mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-14 21:17:54 +00:00
[client] egl: moved fps code into seperate unit
This commit is contained in:
parent
2a65e39848
commit
608b67af77
5 changed files with 267 additions and 123 deletions
|
@ -64,6 +64,7 @@ set(SOURCES
|
|||
renderers/egl/texture.c
|
||||
renderers/egl/model.c
|
||||
renderers/egl/cursor.c
|
||||
renderers/egl/fps.c
|
||||
fonts/sdl.c
|
||||
)
|
||||
|
||||
|
|
|
@ -30,6 +30,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
|
|||
#include "egl/shader.h"
|
||||
#include "egl/progs.h"
|
||||
#include "egl/cursor.h"
|
||||
#include "egl/fps.h"
|
||||
|
||||
struct Options
|
||||
{
|
||||
|
@ -44,7 +45,6 @@ static struct Options defaultOptions =
|
|||
struct Models
|
||||
{
|
||||
struct EGL_Model * desktop;
|
||||
struct EGL_Model * fps;
|
||||
};
|
||||
|
||||
struct Shaders
|
||||
|
@ -52,13 +52,11 @@ struct Shaders
|
|||
struct EGL_Shader * rgba;
|
||||
struct EGL_Shader * bgra;
|
||||
struct EGL_Shader * yuv;
|
||||
struct EGL_Shader * fps;
|
||||
};
|
||||
|
||||
struct Textures
|
||||
{
|
||||
struct EGL_Texture * desktop;
|
||||
struct EGL_Texture * fps;
|
||||
};
|
||||
|
||||
struct Inst
|
||||
|
@ -74,6 +72,7 @@ struct Inst
|
|||
EGLContext context;
|
||||
|
||||
EGL_Cursor * cursor; // the mouse cursor
|
||||
EGL_FPS * fps; // the fps display
|
||||
|
||||
struct Models models;
|
||||
struct Shaders shaders;
|
||||
|
@ -99,10 +98,6 @@ struct Inst
|
|||
|
||||
const LG_Font * font;
|
||||
LG_FontObj fontObj;
|
||||
|
||||
bool fpsReady;
|
||||
float fpsWidth, fpsHeight;
|
||||
GLint uFPSScreen, uFPSSize;
|
||||
};
|
||||
|
||||
|
||||
|
@ -163,15 +158,13 @@ void egl_deinitialize(void * opaque)
|
|||
this->font->destroy(this->fontObj);
|
||||
|
||||
egl_cursor_free(&this->cursor);
|
||||
egl_fps_free (&this->fps );
|
||||
|
||||
egl_model_free (&this->models .desktop );
|
||||
egl_model_free (&this->models .fps );
|
||||
egl_shader_free (&this->shaders .rgba );
|
||||
egl_shader_free (&this->shaders .bgra );
|
||||
egl_shader_free (&this->shaders .yuv );
|
||||
egl_shader_free (&this->shaders .fps );
|
||||
egl_texture_free(&this->textures.desktop );
|
||||
egl_texture_free(&this->textures.fps );
|
||||
|
||||
free(this);
|
||||
}
|
||||
|
@ -388,9 +381,6 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
|
|||
if (!egl_shader_init(&this->shaders.yuv))
|
||||
return false;
|
||||
|
||||
if (!egl_shader_init(&this->shaders.fps))
|
||||
return false;
|
||||
|
||||
if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
|
||||
return false;
|
||||
|
||||
|
@ -400,33 +390,16 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
|
|||
if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_yuv, sizeof(egl_fragment_shader_yuv)))
|
||||
return false;
|
||||
|
||||
if (!egl_shader_compile(this->shaders.fps, egl_vertex_shader_fps, sizeof(egl_vertex_shader_fps), egl_fragment_shader_fps, sizeof(egl_fragment_shader_fps)))
|
||||
return false;
|
||||
|
||||
this->uFPSSize = egl_shader_get_uniform_location(this->shaders.fps , "size" );
|
||||
this->uFPSScreen = egl_shader_get_uniform_location(this->shaders.fps , "screen" );
|
||||
|
||||
if (!egl_texture_init(&this->textures.desktop))
|
||||
return false;
|
||||
|
||||
if (!egl_texture_init(&this->textures.fps))
