looking-glass/client/renderers/opengl.c

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2017-12-14 06:48:08 +00:00
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
the 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 "lg-renderer.h"
#include <stdint.h>
#include <stdbool.h>
#include <unistd.h>
#include <SDL2/SDL_ttf.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glx.h>
#include "debug.h"
#include "memcpySSE.h"
#include "utils.h"
#include "lg-decoders.h"
#define BUFFER_COUNT 2
#define FRAME_TEXTURE 0
#define FPS_TEXTURE 1
#define MOUSE_TEXTURE 2
#define TEXTURE_COUNT 3
static PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI = NULL;
static PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI = NULL;
struct Options
{
bool mipmap;
bool vsync;
bool preventBuffer;
};
static struct Options defaultOptions =
{
.mipmap = true,
.vsync = true,
.preventBuffer = true,
};
struct Inst
{
LG_RendererParams params;
struct Options opt;
bool configured;
bool reconfigure;
SDL_GLContext glContext;
bool doneInfo;
SDL_Point window;
bool resizeWindow;
bool frameUpdate;
LG_Lock formatLock;
LG_RendererFormat format;
GLuint intFormat;
GLuint vboFormat;
size_t texSize;
const LG_Decoder* decoder;
void * decoderData;
uint64_t drawStart;
bool hasBuffers;
GLuint vboID[1];
uint8_t * texPixels[BUFFER_COUNT];
LG_Lock syncLock;
int texIndex, wTexIndex;
int texList;
int fpsList;
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int mouseList;
LG_RendererRect destRect;
bool hasTextures;
GLuint textures[TEXTURE_COUNT];
uint gpuFrameCount;
bool fpsTexture;
uint64_t lastFrameTime;
uint64_t renderTime;
uint64_t frameCount;
uint64_t renderCount;
SDL_Rect fpsRect;
LG_Lock mouseLock;
LG_RendererCursor mouseCursor;
int mouseWidth;
int mouseHeight;
int mousePitch;
uint8_t * mouseData;
size_t mouseDataSize;
bool mouseUpdate;
bool newShape;
uint64_t lastMouseDraw;
LG_RendererCursor mouseType;
bool mouseVisible;
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SDL_Rect mousePos;
};
static bool _check_gl_error(unsigned int line, const char * name);
#define check_gl_error(name) _check_gl_error(__LINE__, name)
static void deconfigure(struct Inst * this);
static bool configure(struct Inst * this, SDL_Window *window);
static void update_mouse_shape(struct Inst * this, bool * newShape);
static bool draw_frame(struct Inst * this);
static void draw_mouse(struct Inst * this);
const char * opengl_get_name()
{
return "OpenGL";
}
bool opengl_create(void ** opaque, const LG_RendererParams params)
{
// create our local storage
*opaque = malloc(sizeof(struct Inst));
if (!*opaque)
{
DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct Inst));
return false;
}
memset(*opaque, 0, sizeof(struct Inst));
struct Inst * this = (struct Inst *)*opaque;
memcpy(&this->params, &params , sizeof(LG_RendererParams));
memcpy(&this->opt , &defaultOptions, sizeof(struct Options ));
LG_LOCK_INIT(this->formatLock);
LG_LOCK_INIT(this->syncLock );
LG_LOCK_INIT(this->mouseLock );
return true;
}
bool opengl_initialize(void * opaque, Uint32 * sdlFlags)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return false;
if (!glXGetVideoSyncSGI)
{
glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC )glXGetProcAddress((const GLubyte *)"glXGetVideoSyncSGI" );
glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glXGetProcAddress((const GLubyte *)"glXWaitVideoSyncSGI");
if (!glXGetVideoSyncSGI || !glXWaitVideoSyncSGI)
{
glXGetVideoSyncSGI = NULL;
DEBUG_ERROR("Failed to get proc addresses");
return false;
}
}
*sdlFlags = SDL_WINDOW_OPENGL;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
return true;
}
void opengl_deinitialize(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return;
