diff options
author | dec05eba <dec05eba@protonmail.com> | 2020-07-27 19:05:02 +0200 |
---|---|---|
committer | dec05eba <dec05eba@protonmail.com> | 2020-07-27 19:05:02 +0200 |
commit | cfac80d6fcf1cd71ece56614f3c470ad21965536 (patch) | |
tree | 94658512458a175268eab34e149d6e9aecca0f0e /src | |
parent | 3c9d2049b5c9cae9843a4653d06db37ff715455b (diff) |
Use x11 cursor image instead of a regular png image
Diffstat (limited to 'src')
-rw-r--r-- | src/main.cpp | 148 |
1 files changed, 96 insertions, 52 deletions
diff --git a/src/main.cpp b/src/main.cpp index d872106..7024339 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -47,6 +47,7 @@ extern "C" { #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> #include <X11/Xlib.h> +#include <X11/extensions/Xfixes.h> #include <X11/Xproto.h> #include <GL/glxproto.h> @@ -63,9 +64,6 @@ extern "C" { #include <fstream> #include <sstream> -#define STB_IMAGE_IMPLEMENTATION -#include "../dependencies/stb_image.h" - #ifndef _countof #define _countof(x) (sizeof(x)/sizeof((x)[0])) #endif @@ -123,6 +121,8 @@ public: GLuint CompileGLShader( const char *pchShaderName, const char *pchVertexShader, const char *pchFragmentShader ); bool CreateAllShaders(); + bool SetCursorFromX11CursorImage(XFixesCursorImage *x11_cursor_image); + private: bool m_bDebugOpenGL; bool m_bVerbose; @@ -249,6 +249,9 @@ private: // X compositor Uint32 window_resize_time; bool window_resized; + int x_fixes_event_base; + int x_fixes_error_base; + GLint pixmap_texture_width = 0; GLint pixmap_texture_height = 0; @@ -266,17 +269,20 @@ private: // X compositor ProjectionMode projection_mode = ProjectionMode::SPHERE; double zoom = 0.0; - float cursor_scale = 1.0f; + float cursor_scale = 2.0f; ViewMode view_mode = ViewMode::LEFT_RIGHT; bool stretch = true; bool cursor_wrap = true; GLuint arrow_image_texture_id = 0; - stbi_uc *arrow_image_data = nullptr; - int arrow_image_width = 0; - int arrow_image_height = 0; + int arrow_image_width = 1; + int arrow_image_height = 1; + int cursor_offset_x = 0; + int cursor_offset_y = 0; float cursor_scale_uniform[2]; + double arrow_ratio; + bool cursor_image_set = false; }; @@ -603,6 +609,13 @@ bool CMainApplication::BInit() XSelectInput(x_display, src_window_id, StructureNotifyMask); + if(!XFixesQueryExtension(x_display, &x_fixes_event_base, &x_fixes_error_base)) { + fprintf(stderr, "Your x11 server is missing the xfixes extension\n"); + return false; + } + + XFixesSelectCursorInput(x_display, src_window_id, XFixesDisplayCursorNotifyMask); + if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_JOYSTICK ) < 0 ) { printf("%s - SDL could not initialize! SDL Error: %s\n", __FUNCTION__, SDL_GetError()); @@ -681,23 +694,6 @@ bool CMainApplication::BInit() // m_MillisecondsTimer.start(1, this); // m_SecondsTimer.start(1000, this); - - char arrow_path[PATH_MAX]; - realpath("images/arrow.png", arrow_path); - if(access(arrow_path, F_OK) == -1) { - strcpy(arrow_path, "/usr/share/vr-video-player/images/arrow.png"); - if(access(arrow_path, F_OK) == -1) { - fprintf(stderr, "Unable to find arrow.png!\n"); - exit(1); - } - } - - int channels_in_file; - arrow_image_data = stbi_load(arrow_path, &arrow_image_width, &arrow_image_height, &channels_in_file, 0); - if(!arrow_image_data) { - fprintf(stderr, "Failed to load arrow.png!