|
||||
return false;
|
||||
|
||||
if (!egl_model_init(&this->models.desktop))
|
||||
return false;
|
||||
|
||||
if (!egl_model_init(&this->models.fps))
|
||||
return false;
|
||||
|
||||
|
||||
egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat));
|
||||
egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
|
||||
egl_model_set_texture (this->models.desktop, this->textures.desktop);
|
||||
|
||||
egl_model_set_verticies(this->models.fps, square, sizeof(square) / sizeof(GLfloat));
|
||||
egl_model_set_uvs (this->models.fps, uvs , sizeof(uvs ) / sizeof(GLfloat));
|
||||
egl_model_set_texture (this->models.fps, this->textures.fps);
|
||||
|
||||
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
|
||||
|
||||
if (!egl_cursor_init(&this->cursor))
|
||||
|
@ -435,6 +408,12 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
|
|||
return false;
|
||||
}
|
||||
|
||||
if (!egl_fps_init(&this->fps, this->font, this->fontObj))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the FPS display");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -453,17 +432,7 @@ bool egl_render(void * opaque, SDL_Window * window)
|
|||
}
|
||||
|
||||
egl_cursor_render(this->cursor);
|
||||
|
||||
if (this->fpsReady)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
egl_shader_use(this->shaders.fps);
|
||||
glUniform2f(this->uFPSScreen, this->width , this->height );
|
||||
glUniform2f(this->uFPSSize , this->fpsWidth, this->fpsHeight);
|
||||
egl_model_render(this->models.fps);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
egl_fps_render(this->fps, this->width, this->height);
|
||||
|
||||
eglSwapBuffers(this->display, this->surface);
|
||||
|
||||
|
@ -501,36 +470,7 @@ void egl_update_fps(void * opaque, const float avgFPS, const float renderFPS)
|
|||
if (!this->params.showFPS)
|
||||
return;
|
||||
|
||||
char str[128];
|
||||
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
|
||||
|
||||
LG_FontBitmap * bmp = this->font->render(this->fontObj, 0xffffff00, str);
|
||||
if (!bmp)
|
||||
{
|
||||
DEBUG_ERROR("Failed to render FPS text");
|
||||
return;
|
||||
}
|
||||
|
||||
egl_texture_setup(
|
||||
this->textures.fps,
|
||||
EGL_PF_BGRA,
|
||||
bmp->width ,
|
||||
bmp->height,
|
||||
bmp->width * bmp->height * bmp->bpp,
|
||||
false
|
||||
);
|
||||
|
||||
egl_texture_update
|
||||
(
|
||||
this->textures.fps,
|
||||
bmp->pixels
|
||||
);
|
||||
|
||||
this->fpsWidth = bmp->width;
|
||||
this->fpsHeight = bmp->height;
|
||||
this->fpsReady = true;
|
||||
|
||||
this->font->release(this->fontObj, bmp);
|
||||
egl_fps_update(this->fps, avgFPS, renderFPS);
|
||||
}
|
||||
|
||||
static void handle_opt_vsync(void * opaque, const char *value)
|
||||
|
|
223
client/renderers/egl/fps.c
Normal file
223
client/renderers/egl/fps.c
Normal file
|
@ -0,0 +1,223 @@
|
|||
/*
|
||||
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
|
||||
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 "fps.h"
|
||||
#include "debug.h"
|
||||
#include "utils.h"
|
||||
|
||||
#include "texture.h"
|
||||
#include "shader.h"
|
||||
#include "model.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
struct EGL_FPS
|
||||
{
|
||||
const LG_Font * font;
|
||||
LG_FontObj fontObj;
|
||||
|
||||
EGL_Texture * texture;
|
||||
