mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 06:11:46 +00:00
parent
8ef1aee35c
commit
4c0ca1c8e7
2 changed files with 35 additions and 40 deletions
2
VERSION
2
VERSION
|
@ -1 +1 @@
|
|||
B1-8-g4168cc8d78+1
|
||||
B1-9-g8ef1aee35c+1
|
|
@ -207,24 +207,10 @@ void egl_cursor_render(EGL_Cursor * cursor)
|
|||
|
||||
uint8_t * data = cursor->data;
|
||||
|
||||
// tmp buffer for masked colour
|
||||
uint32_t tmp[cursor->width * cursor->height];
|
||||
|
||||
switch(cursor->type)
|
||||
{
|
||||
case LG_CURSOR_MASKED_COLOR:
|
||||
{
|
||||
for(int i = 0; i < cursor->width * cursor->height; ++i)
|
||||
{
|
||||
const uint32_t c = ((uint32_t *)data)[i];
|
||||
tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000);
|
||||
}
|
||||
data = (uint8_t *)tmp;
|
||||
// fall through to LG_CURSOR_COLOR
|
||||
//
|
||||
// technically we should also create an XOR texture from the data but this
|
||||
// usage seems very rare in modern software.
|
||||
}
|
||||
// fall through
|
||||
|
||||
case LG_CURSOR_COLOR:
|
||||
{
|
||||
|
@ -262,33 +248,42 @@ void egl_cursor_render(EGL_Cursor * cursor)
|
|||
LG_UNLOCK(cursor->lock);
|
||||
}
|
||||
|
||||
if (cursor->type == LG_CURSOR_MONOCHROME)
|
||||
glEnable(GL_BLEND);
|
||||
switch(cursor->type)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
case LG_CURSOR_MONOCHROME:
|
||||
{
|
||||
egl_shader_use(cursor->shader);
|
||||
glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
|
||||
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
|
||||
egl_model_set_texture(cursor->model, cursor->texture);
|
||||
egl_model_render(cursor->model);
|
||||
|
||||
egl_shader_use(cursor->shader);
|
||||
glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
|
||||
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
|
||||
egl_model_set_texture(cursor->model, cursor->texture);
|
||||
egl_model_render(cursor->model);
|
||||
egl_shader_use(cursor->shaderMono);
|
||||
glUniform4f(cursor->uMousePosMono, cursor->x, cursor->y, cursor->w, cursor->h / 2);
|
||||
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
|
||||
egl_model_set_texture(cursor->model, cursor->textureMono);
|
||||
egl_model_render(cursor->model);
|
||||
break;
|
||||
}
|
||||
|
||||
egl_shader_use(cursor->shaderMono);
|
||||
glUniform4f(cursor->uMousePosMono, cursor->x, cursor->y, cursor->w, cursor->h / 2);
|
||||
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
|
||||
egl_model_set_texture(cursor->model, cursor->textureMono);
|
||||
egl_model_render(cursor->model);
|
||||
case LG_CURSOR_COLOR:
|
||||
{
|
||||
egl_shader_use(cursor->shader);
|
||||
glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
egl_model_render(cursor->model);
|
||||
break;
|
||||
}
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
else
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
egl_shader_use(cursor->shader);
|
||||
glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
|
||||
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
|
||||
egl_model_render(cursor->model);
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
case LG_CURSOR_MASKED_COLOR:
|
||||
{
|
||||
egl_shader_use(cursor->shaderMono);
|
||||
glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
|
||||
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
|
||||
egl_model_render(cursor->model);
|
||||
break;
|
||||
}
|
||||
}
|
||||
glDisable(GL_BLEND);
|
||||
}
|
Loading…
Reference in a new issue