deconfigure(this);
if (this->mouseData)
free(this->mouseData);
LG_LOCK_FREE(this->formatLock);
LG_LOCK_FREE(this->syncLock );
LG_LOCK_FREE(this->mouseLock );
free(this);
}
void opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return;
this->window.x = width;
this->window.y = height;
memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
this->resizeWindow = true;
}
bool opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return false;
LG_LOCK(this->mouseLock);
this->mouseCursor = cursor;
this->mouseWidth = width;
this->mouseHeight = height;
this->mousePitch = pitch;
const size_t size = height * pitch;
if (size > this->mouseDataSize)
{
if (this->mouseData)
free(this->mouseData);
this->mouseData = (uint8_t *)malloc(size);
this->mouseDataSize = size;
}
memcpy(this->mouseData, data, size);
this->newShape = true;
LG_UNLOCK(this->mouseLock);
return true;
}
bool opengl_on_mouse_event(void * opaque, const bool visible, const int x, const int y)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return false;
if (this->mousePos.x == x && this->mousePos.y == y && this->mouseVisible == visible)
return true;
this->mouseVisible = visible;
this->mousePos.x = x;
this->mousePos.y = y;
this->mouseUpdate = true;
return false;
}
bool opengl_on_frame_event(void * opaque, const LG_RendererFormat format, const uint8_t * data)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
{
DEBUG_ERROR("Invalid opaque pointer");
return false;
}
LG_LOCK(this->formatLock);
if (this->reconfigure)
{
LG_UNLOCK(this->formatLock);
return true;
}
if (!this->configured ||
this->format.comp != format.comp ||
this->format.width != format.width ||
this->format.height != format.height ||
this->format.stride != format.stride ||
this->format.bpp != format.bpp
)
{
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->reconfigure = true;
LG_UNLOCK(this->formatLock);
return true;
}
LG_UNLOCK(this->formatLock);
// lock, perform the update, then unlock
LG_LOCK(this->syncLock);
if (!this->decoder->decode(
this->decoderData,
this->texPixels[this->wTexIndex],
this->texSize,
data,
this->format.pitch
))
{
DEBUG_ERROR("decode returned failure");
LG_UNLOCK(this->syncLock);
return false;
}
this->frameUpdate = true;
LG_UNLOCK(this->syncLock);
++this->frameCount;
return true;
}
bool opengl_render(void * opaque, SDL_Window * window)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return false;
if (!configure(this, window))
return true;
if (this->resizeWindow)
{
// setup the projection matrix
glViewport(0, 0, this->window.x, this->window.y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, this->window.x, this->window.y, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
glScalef(
(float)this->destRect.w / (float)this->format.width,
(float)this->destRect.h / (float)this->format.height,
1.0f
);
this->resizeWindow = false;
}
if (this->params.showFPS && this->renderTime > 1e9)
{
char str[128];
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount ) / 1e6f);
const float renderFPS = 1000.0f / (((float)this->renderTime / this->renderCount) / 1e6f);
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
SDL_Color color = {0xff, 0xff, 0xff};
SDL_Surface *textSurface = NULL;
if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
{
DEBUG_ERROR("Failed to render text");
LG_UNLOCK(this->formatLock);
return false;
}
glBindTexture(GL_TEXTURE_2D , this->textures[FPS_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
glTexImage2D(
GL_TEXTURE_2D,
0,
textSurface->format->BytesPerPixel,
textSurface->w,
textSurface->h,
0,
GL_BGRA,
GL_UNSIGNED_BYTE,
textSurface->pixels
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->fpsRect.x = 5;
