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Reduce the amount of EGL buffer swapping the ML port is doing <!-- Please describe your changes on the following line: --> At the moment, we're swapping the EGL buffers every heartbeat, which produces a lot of flickering. We should only swap the buffers when needed. --- <!-- Thank you for contributing to Servo! Please replace each `[ ]` by `[X]` when the step is complete, and replace `__` with appropriate data: --> - [X] `./mach build -d` does not report any errors - [X] `./mach test-tidy` does not report any errors - [X] These changes do not require tests because we have no way to test on ML <!-- Also, please make sure that "Allow edits from maintainers" checkbox is checked, so that we can help you if you get stuck somewhere along the way.--> <!-- Pull requests that do not address these steps are welcome, but they will require additional verification as part of the review process. --> <!-- Reviewable:start --> --- This change is [<img src="https://reviewable.io/review_button.svg" height="34" align="absmiddle" alt="Reviewable"/>](https://reviewable.io/reviews/servo/servo/22044) <!-- Reviewable:end -->
248 lines
7 KiB
C++
248 lines
7 KiB
C++
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include <Servo2D.h>
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#include <lumin/node/RootNode.h>
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#include <lumin/node/QuadNode.h>
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#include <lumin/ui/Cursor.h>
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#include <ml_logging.h>
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#include <scenesGen.h>
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#include <SceneDescriptor.h>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <string.h>
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// The viewport dimensions (in px).
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const int VIEWPORT_W = 500;
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const int VIEWPORT_H = 500;
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// The hidpi factor.
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const float HIDPI = 1.0;
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// The prism dimensions (in m).
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const float PRISM_W = 0.5;
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const float PRISM_H = 0.5;
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const float PRISM_D = 0.5;
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// A function which calls the ML logger, suitable for passing into Servo
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typedef void (*MLLogger)(MLLogLevel lvl, char* msg);
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void logger(MLLogLevel lvl, char* msg) {
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if (MLLoggingLogLevelIsEnabled(lvl)) {
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MLLoggingLog(lvl, ML_DEFAULT_LOG_TAG, msg);
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}
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}
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// The functions Servo provides for hooking up to the ML.
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// For the moment, this doesn't handle input events.
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extern "C" ServoInstance init_servo(EGLContext, EGLSurface, EGLDisplay, MLLogger,
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const char* url, int width, int height, float hidpi);
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extern "C" void heartbeat_servo(ServoInstance);
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extern "C" void cursor_servo(ServoInstance, float x, float y, bool triggered);
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extern "C" void discard_servo(ServoInstance);
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// Create a Servo2D instance
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Servo2D::Servo2D() {
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ML_LOG(Debug, "Servo2D Constructor.");
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}
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// Destroy a Servo 2D instance
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Servo2D::~Servo2D() {
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ML_LOG(Debug, "Servo2D Destructor.");
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discard_servo(servo_);
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servo_ = nullptr;
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}
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// The prism dimensions
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const glm::vec3 Servo2D::getInitialPrismExtents() const {
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return glm::vec3(PRISM_W, PRISM_H, PRISM_D);
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}
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// Create the prism for Servo
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int Servo2D::createInitialPrism() {
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prism_ = requestNewPrism(getInitialPrismExtents());
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if (!prism_) {
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ML_LOG(Error, "Servo2D Error creating default prism.");
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return 1;
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}
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return 0;
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}
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// Initialize a Servo instance
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int Servo2D::init() {
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ML_LOG(Debug, "Servo2D Initializing.");
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// Set up the prism
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createInitialPrism();
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lumin::ui::Cursor::SetScale(prism_, 0.03f);
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instanceInitialScenes();
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// Get the planar resource that holds the EGL context
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lumin::RootNode* root_node = prism_->getRootNode();
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if (!root_node) {
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ML_LOG(Error, "Servo2D Failed to get root node");
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abort();
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return 1;
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}
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std::string content_node_id = Servo2D_exportedNodes::content;
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content_node_ = lumin::QuadNode::CastFrom(prism_->findNode(content_node_id, root_node));
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if (!content_node_) {
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ML_LOG(Error, "Servo2D Failed to get content node");
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abort();
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return 1;
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}
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content_node_->setTriggerable(true);
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lumin::ResourceIDType plane_id = prism_->createPlanarEGLResourceId();
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if (!plane_id) {
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ML_LOG(Error, "Servo2D Failed to create EGL resource");
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abort();
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return 1;
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}
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plane_ = static_cast<lumin::PlanarResource*>(prism_->getResource(plane_id));
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if (!plane_) {
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ML_LOG(Error, "Servo2D Failed to create plane");
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abort();
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return 1;
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}
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content_node_->setRenderResource(plane_id);
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// Get the EGL context, surface and display.
