looking-glass/client/renderers/EGL/desktop_rects.c
Quantum fd4a4114e6 [client] egl: pad areas of the desktop repainted to cover overlays
We pad the screen coordinates and then convert to desktop coordinates,
so that the padding will always be a pixel wide on screen.
2021-08-16 16:26:18 +10:00

269 lines
7.8 KiB
C

/**
* Looking Glass
* Copyright © 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 "desktop_rects.h"
#include "common/debug.h"
#include "common/KVMFR.h"
#include "common/locking.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <GLES3/gl3.h>
#include "util.h"
struct EGL_DesktopRects
{
GLuint buffers[2];
GLuint vao;
int count;
int maxCount;
};
bool egl_desktopRectsInit(EGL_DesktopRects ** rects_, int maxCount)
{
EGL_DesktopRects * rects = malloc(sizeof(*rects));
if (!rects)
{
DEBUG_ERROR("Failed to malloc EGL_DesktopRects");
return false;
}
*rects_ = rects;
memset(rects, 0, sizeof(*rects));
glGenVertexArrays(1, &rects->vao);
glBindVertexArray(rects->vao);
glGenBuffers(2, rects->buffers);
glBindBuffer(GL_ARRAY_BUFFER, rects->buffers[0]);
glBufferData(GL_ARRAY_BUFFER, maxCount * 8 * sizeof(GLfloat), NULL, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLushort indices[maxCount * 6];
for (int i = 0; i < maxCount; ++i)
{
indices[6 * i + 0] = 4 * i + 0;
indices[6 * i + 1] = 4 * i + 1;
indices[6 * i + 2] = 4 * i + 2;
indices[6 * i + 3] = 4 * i + 0;
indices[6 * i + 4] = 4 * i + 2;
indices[6 * i + 5] = 4 * i + 3;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rects->buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof indices, indices, GL_STATIC_DRAW);
glBindVertexArray(0);
rects->count = 0;
rects->maxCount = maxCount;
return true;
}
void egl_desktopRectsFree(EGL_DesktopRects ** rects_)
{
EGL_DesktopRects * rects = *rects_;
if (!rects)
return;
glDeleteVertexArrays(1, &rects->vao);
glDeleteBuffers(2, rects->buffers);
free(rects);
*rects_ = NULL;
}
inline static void rectToVertices(GLfloat * vertex, const FrameDamageRect * rect)
{
vertex[0] = rect->x;
vertex[1] = rect->y;
vertex[2] = rect->x + rect->width;
vertex[3] = rect->y;
vertex[4] = rect->x + rect->width;
vertex[5] = rect->y + rect->height;
vertex[6] = rect->x;
vertex[7] = rect->y + rect->height;
}
void egl_desktopRectsUpdate(EGL_DesktopRects * rects, const struct DamageRects * data,
int width, int height)
{
GLfloat vertices[(!data || data->count < 0 ? 1 : data->count) * 8];
if (!data || data->count < 0)
{
FrameDamageRect full = {
.x = 0, .y = 0, .width = width, .height = height,
};
rects->count = 1;
rectToVertices(vertices, &full);
}
else
{
rects->count = data->count;
DEBUG_ASSERT(rects->count <= rects->maxCount);
for (int i = 0; i < rects->count; ++i)
rectToVertices(vertices + i * 8, data->rects + i);
}
glBindBuffer(GL_ARRAY_BUFFER, rects->buffers[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, rects->count * 8 * sizeof(GLfloat), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
static void desktopToGLSpace(double matrix[6], int width, int height, double translateX,
double translateY, double scaleX, double scaleY, LG_RendererRotate rotate)
{
switch (rotate)
{
case LG_ROTATE_0:
matrix[0] = 2.0 * scaleX / width;
matrix[1] = 0.0;
matrix[2] = 0.0;
matrix[3] = -2.0 * scaleY / height;
matrix[4] = translateX - scaleX;
matrix[5] = translateY + scaleY;
return;
case LG_ROTATE_90:
matrix[0] = 0.0;
matrix[1] = -2.0 * scaleY / width;
matrix[2] = -2.0 * scaleX / height;