EGL_Shader * shader;
|
||||
EGL_Model * model;
|
||||
|
||||
bool ready;
|
||||
float width, height;
|
||||
|
||||
// uniforms
|
||||
GLint uScreen, uSize;
|
||||
};
|
||||
|
||||
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;\
|
||||
\
|
||||
out highp vec2 uv;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
highp vec2 pix = (vec2(1.0, 1.0) / screen); \
|
||||
gl_Position.xyz = vertexPosition_modelspace; \
|
||||
gl_Position.w = 1.0; \
|
||||
gl_Position.x *= pix.x * size.x; \
|
||||
gl_Position.y *= pix.y * size.y; \
|
||||
gl_Position.x -= 1.0 - (pix.x * size.x);\
|
||||
gl_Position.y += 1.0 - (pix.y * size.y);\
|
||||
gl_Position.x += pix.x * 10.0; \
|
||||
gl_Position.y -= pix.y * 10.0; \
|
||||
\
|
||||
uv = vertexUV;\
|
||||
}\
|
||||
";
|
||||
|
||||
static const char frag_shader[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
in highp vec2 uv;\
|
||||
out highp vec4 color;\
|
||||
\
|
||||
uniform sampler2D sampler1;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
highp vec4 tmp = texture(sampler1, uv);\
|
||||
color.r = tmp.b; \
|
||||
color.g = tmp.g; \
|
||||
color.b = tmp.r; \
|
||||
color.a = tmp.a; \
|
||||
if (color.a == 0.0) \
|
||||
{\
|
||||
color.a = 0.5; \
|
||||
color.r = 0.0; \
|
||||
color.g = 0.0; \
|
||||
}\
|
||||
}\
|
||||
";
|
||||
|
||||
bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj)
|
||||
{
|
||||
*fps = (EGL_FPS *)malloc(sizeof(EGL_FPS));
|
||||
if (!*fps)
|
||||
{
|
||||
DEBUG_ERROR("Failed to malloc EGL_FPS");
|
||||
return false;
|
||||
}
|
||||
|
||||
memset(*fps, 0, sizeof(EGL_FPS));
|
||||
|
||||
(*fps)->font = font;
|
||||
(*fps)->fontObj = fontObj;
|
||||
|
||||
if (!egl_texture_init(&(*fps)->texture))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the fps texture");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_init(&(*fps)->shader))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the fps shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!egl_shader_compile((*fps)->shader,
|
||||
vertex_shader, sizeof(vertex_shader),
|
||||
frag_shader, sizeof(frag_shader)))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the fps shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
(*fps)->uSize = egl_shader_get_uniform_location((*fps)->shader, "size" );
|
||||
(*fps)->uScreen = egl_shader_get_uniform_location((*fps)->shader, "screen");
|
||||
|
||||
if (!egl_model_init(&(*fps)->model))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize the fps model");
|
||||
return false;
|
||||
}
|
||||
|
||||
static const GLfloat square[] =
|
||||
{
|
||||
-1.0f, -1.0f, 0.0f,
|
||||
1.0f, -1.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f
|
||||
};
|
||||
|
||||
static const GLfloat uvs[] =
|
||||
{
|
||||
0.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f
|
||||
};
|
||||
|
||||
egl_model_set_verticies((*fps)->model, square, sizeof(square) / sizeof(GLfloat));
|
||||
egl_model_set_uvs ((*fps)->model, uvs , sizeof(uvs ) / sizeof(GLfloat));
|
||||
egl_model_set_texture ((*fps)->model, (*fps)->texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_fps_free(EGL_FPS ** fps)
|
||||
{
|
||||
if (!*fps)
|
||||
return;
|
||||
|
||||
egl_texture_free(&(*fps)->texture);
|
||||
egl_shader_free (&(*fps)->shader );
|
||||
egl_model_free (&(*fps)->model );