\n"); - exit(1); - } if (!BInitGL()) { @@ -787,24 +783,9 @@ bool CMainApplication::BInitGL() //glActiveTexture(GL_TEXTURE1); glGenTextures(1, &arrow_image_texture_id); - glBindTexture(GL_TEXTURE_2D, arrow_image_texture_id); if(arrow_image_texture_id == 0) return false; - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, arrow_image_width, arrow_image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, arrow_image_data); - stbi_image_free(arrow_image_data); - arrow_image_data = nullptr; - glGenerateMipmap(GL_TEXTURE_2D); - - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - - float fLargest = 0.0f; - glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest); - glBindTexture(GL_TEXTURE_2D, 0); glUniform1i(m_myTextureLocation, 0); @@ -900,8 +881,6 @@ void CMainApplication::Shutdown() } } - if(arrow_image_data) - stbi_image_free(arrow_image_data); window_texture_deinit(&window_texture); if( m_pCompanionWindow ) @@ -976,6 +955,19 @@ bool CMainApplication::HandleInput() } } + if(XCheckTypedWindowEvent(x_display, src_window_id, x_fixes_event_base + XFixesCursorNotify, &xev)) { + XFixesCursorNotifyEvent *cursor_notify_event = (XFixesCursorNotifyEvent*)&xev; + if(cursor_notify_event->subtype == XFixesDisplayCursorNotify && cursor_notify_event->window == src_window_id) { + cursor_image_set = true; + SetCursorFromX11CursorImage(XFixesGetCursorImage(x_display)); + } + } + + if(!cursor_image_set) { + cursor_image_set = true; + SetCursorFromX11CursorImage(XFixesGetCursorImage(x_display)); + } + Window dummyW; int dummyI; unsigned int dummyU; @@ -1290,10 +1282,11 @@ bool CMainApplication::CreateAllShaders() "void main()\n" "{\n" " vec2 cursor_diff = (v2CursorLocation + arrow_size_frag) - v2UVcoords;\n" - " vec4 arrow_col = texture(arrow_texture, (arrow_size_frag - cursor_diff) / arrow_size_frag);\n" + " vec2 arrow_coord = (arrow_size_frag - cursor_diff) / arrow_size_frag;\n" + " vec4 arrow_col = texture(arrow_texture, arrow_coord);\n" " vec4 col = texture(mytexture, v2UVcoords);\n" - " if(arrow_size_frag.x < 0.001 || arrow_size_frag.y < 0.001) arrow_col.a = 0.0;\n" - " outputColor = mix(col, arrow_col, arrow_col.a);\n" + " if(arrow_size_frag.x < 0.001 || arrow_size_frag.y < 0.001 || arrow_coord.x < 0.0 || arrow_coord.x > 1.0 || arrow_coord.y < 0.0 || arrow_coord.y > 1.0) arrow_col.a = 0.0;\n" + " outputColor = mix(col, arrow_col.bgra, arrow_col.a);\n" "}\n" ); m_nSceneMatrixLocation = glGetUniformLocation( m_unSceneProgramID, "matrix" ); @@ -1367,6 +1360,59 @@ bool CMainApplication::CreateAllShaders() && m_unCompanionWindowProgramID != 0; } +bool CMainApplication::SetCursorFromX11CursorImage(XFixesCursorImage *x11_cursor_image) { + if(!x11_cursor_image || !x11_cursor_image->pixels) + return false; + + cursor_offset_x = x11_cursor_image->xhot; + cursor_offset_y = x11_cursor_image->yhot; + glBindTexture(GL_TEXTURE_2D, arrow_image_texture_id); + + arrow_image_width = x11_cursor_image->width; + arrow_image_height = x11_cursor_image->height; + const unsigned long *pixels = x11_cursor_image->pixels; + uint8_t *cursor_data = new uint8_t[arrow_image_width * arrow_image_height * 4]; + uint8_t *out = cursor_data; + /* Un-premultiply alpha */ + for(int y = 0; y < arrow_image_height; ++y) { + for(int x = 0; x < arrow_image_width; ++x) { + uint32_t