[egl] added monochrome cursor rendering

This commit is contained in:
Geoffrey McRae 2018-09-25 23:04:29 +10:00
parent 3ff712fea5
commit e2b33348f3
2 changed files with 90 additions and 115 deletions

View file

@ -42,6 +42,7 @@ struct Models
{
struct EGL_Model * desktop;
struct EGL_Model * mouse;
struct EGL_Model * mouse_mono;
};
struct Shaders
@ -50,14 +51,15 @@ struct Shaders
struct EGL_Shader * bgra;
struct EGL_Shader * yuv;
struct EGL_Shader * mouse_rgba;
struct EGL_Shader * mouse_mask;
struct EGL_Shader * mouse;
struct EGL_Shader * mouse_mono;
};
struct Textures
{
struct EGL_Texture * desktop;
struct EGL_Texture * mouse;
struct EGL_Texture * mouse_mono;
};
struct Inst
@ -87,8 +89,7 @@ struct Inst
bool mouseVisible;
float mouseX, mouseY, mouseW, mouseH;
float mouseScaleX, mouseScaleY;
EGL_Shader * mouseShader;
GLint mouseUniformLoc;
GLint uMousePos, uMousePosMono;
LG_Lock mouseLock;
LG_RendererCursor mouseCursor;
@ -143,15 +144,17 @@ void egl_deinitialize(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
egl_model_free (&this->models .desktop);
egl_model_free (&this->models .desktop );
egl_model_free (&this->models .mouse );
egl_model_free (&this->models .mouse_mono);
egl_shader_free (&this->shaders .rgba );
egl_shader_free (&this->shaders .bgra );
egl_shader_free (&this->shaders .yuv );
egl_shader_free (&this->shaders .mouse_rgba);
egl_shader_free (&this->shaders .mouse_mask);
egl_texture_free(&this->textures.desktop);
egl_texture_free(&this->textures.mouse );
egl_shader_free (&this->shaders .mouse );
egl_shader_free (&this->shaders .mouse_mono);
egl_texture_free(&this->textures.desktop );
egl_texture_free(&this->textures.mouse );
egl_texture_free(&this->textures.mouse_mono);
LG_LOCK_FREE(this->mouseLock);
if (this->mouseData)
@ -179,7 +182,7 @@ bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int
LG_LOCK(this->mouseLock);
this->mouseCursor = cursor;
this->mouseWidth = width;
this->mouseHeight = height;
this->mouseHeight = (cursor == LG_CURSOR_MONOCHROME ? height / 2 : height);
this->mousePitch = pitch;
this->mouseW = this->mouseWidth * (1.0f / this->format.width );
@ -285,9 +288,8 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
EGLint attr[] =
{
EGL_BUFFER_SIZE, 16,
EGL_RENDERABLE_TYPE,
EGL_OPENGL_ES2_BIT,
EGL_BUFFER_SIZE , 16,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
@ -349,10 +351,10 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
if (!egl_shader_init(&this->shaders.yuv))
return false;
if (!egl_shader_init(&this->shaders.mouse_rgba))
if (!egl_shader_init(&this->shaders.mouse))
return false;
if (!egl_shader_init(&this->shaders.mouse_mask))
if (!egl_shader_init(&this->shaders.mouse_mono))
return false;
if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
@ -364,37 +366,44 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_yuv , sizeof(egl_fragment_shader_yuv )))
return false;
if (!egl_shader_compile(this->shaders.mouse_rgba, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
if (!egl_shader_compile(this->shaders.mouse, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
return false;
if (!egl_shader_compile(this->shaders.mouse_mask, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_mask, sizeof(egl_fragment_shader_mask)))
if (!egl_shader_compile(this->shaders.mouse_mono, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_mouse_mono, sizeof(egl_fragment_shader_mouse_mono)))
return false;
this->uMousePos = egl_shader_get_uniform_location(this->shaders.mouse , "mouse");
this->uMousePosMono = egl_shader_get_uniform_location(this->shaders.mouse_mono, "mouse");
if (!egl_texture_init(&this->textures.desktop))
return false;
if (!egl_texture_init(&this->textures.mouse))
return false;
if (!egl_texture_init(&this->textures.mouse_mono))
return false;
if (!egl_model_init(&this->models.desktop))
return false;
if (!egl_model_init(&this->models.mouse))
return false;
if (!egl_model_init(&this->models.mouse_mono))
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.mouse, square , sizeof(square) / sizeof(GLfloat));
egl_model_set_uvs (this->models.mouse, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_texture (this->models.mouse, this->textures.mouse);
egl_model_set_verticies(this->models.mouse , square , sizeof(square) / sizeof(GLfloat));
egl_model_set_uvs (this->models.mouse , uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_verticies(this->models.mouse_mono, square , sizeof(square) / sizeof(GLfloat));
