looking-glass/client/renderers/EGL/damage.c
Quantum 2dca056526 [client] egl: refactor damage mesh generation into desktop_rects
This mesh will later be used to render only damaged portions of the desktop.
We also moved the coordinate transformation for damage overlay into a matrix
and computed by the shader.
2021-08-03 21:37:31 +10:00

159 lines
4 KiB
C

/**
* Looking Glass
* Copyright (C) 2017-2021 The Looking Glass Authors
* https://looking-glass.io
*
* 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
*/
#include "damage.h"
#include "common/debug.h"
#include "common/KVMFR.h"
#include "common/locking.h"
#include "app.h"
#include "desktop_rects.h"
#include "shader.h"
#include <stdlib.h>
#include <string.h>
// these headers are auto generated by cmake
#include "damage.vert.h"
#include "damage.frag.h"
struct EGL_Damage
{
EGL_Shader * shader;
EGL_DesktopRects * mesh;
GLfloat transform[6];
bool show;
KeybindHandle toggleHandle;
int width , height;
float translateX, translateY;
float scaleX , scaleY;
LG_RendererRotate rotate;
// uniforms
GLint uTransform;
};
void egl_damage_show_toggle(int key, void * opaque)
{
EGL_Damage * damage = opaque;
damage->show ^= true;
}
bool egl_damage_init(EGL_Damage ** damage)
{
*damage = (EGL_Damage *)malloc(sizeof(EGL_Damage));
if (!*damage)
{
DEBUG_ERROR("Failed to malloc EGL_Damage");
return false;
}
memset(*damage, 0, sizeof(EGL_Damage));
if (!egl_shader_init(&(*damage)->shader))
{
DEBUG_ERROR("Failed to initialize the damage shader");
return false;
}
if (!egl_shader_compile((*damage)->shader,
b_shader_damage_vert, b_shader_damage_vert_size,
b_shader_damage_frag, b_shader_damage_frag_size))
{
DEBUG_ERROR("Failed to compile the damage shader");
return false;
}
if (!egl_desktopRectsInit(&(*damage)->mesh, KVMFR_MAX_DAMAGE_RECTS))
{
DEBUG_ERROR("Failed to initialize the mesh");
return false;
}
(*damage)->uTransform = egl_shader_get_uniform_location((*damage)->shader, "transform");
(*damage)->toggleHandle = app_registerKeybind(KEY_A, egl_damage_show_toggle, *damage, "Toggle damage display");
return true;
}
void egl_damage_free(EGL_Damage ** damage)
{
if (!*damage)
return;
app_releaseKeybind(&(*damage)->toggleHandle);
egl_desktopRectsFree(&(*damage)->mesh);
egl_shader_free(&(*damage)->shader);
free(*damage);
*damage = NULL;
}
static void update_matrix(EGL_Damage * damage)
{
egl_desktopRectsMatrix(damage->transform, damage->width, damage->height,
damage->translateX, damage->translateY, damage->scaleX, damage->scaleY, damage->rotate);
}
void egl_damage_setup(EGL_Damage * damage, int width, int height)
{
damage->width = width;
damage->height = height;
update_matrix(damage);
}
void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
float scaleX, float scaleY)
{
damage->translateX = translateX;
damage->translateY = translateY;
damage->scaleX = scaleX;
damage->scaleY = scaleY;
update_matrix(damage);
}
bool egl_damage_render(EGL_Damage * damage, LG_RendererRotate rotate, const struct DesktopDamage * data)
{
if (!damage->show)
return false;
if (rotate != damage->rotate)
{
damage->rotate = rotate;
update_matrix(damage);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
egl_shader_use(damage->shader);
glUniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform);
if (data && data->count != 0)
egl_desktopRectsUpdate(damage->mesh, (const struct DamageRects *) data,
damage->width, damage->height);
egl_desktopRectsRender(damage->mesh);
glDisable(GL_BLEND);
return true;
}