this->fpsRect.y = 5;
this->fpsRect.w = textSurface->w;
this->fpsRect.h = textSurface->h;
SDL_FreeSurface(textSurface);
this->renderTime = 0;
this->frameCount = 0;
this->renderCount = 0;
this->fpsTexture = true;
glNewList(this->fpsList, GL_COMPILE);
glPushMatrix();
glLoadIdentity();
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(this->fpsRect.x , this->fpsRect.y );
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->textures[FPS_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glDisable(GL_BLEND);
glPopMatrix();
glEndList();
}
if (!draw_frame(this))
return false;
bool newShape;
update_mouse_shape(this, &newShape);
glClear(GL_COLOR_BUFFER_BIT);
glCallList(this->texList + this->texIndex);
draw_mouse(this);
if (this->fpsTexture)
glCallList(this->fpsList);
if (this->opt.preventBuffer)
{
unsigned int before, after;
glXGetVideoSyncSGI(&before);
SDL_GL_SwapWindow(window);
// wait for the swap to happen to ensure we dont buffer frames //
glXGetVideoSyncSGI(&after);
if (before == after)
glXWaitVideoSyncSGI(1, 0, &before);
}
else
SDL_GL_SwapWindow(window);
const uint64_t t = nanotime();
this->renderTime += t - this->lastFrameTime;
this->lastFrameTime = t;
++this->renderCount;
this->mouseUpdate = false;
this->lastMouseDraw = t;
return true;
}
static void handle_opt_mipmap(void * opaque, const char *value)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return;
this->opt.mipmap = LG_RendererValueToBool(value);
}
static void handle_opt_vsync(void * opaque, const char *value)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return;
this->opt.vsync = LG_RendererValueToBool(value);
}
static void handle_opt_prevent_buffer(void * opaque, const char *value)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return;
this->opt.preventBuffer = LG_RendererValueToBool(value);
}
static LG_RendererOpt opengl_options[] =
{
{
.name = "mipmap",
.desc = "Enable or disable mipmapping [default: enabled]",
.validator = LG_RendererValidatorBool,
.handler = handle_opt_mipmap
},
{
.name = "vsync",
.desc ="Enable or disable vsync [default: enabled]",
.validator = LG_RendererValidatorBool,
.handler = handle_opt_vsync
},
{
.name = "preventBuffer",
.desc = "Prevent the driver from buffering frames [default: enabled]",
.validator = LG_RendererValidatorBool,
.handler = handle_opt_prevent_buffer
}
};
const LG_Renderer LGR_OpenGL =
{
.get_name = opengl_get_name,
.options = opengl_options,
.option_count = LGR_OPTION_COUNT(opengl_options),
.create = opengl_create,
.initialize = opengl_initialize,
.deinitialize = opengl_deinitialize,
.on_resize = opengl_on_resize,
.on_mouse_shape = opengl_on_mouse_shape,
.on_mouse_event = opengl_on_mouse_event,
.on_frame_event = opengl_on_frame_event,
.render = opengl_render
};
static bool _check_gl_error(unsigned int line, const char * name)
{
GLenum error = glGetError();
if (error == GL_NO_ERROR)
return false;
const GLubyte * errStr = gluErrorString(error);
DEBUG_ERROR("%d: %s = %d (%s)", line, name, error, errStr);
return true;
}
static bool configure(struct Inst * this, SDL_Window *window)
{
LG_LOCK(this->formatLock);
if (!this->reconfigure)
{
LG_UNLOCK(this->formatLock);
return this->configured;
}
if (this->configured)
deconfigure(this);
this->glContext = SDL_GL_CreateContext(window);
if (!this->glContext)
{
DEBUG_ERROR("Failed to create the OpenGL context");
LG_UNLOCK(this->formatLock);
return false;
}
if (!this->doneInfo)
{
DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
this->doneInfo = true;
}
SDL_GL_SetSwapInterval(this->opt.vsync ? 1 : 0);
// check if the GPU supports GL_ARB_buffer_storage first
// there is no advantage to this renderer if it is not present.