egl_model_set_uvs (this->models.mouse_mono, uvs , sizeof(uvs ) / sizeof(GLfloat));
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
glEnable (GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
return true;
}
@ -436,9 +445,29 @@ bool egl_render(void * opaque, SDL_Window * window)
if (this->mouseVisible)
{
egl_shader_use(this->mouseShader);
glUniform4f(this->mouseUniformLoc, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
egl_model_render(this->models.mouse);
egl_shader_use(this->shaders.mouse);
glUniform4f(this->uMousePos, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
if (this->mouseCursor == LG_CURSOR_MONOCHROME)
{
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
egl_model_set_texture(this->models.mouse, this->textures.mouse);
egl_model_render(this->models.mouse);
egl_shader_use(this->shaders.mouse_mono);
glUniform4f(this->uMousePosMono, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
glBlendFunc(GL_ZERO, GL_ONE_MINUS_DST_COLOR);
egl_model_set_texture(this->models.mouse, this->textures.mouse_mono);
egl_model_render(this->models.mouse);
glDisable(GL_BLEND);
}
else
{
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
egl_model_render(this->models.mouse);
glDisable(GL_BLEND);
}
}
eglSwapBuffers(this->display, this->surface);
@ -450,11 +479,11 @@ void update_mouse_shape(struct Inst * this)
LG_LOCK(this->mouseLock);
this->mouseUpdate = false;
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;
LG_RendererCursor cursor = this->mouseCursor;
int width = this->mouseWidth;
int height = this->mouseHeight;
int pitch = this->mousePitch;
const uint8_t * data = this->mouseData;
// tmp buffer for masked colour
uint32_t tmp[width * height];
@ -477,88 +506,34 @@ void update_mouse_shape(struct Inst * this)
case LG_CURSOR_COLOR:
{
egl_texture_setup(
this->textures.mouse,
EGL_PF_BGRA,
width,
height,
width * height * 4,
false
);
this->mouseShader = this->shaders.mouse_rgba;
egl_texture_setup(this->textures.mouse, EGL_PF_BGRA, width, height, width * height * 4, false);
egl_texture_update(this->textures.mouse, data);
egl_model_set_shader(this->models.mouse, this->mouseShader);
this->mouseUniformLoc = egl_shader_get_uniform_location(this->mouseShader, "mouse");
egl_model_set_texture(this->models.mouse, this->textures.mouse);
break;
}
case LG_CURSOR_MONOCHROME:
{
DEBUG_INFO("TODO: Monochrome cursors are not yet supported by EGL");
#if 0
const int hheight = height / 2;
uint32_t d[width * height];
for(int y = 0; y < hheight; ++y)
uint32_t and[width * height];
uint32_t xor[width * height];
for(int y = 0; y < height; ++y)
for(int x = 0; x < width; ++x)
{
const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
const uint8_t * srcXor = srcAnd + pitch * hheight;
const uint8_t * srcXor = srcAnd + pitch * height;
const uint8_t mask = 0x80 >> (x % 8);
const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
d[y * width + x ] = andMask;
d[y * width + x + width * hheight] = xorMask;
and[y * width + x] = andMask;
xor[y * width + x] = xorMask;
}
#endif
/*TODO : convert this into a pixel shader
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;
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);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
glEnd();
glLogicOp(GL_XOR);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_COLOR_LOGIC_OP);
glEndList();
*/
egl_texture_setup(this->textures.mouse , EGL_PF_BGRA, width, height, width * height * 4, false);
egl_texture_setup(this->textures.mouse_mono, EGL_PF_BGRA, width, height, width * height * 4, false);
egl_texture_update(this->textures.mouse , (uint8_t *)and);
egl_texture_update(this->textures.mouse_mono, (uint8_t *)xor);
break;
}
}

View file

@ -65,6 +65,23 @@ void main()\
}\
";
static const char egl_fragment_shader_mouse_mono[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
highp vec4 tmp = texture(sampler1, uv);\
if (tmp.rgb == vec3(0.0, 0.0, 0.0))\
discard;\
color = tmp;\
}\
";
static const char egl_fragment_shader_rgba[] = "\
#version 300 es\n\
\
@ -127,21 +144,4 @@ void main()\
}\
";
static const char egl_fragment_shader_mask[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec3 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
highp vec3 tmp = texture(sampler1, uv).rgb;\
color.r = tmp.b;\
color.g = tmp.g;\
color.b = tmp.r;\
}\
";
#endif