mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-27 15:57:12 +00:00
342 lines
No EOL
8.6 KiB
C
342 lines
No EOL
8.6 KiB
C
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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cahe terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "cursor.h"
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#include "debug.h"
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#include "utils.h"
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <stdlib.h>
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#include <string.h>
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struct EGL_Cursor
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{
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LG_Lock lock;
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LG_RendererCursor type;
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int width;
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int height;
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int pitch;
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uint8_t * data;
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size_t dataSize;
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bool update;
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// cursor state
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bool visible;
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float x, y, w, h;
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// textures
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struct EGL_Texture * texture;
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struct EGL_Texture * textureMono;
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// shaders
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struct EGL_Shader * shader;
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struct EGL_Shader * shaderMono;
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// uniforms
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GLuint uMousePos;
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GLuint uMousePosMono;
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// model
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struct EGL_Model * model;
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};
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static const char vertex_shader[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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layout(location = 1) in vec2 vertexUV;\
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\
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uniform vec4 mouse;\
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\
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out highp vec2 uv;\
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\
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void main()\
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{\
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gl_Position.xyz = vertexPosition_modelspace;\
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gl_Position.w = 1.0;\
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\
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gl_Position.x += 1.0f;\
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gl_Position.y -= 1.0f;\
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\
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gl_Position.x *= mouse.z;\
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gl_Position.y *= mouse.w;\
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\
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gl_Position.x += mouse.x;\
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gl_Position.y -= mouse.y;\
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\
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uv = vertexUV;\
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}\
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";
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static const char frag_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 frag_rgba[] = "\
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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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color = texture(sampler1, uv);\
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}\
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";
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bool egl_cursor_init(EGL_Cursor ** cursor)
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{
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*cursor = (EGL_Cursor *)malloc(sizeof(EGL_Cursor));
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if (!*cursor)
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{
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DEBUG_ERROR("Failed to malloc EGL_Cursor");
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return false;
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}
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memset(*cursor, 0, sizeof(EGL_Cursor));
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LG_LOCK_INIT((*cursor)->lock);
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if (!egl_texture_init(&(*cursor)->texture))
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{
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DEBUG_ERROR("Failed to initialize the cursor texture");
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return false;
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}
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if (!egl_texture_init(&(*cursor)->textureMono))
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{
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DEBUG_ERROR("Failed to initialize the cursor mono texture");
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return false;
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}
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if (!egl_shader_init(&(*cursor)->shader))
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{
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DEBUG_ERROR("Failed to initialize the cursor shader");
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return false;
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}
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if (!egl_shader_init(&(*cursor)->shaderMono))
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{
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DEBUG_ERROR("Failed to initialize the cursor mono shader");
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return false;
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}
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if (!egl_shader_compile(
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(*cursor)->shader,
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vertex_shader, sizeof(vertex_shader),
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frag_rgba , sizeof(frag_rgba )))
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{
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DEBUG_ERROR("Failed to compile the cursor shader");
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return false;
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}
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if (!egl_shader_compile(
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(*cursor)->shaderMono,
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vertex_shader , sizeof(vertex_shader ),
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frag_mouse_mono, sizeof(frag_mouse_mono)))
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{
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DEBUG_ERROR("Failed to compile the cursor mono shader");
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return false;
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}
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(*cursor)->uMousePos = egl_shader_get_uniform_location((*cursor)->shader , "mouse");
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(*cursor)->uMousePosMono = egl_shader_get_uniform_location((*cursor)->shaderMono, "mouse");
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if (!egl_model_init(&(*cursor)->model))
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{
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DEBUG_ERROR("Failed to initialize the cursor model");
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return false;
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}
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egl_model_set_default((*cursor)->model);
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return true;
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}
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void egl_cursor_free(EGL_Cursor ** cursor)
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{
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if (!*cursor)
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return;
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LG_LOCK_FREE((*cursor)->lock);
