Commit graph

15 commits

Author SHA1 Message Date
Quantum
0512c88ea8 [client] egl: make scale algorithms toggleable
The $escape+S keybinding now cycles through the available scale algorithms.
This allows the user to switch between algorithms if the automatic detection
turns out to be problematic.

The algorithms are renumbered so that 0 can be LG_SCALE_AUTO.
2021-02-22 17:25:06 +11:00
Quantum
ba6f26393f [client] egl: add framework for multiple scaling algorithms
This commit fixes the issues with the meaning of useNearest being flipped
by removing the variable and use enumerations.

We define an enumeration EGL_DesktopScaleType to express the type of scaling
needed to be performed: no scaling, upscaling, or downscaling. This is
updated when either the frame size or the viewport size changes.
Previously, we only updated the useNearest when the frame size changes.

The desktop shader can now support an enumeration of scaling algorithms,
although only nearest and linear are currently implemented.

Like before, nearest is used when not scaling or upscaling, and linear is
used when downscaling.
2021-02-21 14:20:41 +11:00
Quantum
2993f7ae7d [client] egl: create 24-bit colour context
This should prevent the looking-glass-client window from having an alpha
channel. On Wayland, the alpha channel is used to compose the window onto
the desktop, so the wallpaper would bleed through unless set to complete
opaque.

We worked around this by using constant alpha for rendering, but it was
not sustainable. Instead, we should just ask for 24-bit context.
2021-02-21 10:31:48 +11:00
Quantum
5ac53362a3 [client] renderer/egl: implement support for rendering help text
The help text is rendered in the bottom left corner on a semi-transparent
background, very similar to how the FPS text is rendered.
2021-02-21 10:31:48 +11:00
Quantum
8559b354ae [client] egl: always render desktop texture as opaque
We ask for 32-bit colour buffer when creating the EGL context. On Wayland,
this sometimes give contexts with alpha channels, resulting in unwanted
transparency. So we clear the alpha channel in the desktop shader.

We also switch to using constant alpha for blending the splash, which
avoids more alpha issues.
2021-02-21 10:31:48 +11:00
Geoffrey McRae
733bbf5153 [client] app: rename up,right,down,left rotation to 0,90,180,270 2021-01-19 02:53:47 +11:00
Geoffrey McRae
cbeae46c0b [client] egl: move rotation into the fragment shader 2021-01-15 13:13:39 +11:00
Geoffrey McRae
72c86d7125 [client] all: add screen rotation support win:rotate
Currently only supports EGL, if there is enough demand for OpenGL
support this can be added later.

Closes #231
2021-01-15 12:42:16 +11:00
Geoffrey McRae
c40a81ddf4 [client] egl: remove no longer used yuv shader 2021-01-15 12:42:16 +11:00
Geoffrey McRae
dd7e0ea8c6 [client] egl: added colorblind support (egl:cbMode=0/1/2/3)
Based on http://www.daltonize.org/search/label/Daltonize

0 = Off
1 = Protanope
2 = Deuteranope
3 = Tritanope
2020-11-09 07:08:15 +11:00
Geoffrey McRae
dba9764c5e [egl] alert: fix fuzzy font bug and make alerts a little more plesant 2019-05-23 19:58:12 +10:00
Geoffrey McRae
ba50fbdc3e [client] egl: implement pixel perfect upscaling 2019-04-19 11:23:51 +10:00
Geoffrey McRae
1fbba5cf2d [client] egl: make nightvision enhance luminosity before gain 2019-03-31 00:08:52 +11:00
Geoffrey McRae
c4001c727a [client] egl: added new super+N binding to increase image gain
This feture is to allow the use of the key combination <super>+N to
increase the brightness of the screen when using monitors with poor
backlighting. Can help in some games.

N = Night vision
2019-03-29 00:15:14 +11:00
Geoffrey McRae
3e021f3a6b [client] use cmake to generate renderers/fonts/clipboards headers/code
This is in preperation of cmake options to enable/disable various
functionallity.
2019-03-28 19:56:14 +11:00