const GLubyte * extensions = glGetString(GL_EXTENSIONS);
if (!gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions))
{
DEBUG_INFO("The GPU doesn't support GL_ARB_buffer_storage");
LG_UNLOCK(this->formatLock);
return false;
}
switch(this->format.comp)
{
case LG_COMPRESSION_NONE:
this->decoder = &LGD_NULL;
break;
case LG_COMPRESSION_H264:
this->decoder = &LGD_H264;
break;
default:
DEBUG_ERROR("Unknown/unsupported compression type");
return false;
}
DEBUG_INFO("Using decoder: %s", this->decoder->name);
if (!this->decoder->create(&this->decoderData))
{
DEBUG_ERROR("Failed to create the decoder");
return false;
}
if (!this->decoder->initialize(
this->decoderData,
this->format
))
{
DEBUG_ERROR("Failed to initialize decoder");
return false;
}
switch(this->decoder->get_out_format(this->decoderData))
{
case LG_OUTPUT_BGRA:
this->intFormat = GL_RGBA8;
this->vboFormat = GL_BGRA;
break;
default:
DEBUG_ERROR("Format not supported");
LG_UNLOCK(this->formatLock);
return false;
}
// calculate the texture size in bytes
this->texSize =
this->format.height *
this->decoder->get_frame_pitch(this->decoderData);
// generate lists for drawing
this->texList = glGenLists(BUFFER_COUNT);
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this->fpsList = glGenLists(1);
this->mouseList = glGenLists(1);
// generate the pixel unpack buffers
glGenBuffers(1, this->vboID);
if (check_gl_error("glGenBuffers"))
{
LG_UNLOCK(this->formatLock);
return false;
}
this->hasBuffers = true;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0]);
if (check_gl_error("glBindBuffer"))
{
LG_UNLOCK(this->formatLock);
return false;
}
glBufferStorage(
GL_PIXEL_UNPACK_BUFFER,
this->texSize * BUFFER_COUNT,
NULL,
GL_MAP_WRITE_BIT |
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GL_MAP_PERSISTENT_BIT
);
if (check_gl_error("glBufferStorage"))
{
LG_UNLOCK(this->formatLock);
return false;
}
this->texPixels[0] = glMapBufferRange(
GL_PIXEL_UNPACK_BUFFER,
0,
this->texSize * BUFFER_COUNT,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT |
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GL_MAP_FLUSH_EXPLICIT_BIT
);
if (check_gl_error("glMapBufferRange"))
{
LG_UNLOCK(this->formatLock);
return false;
}
for(int i = 1; i < BUFFER_COUNT; ++i)
this->texPixels[i] = this->texPixels[i-1] + this->texSize;
// create the textures
glGenTextures(TEXTURE_COUNT, this->textures);
if (check_gl_error("glGenTextures"))
{
LG_UNLOCK(this->formatLock);
return false;
}
this->hasTextures = true;
// create the frame texture
glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
if (check_gl_error("glBindTexture"))
{
LG_UNLOCK(this->formatLock);
return false;
}
glTexImage2D(
GL_TEXTURE_2D,
0,
this->intFormat,
this->format.width,
this->format.height * BUFFER_COUNT,
0,
this->vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
if (check_gl_error("glTexImage2D"))
{
LG_UNLOCK(this->formatLock);
return false;
}
// configure the texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
for (int i = 0; i < BUFFER_COUNT; ++i)
{
const float ts = (1.0f / BUFFER_COUNT) * i;
const float te = (1.0f / BUFFER_COUNT) + ts;
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// create the display lists
glNewList(this->texList + i, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, ts); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, ts); glVertex2i(this->format.width, 0 );
glTexCoord2f(0.0f, te); glVertex2i(0 , this->format.height);
glTexCoord2f(1.0f, te); glVertex2i(this->format.width, this->format.height);
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glEnd();
glEndList();
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
this->resizeWindow = true;
this->drawStart = nanotime();
glXGetVideoSyncSGI(&this->gpuFrameCount);
this->configured = true;
this->reconfigure = false;
LG_UNLOCK(this->formatLock);
return true;
}
static void deconfigure(struct Inst * this)
{
if (!this->configured)
return;
if (this->hasTextures)
{
glDeleteTextures(TEXTURE_COUNT, this->textures);
this->hasTextures = false;
}
if (this->hasBuffers)
{
glDeleteBuffers(1, this->vboID);
this->hasBuffers = false;
}
if (this->glContext)
{
SDL_GL_DeleteContext(this->glContext);
this->glContext = NULL;
}
if (this->decoder)
{
this->decoder->destroy(this->decoderData);
this->decoderData = NULL;
}
this->configured = false;
}
static void update_mouse_shape(struct Inst * this, bool * newShape)
{
LG_LOCK(this->mouseLock);
*newShape = this->newShape;
if (!this->newShape)