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if ((*cursor)->data)
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free((*cursor)->data);
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egl_texture_free(&(*cursor)->texture );
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egl_texture_free(&(*cursor)->textureMono);
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egl_shader_free (&(*cursor)->shader );
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egl_shader_free (&(*cursor)->shaderMono );
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egl_model_free (&(*cursor)->model );
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free(*cursor);
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*cursor = NULL;
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}
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bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type, const int width, const int height, const int pitch, const uint8_t * data)
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{
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LG_LOCK(cursor->lock);
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cursor->type = type;
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cursor->width = width;
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cursor->height = (type == LG_CURSOR_MONOCHROME ? height / 2 : height);
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cursor->pitch = pitch;
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const size_t size = height * pitch;
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if (size > cursor->dataSize)
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{
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if (cursor->data)
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free(cursor->data);
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cursor->data = (uint8_t *)malloc(size);
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if (!cursor->data)
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{
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DEBUG_ERROR("Failed to malloc buffer for cursor shape");
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return false;
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}
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cursor->dataSize = size;
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}
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memcpy(cursor->data, data, size);
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cursor->update = true;
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LG_UNLOCK(cursor->lock);
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return true;
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}
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void egl_cursor_set_size(EGL_Cursor * cursor, const float w, const float h)
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{
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cursor->w = w;
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cursor->h = h;
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}
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void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y)
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{
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cursor->visible = visible;
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cursor->x = x;
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cursor->y = y;
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}
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void egl_cursor_render(EGL_Cursor * cursor)
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{
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if (!cursor->visible)
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return;
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if (cursor->update)
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{
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LG_LOCK(cursor->lock);
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cursor->update = false;
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uint8_t * data = cursor->data;
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// tmp buffer for masked colour
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uint32_t tmp[cursor->width * cursor->height];
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switch(cursor->type)
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{
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case LG_CURSOR_MASKED_COLOR:
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{
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for(int i = 0; i < cursor->width * cursor->height; ++i)
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{
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const uint32_t c = ((uint32_t *)data)[i];
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tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000);
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}
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data = (uint8_t *)tmp;
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// fall through to LG_CURSOR_COLOR
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//
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// technically we should also create an XOR texture from the data but this
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// usage seems very rare in modern software.
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}
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case LG_CURSOR_COLOR:
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{
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egl_texture_setup(cursor->texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * cursor->height * 4, false);
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egl_texture_update(cursor->texture, data);
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egl_model_set_texture(cursor->model, cursor->texture);
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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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uint32_t and[cursor->width * cursor->height];
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uint32_t xor[cursor->width * cursor->height];
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for(int y = 0; y < cursor->height; ++y)
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for(int x = 0; x < cursor->width; ++x)
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{
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const uint8_t * srcAnd = data + (cursor->pitch * y) + (x / 8);
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const uint8_t * srcXor = srcAnd + cursor->pitch * cursor->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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and[y * cursor->width + x] = andMask;
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xor[y * cursor->width + x] = xorMask;
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}
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egl_texture_setup (cursor->texture , EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * cursor->height * 4, false);
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egl_texture_setup (cursor->textureMono, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * cursor->height * 4, false);
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egl_texture_update(cursor->texture , (uint8_t *)and);
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egl_texture_update(cursor->textureMono, (uint8_t *)xor);
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break;
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}
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}
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LG_UNLOCK(cursor->lock);
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}
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egl_shader_use(cursor->shader);
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glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
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if (cursor->type == 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(cursor->model, cursor->texture);
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egl_model_render(cursor->model);
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egl_shader_use(cursor->shaderMono);
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glUniform4f(cursor->uMousePosMono, cursor->x, cursor->y, cursor->w, cursor->h);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_set_texture(cursor->model, cursor->textureMono);
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egl_model_render(cursor->model);
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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(cursor->model);
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glDisable(GL_BLEND);
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}
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} |