looking-glass/client/renderers/egl/cursor.c
2018-12-13 02:11:37 +11:00

348 lines
No EOL
8.7 KiB
C

/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
cahe 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 "cursor.h"
#include "debug.h"
#include "utils.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include <stdlib.h>
#include <string.h>
struct EGL_Cursor
{
LG_Lock lock;
LG_RendererCursor type;
int width;
int height;
int pitch;
uint8_t * data;
size_t dataSize;
bool update;
// cursor state
bool visible;
float x, y, w, h;
// textures
struct EGL_Texture * texture;
struct EGL_Texture * textureMono;
// shaders
struct EGL_Shader * shader;
struct EGL_Shader * shaderMono;
// uniforms
GLuint uMousePos;
GLuint uMousePosMono;
// model
struct EGL_Model * model;
};
static const char vertex_shader[] = "\
#version 300 es\n\
\
layout(location = 0) in vec3 vertexPosition_modelspace;\
layout(location = 1) in vec2 vertexUV;\
\
uniform vec4 mouse;\
\
out highp vec2 uv;\
\
void main()\
{\
gl_Position.xyz = vertexPosition_modelspace;\
gl_Position.w = 1.0;\
\
gl_Position.x += 1.0f;\
gl_Position.y -= 1.0f;\
\
gl_Position.x *= mouse.z;\
gl_Position.y *= mouse.w;\
\
gl_Position.x += mouse.x;\
gl_Position.y -= mouse.y;\
\
uv = vertexUV;\
}\
";
static const char frag_mouse_mono[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
highp vec4 tmp = texture(sampler1, uv);\
if (tmp.rgb == vec3(0.0, 0.0, 0.0))\
discard;\
color = tmp;\
}\
";
static const char frag_rgba[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
color = texture(sampler1, uv);\
}\
";
bool egl_cursor_init(EGL_Cursor ** cursor)
{
*cursor = (EGL_Cursor *)malloc(sizeof(EGL_Cursor));
if (!*cursor)
{
DEBUG_ERROR("Failed to malloc EGL_Cursor");
return false;
}
memset(*cursor, 0, sizeof(EGL_Cursor));
LG_LOCK_INIT((*cursor)->lock);
if (!egl_texture_init(&(*cursor)->texture))
{
DEBUG_ERROR("Failed to initialize the cursor texture");
return false;
}
if (!egl_texture_init(&(*cursor)->textureMono))
{
DEBUG_ERROR("Failed to initialize the cursor mono texture");
return false;
}
if (!egl_shader_init(&(*cursor)->shader))
{
DEBUG_ERROR("Failed to initialize the cursor shader");
return false;
}
if (!egl_shader_init(&(*cursor)->shaderMono))
{
DEBUG_ERROR("Failed to initialize the cursor mono shader");
return false;
}
if (!egl_shader_compile(
(*cursor)->shader,
vertex_shader, sizeof(vertex_shader),
frag_rgba , sizeof(frag_rgba )))
{
DEBUG_ERROR("Failed to compile the cursor shader");
return false;
}
if (!egl_shader_compile(
(*cursor)->shaderMono,
vertex_shader , sizeof(vertex_shader ),
frag_mouse_mono, sizeof(frag_mouse_mono)))
{
DEBUG_ERROR("Failed to compile the cursor mono shader");
return false;
}
(*cursor)->uMousePos = egl_shader_get_uniform_location((*cursor)->shader , "mouse");
(*cursor)->uMousePosMono = egl_shader_get_uniform_location((*cursor)->shaderMono, "mouse");
if (!egl_model_init(&(*cursor)->model))
{
DEBUG_ERROR("Failed to initialize the cursor model");
return false;
}
egl_model_set_default((*cursor)->model);
return true;
}
void egl_cursor_free(EGL_Cursor ** cursor)
{
if (!*cursor)
return;
LG_LOCK_FREE((*cursor)->lock);
if ((*cursor)->data)
free((*cursor)->data);
egl_texture_free(&(*cursor)->texture );
egl_texture_free(&(*cursor)->textureMono);
egl_shader_free (&(*cursor)->shader );
egl_shader_free (&(*cursor)->shaderMono );
egl_model_free (&(*cursor)->model );
