mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 14:21:57 +00:00
[egl] added monochrome cursor rendering
This commit is contained in:
parent
3ff712fea5
commit
e2b33348f3
2 changed files with 90 additions and 115 deletions
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@ -42,6 +42,7 @@ struct Models
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{
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struct EGL_Model * desktop;
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struct EGL_Model * mouse;
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struct EGL_Model * mouse_mono;
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};
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struct Shaders
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@ -50,14 +51,15 @@ struct Shaders
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struct EGL_Shader * bgra;
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struct EGL_Shader * yuv;
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struct EGL_Shader * mouse_rgba;
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struct EGL_Shader * mouse_mask;
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struct EGL_Shader * mouse;
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struct EGL_Shader * mouse_mono;
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};
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struct Textures
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{
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struct EGL_Texture * desktop;
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struct EGL_Texture * mouse;
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struct EGL_Texture * mouse_mono;
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};
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struct Inst
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@ -87,8 +89,7 @@ struct Inst
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bool mouseVisible;
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float mouseX, mouseY, mouseW, mouseH;
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float mouseScaleX, mouseScaleY;
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EGL_Shader * mouseShader;
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GLint mouseUniformLoc;
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GLint uMousePos, uMousePosMono;
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LG_Lock mouseLock;
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LG_RendererCursor mouseCursor;
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@ -143,15 +144,17 @@ void egl_deinitialize(void * opaque)
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{
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struct Inst * this = (struct Inst *)opaque;
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egl_model_free (&this->models .desktop);
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egl_model_free (&this->models .desktop );
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egl_model_free (&this->models .mouse );
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egl_model_free (&this->models .mouse_mono);
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egl_shader_free (&this->shaders .rgba );
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egl_shader_free (&this->shaders .bgra );
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egl_shader_free (&this->shaders .yuv );
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egl_shader_free (&this->shaders .mouse_rgba);
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egl_shader_free (&this->shaders .mouse_mask);
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egl_texture_free(&this->textures.desktop);
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egl_texture_free(&this->textures.mouse );
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egl_shader_free (&this->shaders .mouse );
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egl_shader_free (&this->shaders .mouse_mono);
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egl_texture_free(&this->textures.desktop );
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egl_texture_free(&this->textures.mouse );
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egl_texture_free(&this->textures.mouse_mono);
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LG_LOCK_FREE(this->mouseLock);
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if (this->mouseData)
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@ -179,7 +182,7 @@ bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int
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LG_LOCK(this->mouseLock);
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this->mouseCursor = cursor;
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this->mouseWidth = width;
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this->mouseHeight = height;
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this->mouseHeight = (cursor == LG_CURSOR_MONOCHROME ? height / 2 : height);
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this->mousePitch = pitch;
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this->mouseW = this->mouseWidth * (1.0f / this->format.width );
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@ -285,9 +288,8 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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EGLint attr[] =
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{
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EGL_BUFFER_SIZE, 16,
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EGL_RENDERABLE_TYPE,
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EGL_OPENGL_ES2_BIT,
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EGL_BUFFER_SIZE , 16,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_NONE
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};
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@ -349,10 +351,10 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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if (!egl_shader_init(&this->shaders.yuv))
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return false;
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if (!egl_shader_init(&this->shaders.mouse_rgba))
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if (!egl_shader_init(&this->shaders.mouse))
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return false;
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if (!egl_shader_init(&this->shaders.mouse_mask))
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if (!egl_shader_init(&this->shaders.mouse_mono))
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return false;
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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)))
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@ -364,37 +366,44 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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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 )))
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return false;
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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)))
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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)))
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return false;
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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)))
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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)))
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return false;
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this->uMousePos = egl_shader_get_uniform_location(this->shaders.mouse , "mouse");
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this->uMousePosMono = egl_shader_get_uniform_location(this->shaders.mouse_mono, "mouse");
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if (!egl_texture_init(&this->textures.desktop))
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return false;
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if (!egl_texture_init(&this->textures.mouse))
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return false;
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if (!egl_texture_init(&this->textures.mouse_mono))
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return false;
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if (!egl_model_init(&this->models.desktop))
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return false;
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if (!egl_model_init(&this->models.mouse))
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return false;
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if (!egl_model_init(&this->models.mouse_mono))
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return false;
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egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture (this->models.desktop, this->textures.desktop);
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egl_model_set_verticies(this->models.mouse, square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.mouse, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture (this->models.mouse, this->textures.mouse);
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egl_model_set_verticies(this->models.mouse , square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.mouse , uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_verticies(this->models.mouse_mono, square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.mouse_mono, uvs , sizeof(uvs ) / sizeof(GLfloat));
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eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
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glEnable (GL_BLEND);
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glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
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return true;
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}
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@ -436,9 +445,29 @@ bool egl_render(void * opaque, SDL_Window * window)
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if (this->mouseVisible)
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{
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egl_shader_use(this->mouseShader);
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glUniform4f(this->mouseUniformLoc, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
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egl_model_render(this->models.mouse);
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egl_shader_use(this->shaders.mouse);
