#include "remoting/client/display/gl_cursor_feedback_texture.h"
#include <cmath>
#include "base/notreached.h"
#include "remoting/client/display/gl_render_layer.h"
namespace remoting {
namespace {
const int kColorRingsCount = 5;
const int kFeedbackTexturePixelDiameter = 512;
const int kFeedbackTexturePixelRadius = kFeedbackTexturePixelDiameter / 2;
const uint8_t kFeedbackRingColors[kColorRingsCount]
[GlRenderLayer::kBytesPerPixel] = {
{0x0, 0x0, 0x0, 0x7f},
{0x0, 0x0, 0x0, 0x7f},
{0xff, 0xff, 0xff, 0x7f},
{0xff, 0xff, 0xff, 0x7f},
{0xff, 0xff, 0xff, 0}
};
const float kFeedbackRadiusStops[kColorRingsCount] = {0.0f, 0.85f, 0.9f, 0.95f,
1.0f};
uint32_t GetColorByRadius(float radius) {
int ring_index = kColorRingsCount - 1;
while (radius < kFeedbackRadiusStops[ring_index] && ring_index >= 0) {
ring_index--;
}
if (ring_index < 0) {
NOTREACHED();
return 0;
}
if (ring_index == kColorRingsCount - 1) {
return *reinterpret_cast<const uint32_t*>(kFeedbackRingColors[ring_index]);
}
const uint8_t* first_color = kFeedbackRingColors[ring_index];
const uint8_t* second_color = kFeedbackRingColors[ring_index + 1];
float first_radius = kFeedbackRadiusStops[ring_index];
float second_radius = kFeedbackRadiusStops[ring_index + 1];
uint8_t progress =
(radius - first_radius) * 256 / (second_radius - first_radius);
uint32_t color;
uint8_t* color_ptr = reinterpret_cast<uint8_t*>(&color);
for (int i = 0; i < GlRenderLayer::kBytesPerPixel; i++) {
color_ptr[i] =
(first_color[i] * (256 - progress) + second_color[i] * progress) / 256;
}
return color;
}
void FillFeedbackTexture(uint32_t* texture) {
for (int x = 0; x < kFeedbackTexturePixelRadius; x++) {
for (int y = 0; y <= x; y++) {
float radius = sqrt(x * x + y * y) / kFeedbackTexturePixelRadius;
uint32_t color = GetColorByRadius(radius);
int x1 = kFeedbackTexturePixelRadius + x;
int x2 = kFeedbackTexturePixelRadius - 1 - x;
int y1 = kFeedbackTexturePixelRadius + y;
int y2 = kFeedbackTexturePixelRadius - 1 - y;
texture[x1 + y1 * kFeedbackTexturePixelDiameter] = color;
texture[x1 + y2 * kFeedbackTexturePixelDiameter] = color;
texture[x2 + y1 * kFeedbackTexturePixelDiameter] = color;
texture[x2 + y2 * kFeedbackTexturePixelDiameter] = color;
texture[y1 + x1 * kFeedbackTexturePixelDiameter] = color;
texture[y1 + x2 * kFeedbackTexturePixelDiameter] = color;
texture[y2 + x1 * kFeedbackTexturePixelDiameter] = color;
texture[y2 + x2 * kFeedbackTexturePixelDiameter] = color;
}
}
}
}
const int GlCursorFeedbackTexture::kTextureWidth =
kFeedbackTexturePixelDiameter;
GlCursorFeedbackTexture* GlCursorFeedbackTexture::GetInstance() {
return base::Singleton<GlCursorFeedbackTexture>::get();
}
const std::vector<uint8_t>& GlCursorFeedbackTexture::GetTexture() const {
return texture_;
}
GlCursorFeedbackTexture::GlCursorFeedbackTexture() {
texture_.resize(kTextureWidth * kTextureWidth *
GlRenderLayer::kBytesPerPixel);
FillFeedbackTexture(reinterpret_cast<uint32_t*>(texture_.data()));
}
GlCursorFeedbackTexture::~GlCursorFeedbackTexture() = default;
}