp = alert->font->render(alert->fontObj, 0xffffff00, str);
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if (!alert->bmp)
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{
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alert->update = false;
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LG_UNLOCK(alert->lock);
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DEBUG_ERROR("Failed to render alert text");
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return;
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}
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alert->update = true;
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LG_UNLOCK(alert->lock);
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}
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void egl_alert_set_font(EGL_Alert * alert, LG_Font * fontObj)
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{
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LG_LOCK(alert->lock);
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alert->fontObj = fontObj;
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LG_UNLOCK(alert->lock);
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}
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void egl_alert_render(EGL_Alert * alert, const float scaleX, const float scaleY)
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{
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if (alert->update)
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{
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LG_LOCK(alert->lock);
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egl_texture_setup(
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alert->texture,
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EGL_PF_BGRA,
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alert->bmp->width ,
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alert->bmp->height,
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alert->bmp->width * alert->bmp->bpp,
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false,
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false
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);
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egl_texture_update(alert->texture, alert->bmp->pixels);
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alert->width = alert->bgWidth = alert->bmp->width;
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alert->height = alert->bgHeight = alert->bmp->height;
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if (alert->bgWidth < 200)
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alert->bgWidth = 200;
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alert->bgHeight += 4;
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alert->ready = true;
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alert->font->release(alert->fontObj, alert->bmp);
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alert->update = false;
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alert->bmp = NULL;
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LG_UNLOCK(alert->lock);
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}
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if (!alert->ready)
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return;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// render the background first
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egl_shader_use(alert->shaderBG);
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glUniform2f(alert->uScreenBG, scaleX , scaleY );
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glUniform2i(alert->uSizeBG , alert->bgWidth, alert->bgHeight);
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glUniform4f(alert->uColorBG , alert->r, alert->g, alert->b, alert->a);
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egl_model_render(alert->model);
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// render the texture over the background
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egl_shader_use(alert->shader);
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glUniform2f(alert->uScreen, scaleX , scaleY );
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glUniform2i(alert->uSize , alert->width, alert->height);
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egl_model_render(alert->model);
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glDisable(GL_BLEND);
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}
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