{
LG_UNLOCK(this->mouseLock);
return;
}
const LG_RendererCursor cursor = this->mouseCursor;
const int width = this->mouseWidth;
const int height = this->mouseHeight;
const int pitch = this->mousePitch;
const uint8_t * data = this->mouseData;
this->mouseType = cursor;
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switch(cursor)
{
case LG_CURSOR_COLOR:
{
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glTexImage2D
(
GL_TEXTURE_2D,
0 ,
GL_RGBA,
width ,
height ,
0 ,
GL_BGRA, // windows cursors are in BGRA format
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GL_UNSIGNED_BYTE,
data
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->mousePos.w = width;
this->mousePos.h = height;
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glNewList(this->mouseList, GL_COMPILE);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , height);
glTexCoord2f(1.0f, 1.0f); glVertex2i(width, height);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
glEndList();
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break;
}
case LG_CURSOR_MONOCHROME:
{
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const int hheight = height / 2;
uint32_t d[width * height];
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for(int y = 0; y < hheight; ++y)
for(int x = 0; x < width; ++x)
{
const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
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const uint8_t * srcXor = srcAnd + pitch * hheight;
const uint8_t mask = 0x80 >> (x % 8);
const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
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d[y * width + x ] = andMask;
d[y * width + x + width * hheight] = xorMask;
}
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glTexImage2D
(
GL_TEXTURE_2D,
0 ,
GL_RGBA,
width ,
height ,
0 ,
GL_RGBA,
GL_UNSIGNED_BYTE,
d
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->mousePos.w = width;
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this->mousePos.h = hheight;
glNewList(this->mouseList, GL_COMPILE);
glEnable(GL_COLOR_LOGIC_OP);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glLogicOp(GL_AND);
glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
glEnd();
glLogicOp(GL_XOR);
glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
glEnd();
glDisable(GL_COLOR_LOGIC_OP);
glEndList();
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break;
}
case LG_CURSOR_MASKED_COLOR:
{
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//TODO
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break;
}
}
this->mouseUpdate = true;
LG_UNLOCK(this->mouseLock);
}
static bool draw_frame(struct Inst * this)
{
LG_LOCK(this->syncLock);
if (!this->frameUpdate)
{
LG_UNLOCK(this->syncLock);
return true;
}
this->texIndex = this->wTexIndex;
if (++this->wTexIndex == BUFFER_COUNT)
this->wTexIndex = 0;
this->frameUpdate = false;
LG_UNLOCK(this->syncLock);
LG_LOCK(this->formatLock);
// bind the texture and update it
glBindTexture(GL_TEXTURE_2D , this->textures[FRAME_TEXTURE]);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0] );
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.stride );
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// copy the buffer to the texture
glFlushMappedBufferRange(
GL_PIXEL_UNPACK_BUFFER,
this->texSize * this->texIndex,
this->texSize
);
// update the texture
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
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this->texIndex * this->format.height,
this->format.width ,
this->format.height,
this->vboFormat,
GL_UNSIGNED_BYTE,
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(void*)(this->texIndex * this->texSize)
);
if (check_gl_error("glTexSubImage2D"))
DEBUG_ERROR("texIndex: %u, width: %u, height: %u, vboFormat: %x, texSize: %lu",
this->texIndex, this->format.width, this->format.height, this->vboFormat, this->texSize
);
// unbind the buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
const bool mipmap = this->opt.mipmap && (
(this->format.width > this->destRect.w) ||
(this->format.height > this->destRect.h));
if (mipmap)
{
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, 0);
LG_UNLOCK(this->formatLock);
return true;
}
static void draw_mouse(struct Inst * this)
{
if (!this->mouseVisible)
return;
glPushMatrix();
glTranslatef(this->mousePos.x, this->mousePos.y, 0.0f);
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glCallList(this->mouseList);
glPopMatrix();
}