free(*cursor);
*cursor = NULL;
}
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)
{
LG_LOCK(cursor->lock);
cursor->type = type;
cursor->width = width;
cursor->height = (type == LG_CURSOR_MONOCHROME ? height / 2 : height);
cursor->pitch = pitch;
const size_t size = height * pitch;
if (size > cursor->dataSize)
{
if (cursor->data)
free(cursor->data);
cursor->data = (uint8_t *)malloc(size);
if (!cursor->data)
{
DEBUG_ERROR("Failed to malloc buffer for cursor shape");
return false;
}
cursor->dataSize = size;
}
memcpy(cursor->data, data, size);
cursor->update = true;
LG_UNLOCK(cursor->lock);
return true;
}
void egl_cursor_set_size(EGL_Cursor * cursor, const float w, const float h)
{
cursor->w = w;
cursor->h = h;
}
void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y)
{
cursor->visible = visible;
cursor->x = x;
cursor->y = y;
}
void egl_cursor_render(EGL_Cursor * cursor)
{
if (!cursor->visible)
return;
if (cursor->update)
{
LG_LOCK(cursor->lock);
cursor->update = false;
uint8_t * data = cursor->data;
// tmp buffer for masked colour
uint32_t tmp[cursor->width * cursor->height];
switch(cursor->type)
{
case LG_CURSOR_MASKED_COLOR:
{
for(int i = 0; i < cursor->width * cursor->height; ++i)
{
const uint32_t c = ((uint32_t *)data)[i];
tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000);
}
data = (uint8_t *)tmp;
// fall through to LG_CURSOR_COLOR
//
// technically we should also create an XOR texture from the data but this
// usage seems very rare in modern software.
}
case LG_CURSOR_COLOR:
{
egl_texture_setup(cursor->texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * cursor->height * 4, false);
egl_texture_update(cursor->texture, data);
egl_model_set_texture(cursor->model, cursor->texture);
break;
}
case LG_CURSOR_MONOCHROME:
{
uint32_t and[cursor->width * cursor->height];
uint32_t xor[cursor->width * cursor->height];
for(int y = 0; y < cursor->height; ++y)
for(int x = 0; x < cursor->width; ++x)
{
const uint8_t * srcAnd = data + (cursor->pitch * y) + (x / 8);
const uint8_t * srcXor = srcAnd + cursor->pitch * cursor->height;
const uint8_t mask = 0x80 >> (x % 8);
const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
and[y * cursor->width + x] = andMask;
xor[y * cursor->width + x] = xorMask;
}
egl_texture_setup (cursor->texture , EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * cursor->height * 4, false);
egl_texture_setup (cursor->textureMono, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * cursor->height * 4, false);
egl_texture_update(cursor->texture , (uint8_t *)and);
egl_texture_update(cursor->textureMono, (uint8_t *)xor);
break;
}
}
LG_UNLOCK(cursor->lock);
}
if (cursor->type == LG_CURSOR_MONOCHROME)
{
glEnable(GL_BLEND);
egl_shader_use(cursor->shader);
glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
egl_model_set_texture(cursor->model, cursor->texture);
egl_model_render(cursor->model);
egl_shader_use(cursor->shaderMono);
glUniform4f(cursor->uMousePosMono, cursor->x, cursor->y, cursor->w, cursor->h / 2);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_model_set_texture(cursor->model, cursor->textureMono);
egl_model_render(cursor->model);
glDisable(GL_BLEND);
}
else
{
glEnable(GL_BLEND);
egl_shader_use(cursor->shader);
glUniform4f(cursor->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
egl_model_render(cursor->model);
glDisable(GL_BLEND);
}
}