|
||||
|
||||
free(*fps);
|
||||
*fps = NULL;
|
||||
}
|
||||
|
||||
void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS)
|
||||
{
|
||||
char str[128];
|
||||
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
|
||||
|
||||
LG_FontBitmap * bmp = fps->font->render(fps->fontObj, 0xffffff00, str);
|
||||
if (!bmp)
|
||||
{
|
||||
DEBUG_ERROR("Failed to render fps text");
|
||||
return;
|
||||
}
|
||||
|
||||
egl_texture_setup(
|
||||
fps->texture,
|
||||
EGL_PF_BGRA,
|
||||
bmp->width ,
|
||||
bmp->height,
|
||||
bmp->width * bmp->height * bmp->bpp,
|
||||
false
|
||||
);
|
||||
|
||||
egl_texture_update
|
||||
(
|
||||
fps->texture,
|
||||
bmp->pixels
|
||||
);
|
||||
|
||||
fps->width = bmp->width;
|
||||
fps->height = bmp->height;
|
||||
fps->ready = true;
|
||||
|
||||
fps->font->release(fps->fontObj, bmp);
|
||||
}
|
||||
|
||||
void egl_fps_render(EGL_FPS * fps, float screenWidth, float screenHeight)
|
||||
{
|
||||
if (!fps->ready)
|
||||
return;
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
egl_shader_use(fps->shader);
|
||||
glUniform2f(fps->uScreen, screenWidth, screenHeight);
|
||||
glUniform2f(fps->uSize , fps->width , fps->height );
|
||||
egl_model_render(fps->model);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
32
client/renderers/egl/fps.h
Normal file
32
client/renderers/egl/fps.h
Normal file
|
@ -0,0 +1,32 @@
|
|||
/*
|
||||
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
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
#include "lg-fonts.h"
|
||||
|
||||
typedef struct EGL_FPS EGL_FPS;
|
||||
|
||||
bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj);
|
||||
void egl_fps_free(EGL_FPS ** fps);
|
||||
|
||||
void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS);
|
||||
void egl_fps_render(EGL_FPS * fps, const float screenWidth, const float screenHeight);
|
|
@ -101,56 +101,4 @@ void main()\
|
|||
}\
|
||||
";
|
||||
|
||||
static const char egl_vertex_shader_fps[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;\
|
||||
layout(location = 1) in vec2 vertexUV;\
|
||||
\
|
||||
uniform vec2 screen;\
|
||||
uniform vec2 size;\
|
||||
\
|
||||
out highp vec2 uv;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
highp vec2 pix = (vec2(1.0, 1.0) / screen); \
|
||||
gl_Position.xyz = vertexPosition_modelspace; \
|
||||
gl_Position.w = 1.0; \
|
||||
gl_Position.x *= pix.x * size.x; \
|
||||
gl_Position.y *= pix.y * size.y; \
|
||||
gl_Position.x -= 1.0 - (pix.x * size.x);\
|
||||
gl_Position.y += 1.0 - (pix.y * size.y);\
|
||||
gl_Position.x += pix.x * 10.0; \
|
||||
gl_Position.y -= pix.y * 10.0; \
|
||||
\
|
||||
uv = vertexUV;\
|
||||
}\
|
||||
";
|
||||
|
||||
static const char egl_fragment_shader_fps[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
in highp vec2 uv;\
|
||||
out highp vec4 color;\
|
||||
\
|
||||
uniform sampler2D sampler1;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
highp vec4 tmp = texture(sampler1, uv);\
|
||||
color.r = tmp.b; \
|
||||
color.g = tmp.g; \
|
||||
color.b = tmp.r; \
|
||||
color.a = tmp.a; \
|
||||
if (color.a == 0.0) \
|
||||
{\
|
||||
color.a = 0.5; \
|
||||
color.r = 0.0; \
|
||||
color.g = 0.0; \
|
||||
}\
|
||||
}\
|
||||
";
|
||||
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue