LookingGlass/client/renderers/egl/alert.c
2019-02-22 22:16:14 +11:00

258 lines
6.1 KiB
C

/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
cahe 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 "alert.h"
#include "debug.h"
#include "utils.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include <stdlib.h>
#include <string.h>
struct EGL_Alert
{
const LG_Font * font;
LG_FontObj fontObj;
EGL_Texture * texture;
EGL_Shader * shader;
EGL_Shader * shaderBG;
EGL_Model * model;
LG_Lock lock;
bool update;
LG_FontBitmap * bmp;
bool ready;
float width, height;
float r, g, b, a;
// uniforms
GLint uScreen , uSize;
GLint uScreenBG, uSizeBG, uColorBG;
};
static const char vertex_shader[] = "\
#version 300 es\n\
\
layout(location = 0) in vec3 vertexPosition_modelspace;\
layout(location = 1) in vec2 vertexUV;\
\
uniform vec2 screen;\
uniform vec2 size;\
uniform vec4 color;\
\
out highp vec2 uv;\
out highp vec4 c;\
\
void main()\
{\
gl_Position.xyz = vertexPosition_modelspace; \
gl_Position.w = 1.0; \
gl_Position.xy *= screen.xy * size.xy; \
\
uv = vertexUV;\
c = color;\
}\
";
static const char frag_shader[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
color = texture(sampler1, uv);\
}\
";
static const char frag_shaderBG[] = "\
#version 300 es\n\
\
in highp vec4 c;\
out highp vec4 color;\
\
void main()\
{\
color = c;\
}\
";
bool egl_alert_init(EGL_Alert ** alert, const LG_Font * font, LG_FontObj fontObj)
{
*alert = (EGL_Alert *)malloc(sizeof(EGL_Alert));
if (!*alert)
{
DEBUG_ERROR("Failed to malloc EGL_Alert");
return false;
}
memset(*alert, 0, sizeof(EGL_Alert));
(*alert)->font = font;
(*alert)->fontObj = fontObj;
LG_LOCK_INIT((*alert)->lock);
if (!egl_texture_init(&(*alert)->texture))
{
DEBUG_ERROR("Failed to initialize the alert texture");
return false;
}
if (!egl_shader_init(&(*alert)->shader))
{
DEBUG_ERROR("Failed to initialize the alert shader");
return false;
}
if (!egl_shader_init(&(*alert)->shaderBG))
{
DEBUG_ERROR("Failed to initialize the alert bg shader");
return false;
}
if (!egl_shader_compile((*alert)->shader,
vertex_shader, sizeof(vertex_shader),
frag_shader , sizeof(frag_shader )))
{
DEBUG_ERROR("Failed to compile the alert shader");
return false;
}
if (!egl_shader_compile((*alert)->shaderBG,
vertex_shader, sizeof(vertex_shader),
frag_shaderBG, sizeof(frag_shaderBG)))
{
DEBUG_ERROR("Failed to compile the alert shader");
return false;
}
(*alert)->uSize = egl_shader_get_uniform_location((*alert)->shader , "size" );
(*alert)->uScreen = egl_shader_get_uniform_location((*alert)->shader , "screen");
(*alert)->uSizeBG = egl_shader_get_uniform_location((*alert)->shaderBG, "size" );
(*alert)->uScreenBG = egl_shader_get_uniform_location((*alert)->shaderBG, "screen");
(*alert)->uColorBG = egl_shader_get_uniform_location((*alert)->shaderBG, "color" );
if (!egl_model_init(&(*alert)->model))
{
DEBUG_ERROR("Failed to initialize the alert model");
return false;
}
egl_model_set_default((*alert)->model);
egl_model_set_texture((*alert)->model, (*alert)->texture);
return true;
}
void egl_alert_free(EGL_Alert ** alert)
{
if (!*alert)
return;
egl_texture_free(&(*alert)->texture );
egl_shader_free (&(*alert)->shader );
egl_shader_free (&(*alert)->shaderBG);
egl_model_free (&(*alert)->model );
free(*alert);
*alert = NULL;
}
void egl_alert_set_color(EGL_Alert * alert, const uint32_t color)
{
alert->r = (1.0f / 0xff) * ((color >> 24) & 0xFF);
alert->g = (1.0f / 0xff) * ((color >> 16) & 0xFF);
alert->b = (1.0f / 0xff) * ((color >> 8) & 0xFF);
alert->a = (1.0f / 0xff) * ((color >> 0) & 0xFF);
}
void egl_alert_set_text (EGL_Alert * alert, const char * str)
{
LG_LOCK(alert->lock);
alert->bmp = alert->font->render(alert->fontObj, 0xffffff00, str);
if (!alert->bmp)
{
alert->update = false;
LG_UNLOCK(alert->lock);
DEBUG_ERROR("Failed to render alert text");
return;
}
alert->update = true;
LG_UNLOCK(alert->lock);
}
void egl_alert_render(EGL_Alert * alert, const float scaleX, const float scaleY)
{
if (alert->update)
{
LG_LOCK(alert->lock);
egl_texture_setup(
alert->texture,
EGL_PF_BGRA,
alert->bmp->width ,
alert->bmp->height,
alert->bmp->width * alert->bmp->bpp,
false
);
egl_texture_update(alert->texture, alert->bmp->pixels);
alert->width = alert->bmp->width;
alert->height = alert->bmp->height;
alert->ready = true;
alert->font->release(alert->fontObj, alert->bmp);
alert->update = false;
alert->bmp = NULL;
LG_UNLOCK(alert->lock);
}
if (!alert->ready)
return;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// render the background first
egl_shader_use(alert->shaderBG);
glUniform2f(alert->uScreenBG, scaleX , scaleY );
glUniform2f(alert->uSizeBG , alert->width, alert->height);
glUniform4f(alert->uColorBG , alert->r, alert->g, alert->b, alert->a);
egl_model_render(alert->model);
// render the texture over the background
egl_shader_use(alert->shader);
glUniform2f(alert->uScreen, scaleX , scaleY );
glUniform2f(alert->uSize , alert->width, alert->height);
egl_model_render(alert->model);
glDisable(GL_BLEND);
}