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EGLContext ctx = plane_->getEGLContext();
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EGLSurface surf = plane_->getEGLSurface();
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EGLDisplay dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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// Hook into servo
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servo_ = init_servo(ctx, surf, dpy, logger, "https://servo.org/", VIEWPORT_H, VIEWPORT_W, HIDPI);
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if (!servo_) {
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ML_LOG(Error, "Servo2D Failed to init servo instance");
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abort();
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return 1;
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}
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return 0;
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}
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int Servo2D::deInit() {
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ML_LOG(Debug, "Servo2D Deinitializing.");
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return 0;
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}
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lumin::Node* Servo2D::instanceScene(const SceneDescriptor& scene) {
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// Load resources.
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if (!prism_->loadResourceModel(scene.getResourceModelPath())) {
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ML_LOG(Info, "No resource model loaded");
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}
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// Load a scene file.
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std::string editorObjectModelName;
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if (!prism_->loadObjectModel(scene.getSceneGraphPath(), editorObjectModelName)) {
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ML_LOG(Error, "Servo2D Failed to load object model");
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abort();
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return nullptr;
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}
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// Add scene to this prism.
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lumin::Node* newTree = prism_->createAll(editorObjectModelName);
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if (!prism_->getRootNode()->addChild(newTree)) {
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ML_LOG(Error, "Servo2D Failed to add newTree to the prism root node");
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abort();
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return nullptr;
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}
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return newTree;
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}
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void Servo2D::instanceInitialScenes() {
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// Iterate over all the exported scenes
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for (auto& exportedSceneEntry : scenes::exportedScenes ) {
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// If this scene was marked to be instanced at app initialization, do it
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const SceneDescriptor &sd = exportedSceneEntry.second;
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if (sd.getInitiallyInstanced()) {
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instanceScene(sd);
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}
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}
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}
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bool Servo2D::updateLoop(float fDelta) {
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// Hook into servo
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heartbeat_servo(servo_);
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// Return true for your app to continue running, false to terminate the app.
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return true;
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}
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bool Servo2D::eventListener(lumin::ServerEvent* event) {
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// Dispatch based on event type
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switch (event->getServerEventType()) {
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case lumin::ServerEventType::kControlTouchPadInputEvent:
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return touchpadEventListener(static_cast<lumin::ControlTouchPadInputEventData*>(event));
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case lumin::ServerEventType::kKeyInputEvent:
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return keyEventListener(static_cast<lumin::KeyInputEventData*>(event));
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default:
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return false;
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}
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}
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glm::vec2 Servo2D::viewportCursorPosition() {
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// Get the cursor position relative to the origin of the content node (in m)
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glm::vec3 pos = lumin::ui::Cursor::GetPosition(prism_) - content_node_->getPrismPosition();
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// Get the size of the content node (in m)
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glm::vec2 sz = content_node_->getSize();
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// Convert to a position in viewport px
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float x = (pos.x / sz.x) * (float)VIEWPORT_W;
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float y = (1 - pos.y / sz.y) * (float)VIEWPORT_H; // Sigh, invert the y coordinate
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return glm::vec2(x, y);
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}
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bool Servo2D::pointInsideViewport(glm::vec2 pt) {
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return (0 <= pt.x && 0 <= pt.y && pt.x <= VIEWPORT_W && pt.y <= VIEWPORT_H);
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}
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bool Servo2D::touchpadEventListener(lumin::ControlTouchPadInputEventData* event) {
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// Only respond when the cursor is enabled
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if (!lumin::ui::Cursor::IsEnabled(prism_)) {
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return false;
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}
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// Only respond when the cursor is inside the viewport
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glm::vec2 pos = viewportCursorPosition();
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if (!pointInsideViewport(pos)) {
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return false;
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}
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// Inform Servo of the trigger
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cursor_servo(servo_, pos.x, pos.y, false);
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return true;
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}
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bool Servo2D::keyEventListener(lumin::KeyInputEventData* event) {
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// Only respond to trigger keys
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if (event->keyCode() != lumin::input::KeyCodes::AKEYCODE_EX_TRIGGER) {
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return false;
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}
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// Only respond when the cursor is enabled
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if (!lumin::ui::Cursor::IsEnabled(prism_)) {
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return false;
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}
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// Only respond when the cursor is inside the viewport
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glm::vec2 pos = viewportCursorPosition();
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if (!pointInsideViewport(pos)) {
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return false;
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}
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// Inform Servo of the trigger
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cursor_servo(servo_, pos.x, pos.y, true);
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return true;
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}
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