mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-25 23:07:09 +00:00
223 lines
No EOL
4.9 KiB
C
223 lines
No EOL
4.9 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 "fps.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_FPS
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{
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const LG_Font * font;
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LG_FontObj fontObj;
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EGL_Texture * texture;
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EGL_Shader * shader;
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EGL_Model * model;
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bool ready;
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float width, height;
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// uniforms
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GLint uScreen, uSize;
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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 vec2 screen;\
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uniform vec2 size;\
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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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highp vec2 pix = (vec2(1.0, 1.0) / screen); \
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.w = 1.0; \
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gl_Position.x *= pix.x * size.x; \
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gl_Position.y *= pix.y * size.y; \
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gl_Position.x -= 1.0 - (pix.x * size.x);\
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gl_Position.y += 1.0 - (pix.y * size.y);\
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gl_Position.x += pix.x * 10.0; \
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gl_Position.y -= pix.y * 10.0; \
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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_shader[] = "\
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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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color.r = tmp.b; \
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color.g = tmp.g; \
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color.b = tmp.r; \
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color.a = tmp.a; \
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if (color.a == 0.0) \
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{\
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color.a = 0.5; \
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color.r = 0.0; \
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color.g = 0.0; \
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}\
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}\
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";
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bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj)
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{
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*fps = (EGL_FPS *)malloc(sizeof(EGL_FPS));
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if (!*fps)
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{
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DEBUG_ERROR("Failed to malloc EGL_FPS");
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return false;
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}
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memset(*fps, 0, sizeof(EGL_FPS));
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(*fps)->font = font;
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(*fps)->fontObj = fontObj;
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if (!egl_texture_init(&(*fps)->texture))
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{
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DEBUG_ERROR("Failed to initialize the fps texture");
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return false;
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}
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if (!egl_shader_init(&(*fps)->shader))
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{
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DEBUG_ERROR("Failed to initialize the fps shader");
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return false;
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}
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if (!egl_shader_compile((*fps)->shader,
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vertex_shader, sizeof(vertex_shader),
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frag_shader, sizeof(frag_shader)))
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{
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DEBUG_ERROR("Failed to compile the fps shader");
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return false;
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}
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(*fps)->uSize = egl_shader_get_uniform_location((*fps)->shader, "size" );
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(*fps)->uScreen = egl_shader_get_uniform_location((*fps)->shader, "screen");
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if (!egl_model_init(&(*fps)->model))
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{
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DEBUG_ERROR("Failed to initialize the fps model");
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return false;
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}
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static const GLfloat square[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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static const GLfloat uvs[] =
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{
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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egl_model_set_verticies((*fps)->model, square, sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs ((*fps)->model, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture ((*fps)->model, (*fps)->texture);
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return true;
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}
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void egl_fps_free(EGL_FPS ** fps)
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{
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if (!*fps)
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return;
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egl_texture_free(&(*fps)->texture);
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egl_shader_free (&(*fps)->shader );
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egl_model_free (&(*fps)->model );
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free(*fps);
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*fps = NULL;
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}
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void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS)
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{
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char str[128];
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snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
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LG_FontBitmap * bmp = fps->font->render(fps->fontObj, 0xffffff00, str);
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if (!bmp)
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{
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DEBUG_ERROR("Failed to render fps text");
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return;
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}
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egl_texture_setup(
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fps->texture,
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EGL_PF_BGRA,
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bmp->width ,
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bmp->height,
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bmp->width * bmp->height * bmp->bpp,
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false
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);
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egl_texture_update
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(
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fps->texture,
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bmp->pixels
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);
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fps->width = bmp->width;
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fps->height = bmp->height;
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fps->ready = true;
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fps->font->release(fps->fontObj, bmp);
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}
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void egl_fps_render(EGL_FPS * fps, float screenWidth, float screenHeight)
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{
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if (!fps->ready)
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return;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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egl_shader_use(fps->shader);
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glUniform2f(fps->uScreen, screenWidth, screenHeight);
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glUniform2f(fps->uSize , fps->width , fps->height );
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egl_model_render(fps->model);
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glDisable(GL_BLEND);
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} |