matrix[3] = 0.0;
matrix[4] = translateX + scaleX;
matrix[5] = translateY + scaleY;
return;
case LG_ROTATE_180:
matrix[0] = -2.0 * scaleX / width;
matrix[1] = 0.0;
matrix[2] = 0.0;
matrix[3] = 2.0 * scaleY / height;
matrix[4] = translateX + scaleX;
matrix[5] = translateY - scaleY;
return;
case LG_ROTATE_270:
matrix[0] = 0.0;
matrix[1] = 2.0 * scaleY / width;
matrix[2] = 2.0 * scaleX / height;
matrix[3] = 0.0;
matrix[4] = translateX - scaleX;
matrix[5] = translateY - scaleY;
}
}
void egl_desktopRectsMatrix(float matrix[6], int width, int height, float translateX,
float translateY, float scaleX, float scaleY, LG_RendererRotate rotate)
{
double temp[6];
desktopToGLSpace(temp, width, height, translateX, translateY, scaleX, scaleY, rotate);
for (int i = 0; i < 6; ++i)
matrix[i] = temp[i];
}
void egl_desktopToScreenMatrix(double matrix[6], int frameWidth, int frameHeight,
double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate,
double windowWidth, double windowHeight)
{
desktopToGLSpace(matrix, frameWidth, frameHeight, translateX, translateY, scaleX, scaleY, rotate);
double hw = windowWidth / 2;
double hh = windowHeight / 2;
matrix[0] *= hw;
matrix[1] *= hh;
matrix[2] *= hw;
matrix[3] *= hh;
matrix[4] = matrix[4] * hw + hw;
matrix[5] = matrix[5] * hh + hh;
}
inline static void matrixMultiply(const double matrix[6], double * nx, double * ny, double x, double y)
{
*nx = matrix[0] * x + matrix[2] * y + matrix[4];
*ny = matrix[1] * x + matrix[3] * y + matrix[5];
}
struct Rect egl_desktopToScreen(const double matrix[6], const struct FrameDamageRect * rect)
{
double x1, y1, x2, y2;
matrixMultiply(matrix, &x1, &y1, rect->x, rect->y);
matrixMultiply(matrix, &x2, &y2, rect->x + rect->width, rect->y + rect->height);
int x3 = min(x1, x2);
int y3 = min(y1, y2);
return (struct Rect) {
.x = x3,
.y = y3,
.w = ceil(max(x1, x2)) - x3,
.h = ceil(max(y1, y2)) - y3,
};
}
void egl_screenToDesktopMatrix(double matrix[6], int frameWidth, int frameHeight,
double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate,
double windowWidth, double windowHeight)
{
double inverted[6] = {0};
egl_desktopToScreenMatrix(inverted, frameWidth, frameHeight, translateX, translateY,
scaleX, scaleY, rotate, windowWidth, windowHeight);
double det = inverted[0] * inverted[3] - inverted[1] * inverted[2];
matrix[0] = inverted[3] / det;
matrix[1] = -inverted[1] / det;
matrix[2] = -inverted[2] / det;
matrix[3] = inverted[0] / det;
matrix[4] = (inverted[2] * inverted[5] - inverted[3] * inverted[4]) / det;
matrix[5] = (inverted[1] * inverted[4] - inverted[0] * inverted[5]) / det;
}
bool egl_screenToDesktop(struct FrameDamageRect * output, const double matrix[6],
const struct Rect * rect, int width, int height)
{
double x1, y1, x2, y2;
matrixMultiply(matrix, &x1, &y1, rect->x - 1, rect->y - 1);
matrixMultiply(matrix, &x2, &y2, rect->x + rect->w + 1, rect->y + rect->h + 1);
int x3 = min(x1, x2);
int y3 = min(y1, y2);
int x4 = ceil(max(x1, x2));
int y4 = ceil(max(y1, y2));
if (x4 < 0 || y4 < 0 || x3 >= width || y3 >= height)
return false;
output->x = max(x3, 0);
output->y = max(y3, 0);
output->width = min(width, x4) - output->x;
output->height = min(height, y4) - output->y;
return true;
}
void egl_desktopRectsRender(EGL_DesktopRects * rects)
{
if (!rects->count)
return;
glBindVertexArray(rects->vao);
glDrawElements(GL_TRIANGLES, 6 * rects->count, GL_UNSIGNED_SHORT, NULL);
glBindVertexArray(0);
}