pixel = *pixels++; + uint8_t *in = (uint8_t*)&pixel; + uint8_t alpha = in[3]; + if(alpha == 0) + alpha = 1; + + *out++ = (unsigned)*in++ * 255/alpha; + *out++ = (unsigned)*in++ * 255/alpha; + *out++ = (unsigned)*in++ * 255/alpha; + *out++ = *in++; + } + } + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, arrow_image_width, arrow_image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, cursor_data); + delete []cursor_data; + glGenerateMipmap(GL_TEXTURE_2D); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + + float fLargest = 0.0f; + glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest); + + glBindTexture(GL_TEXTURE_2D, 0); + + cursor_scale_uniform[0] = 0.01 * cursor_scale; + cursor_scale_uniform[1] = cursor_scale_uniform[0] * arrow_ratio * ((float)arrow_image_height / (float)(arrow_image_width == 0 ? 1 : arrow_image_width)); + + glUseProgram( m_unSceneProgramID ); + glUniform2fv(m_nArrowSizeLocation, 1, &cursor_scale_uniform[0]); + glUseProgram( 0 ); + return true; +} + //----------------------------------------------------------------------------- // Purpose: create a sea of cubes @@ -1467,7 +1513,7 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float> glm::vec4 H = mat * glm::vec4( 0, 1, 1, 1 ); double width_ratio = (double)pixmap_texture_width / (double)pixmap_texture_height; - double arrow_ratio = width_ratio; + arrow_ratio = width_ratio; if(projection_mode == ProjectionMode::SPHERE) { @@ -1616,7 +1662,7 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float> } cursor_scale_uniform[0] = 0.01 * cursor_scale; - cursor_scale_uniform[1] = cursor_scale_uniform[0] * arrow_ratio * ((float)arrow_image_height / (float)arrow_image_width); + cursor_scale_uniform[1] = cursor_scale_uniform[0] * arrow_ratio * ((float)arrow_image_height / (float)(arrow_image_width == 0.0f ? 1.0f : arrow_image_width)); glUseProgram( m_unSceneProgramID ); glUniform2fv(m_nArrowSizeLocation, 1, &cursor_scale_uniform[0]); @@ -1808,7 +1854,6 @@ void CMainApplication::RenderScene( vr::Hmd_Eye nEye ) glUniformMatrix4fv( m_nSceneMatrixLocation, 1, GL_FALSE, glm::value_ptr(GetCurrentViewProjectionMatrix( nEye ))); float m[2]; - // -10 offset is the distance between the edge of the arrow.png image to the arrow itself m[0] = mouse_x / (float)window_width; m[1] = mouse_y / (float)window_height; @@ -1855,12 +1900,11 @@ void CMainApplication::RenderScene( vr::Hmd_Eye nEye ) float drawn_arrow_width = cursor_scale_uniform[0] * window_width; float drawn_arrow_height = cursor_scale_uniform[1] * window_height; - float arrow_drawn_scale_x = drawn_arrow_width / (float)arrow_image_width; - float arrow_drawn_scale_y = drawn_arrow_height / (float)arrow_image_height; + float arrow_drawn_scale_x = drawn_arrow_width / (float)(arrow_image_width == 0 ? 1 : arrow_image_width); + float arrow_drawn_scale_y = drawn_arrow_height / (float)(arrow_image_height == 0 ? 1 : arrow_image_height); - int cursor_offset = -10; - m[0] += (cursor_offset * arrow_drawn_scale_x) / (float)window_width; - m[1] += (cursor_offset * arrow_drawn_scale_y) / (float)window_height; + m[0] += (-cursor_offset_x * arrow_drawn_scale_x) / (float)window_width; + m[1] += (-cursor_offset_y * arrow_drawn_scale_y) / (float)window_height; glUniform2fv(m_nCursorLocation, 1, &m[0]); |