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glUniform4f(this->uMousePos, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
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if (this->mouseCursor == LG_CURSOR_MONOCHROME)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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egl_model_set_texture(this->models.mouse, this->textures.mouse);
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egl_model_render(this->models.mouse);
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egl_shader_use(this->shaders.mouse_mono);
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glUniform4f(this->uMousePosMono, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
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glBlendFunc(GL_ZERO, GL_ONE_MINUS_DST_COLOR);
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egl_model_set_texture(this->models.mouse, this->textures.mouse_mono);
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egl_model_render(this->models.mouse);
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glDisable(GL_BLEND);
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}
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else
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
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egl_model_render(this->models.mouse);
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glDisable(GL_BLEND);
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}
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}
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eglSwapBuffers(this->display, this->surface);
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@ -450,11 +479,11 @@ void update_mouse_shape(struct Inst * this)
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LG_LOCK(this->mouseLock);
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this->mouseUpdate = false;
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const LG_RendererCursor cursor = this->mouseCursor;
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const int width = this->mouseWidth;
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const int height = this->mouseHeight;
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//const int pitch = this->mousePitch;
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const uint8_t * data = this->mouseData;
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LG_RendererCursor cursor = this->mouseCursor;
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int width = this->mouseWidth;
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int height = this->mouseHeight;
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int pitch = this->mousePitch;
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const uint8_t * data = this->mouseData;
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// tmp buffer for masked colour
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uint32_t tmp[width * height];
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@ -477,88 +506,34 @@ void update_mouse_shape(struct Inst * this)
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case LG_CURSOR_COLOR:
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{
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egl_texture_setup(
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this->textures.mouse,
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EGL_PF_BGRA,
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width,
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height,
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width * height * 4,
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false
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);
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this->mouseShader = this->shaders.mouse_rgba;
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egl_texture_setup(this->textures.mouse, EGL_PF_BGRA, width, height, width * height * 4, false);
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egl_texture_update(this->textures.mouse, data);
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egl_model_set_shader(this->models.mouse, this->mouseShader);
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this->mouseUniformLoc = egl_shader_get_uniform_location(this->mouseShader, "mouse");
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egl_model_set_texture(this->models.mouse, this->textures.mouse);
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break;
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}
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case LG_CURSOR_MONOCHROME:
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{
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DEBUG_INFO("TODO: Monochrome cursors are not yet supported by EGL");
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#if 0
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const int hheight = height / 2;
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uint32_t d[width * height];
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for(int y = 0; y < hheight; ++y)
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uint32_t and[width * height];
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uint32_t xor[width * height];
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for(int y = 0; y < height; ++y)
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for(int x = 0; x < width; ++x)
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{
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const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
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const uint8_t * srcXor = srcAnd + pitch * hheight;
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const uint8_t * srcXor = srcAnd + pitch * height;
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const uint8_t mask = 0x80 >> (x % 8);
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const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
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const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
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d[y * width + x ] = andMask;
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d[y * width + x + width * hheight] = xorMask;
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and[y * width + x] = andMask;
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xor[y * width + x] = xorMask;
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}
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#endif
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/*TODO : convert this into a pixel shader
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
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glTexImage2D
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(
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GL_TEXTURE_2D,
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0 ,
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GL_RGBA,
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width ,
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height ,
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0 ,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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d
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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this->mousePos.w = width;
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this->mousePos.h = hheight;
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glNewList(this->mouseList, GL_COMPILE);
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glEnable(GL_COLOR_LOGIC_OP);
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glLogicOp(GL_AND);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
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glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
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glEnd();
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glLogicOp(GL_XOR);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_COLOR_LOGIC_OP);
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glEndList();
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*/
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egl_texture_setup(this->textures.mouse , EGL_PF_BGRA, width, height, width * height * 4, false);
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egl_texture_setup(this->textures.mouse_mono, EGL_PF_BGRA, width, height, width * height * 4, false);
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egl_texture_update(this->textures.mouse , (uint8_t *)and);
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egl_texture_update(this->textures.mouse_mono, (uint8_t *)xor);
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break;
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}
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}
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@ -65,6 +65,23 @@ void main()\
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}\
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";
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static const char egl_fragment_shader_mouse_mono[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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highp vec4 tmp = texture(sampler1, uv);\
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if (tmp.rgb == vec3(0.0, 0.0, 0.0))\
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discard;\
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color = tmp;\
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}\
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";
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static const char egl_fragment_shader_rgba[] = "\
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#version 300 es\n\
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\
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}\
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";
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static const char egl_fragment_shader_mask[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec3 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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highp vec3 tmp = texture(sampler1, uv).rgb;\
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color.r = tmp.b;\
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color.g = tmp.g;\
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color.b = tmp.r;\
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}\
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";
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#endif
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