mirror of
https://github.com/vrcx-team/VRCX.git
synced 2026-04-06 00:32:02 +02:00
* fix: open folder and select item on linux * feat: linux wrist overlay * feat: linux hmd overlay * feat: replace unix sockets with shm on linux * fix: reduce linux wrist overlay fps * fix: hide electron offscreen windows * fix: destroy electron offscreen windows when not in use * fix: open folder and select item on linux * feat: cpu, uptime and device monitoring on linux * feat: native wayland gl context with x11 fallback on linux * fix: use platform agnostic wording for common folders * fix: crash dumps folder button on linux * fix: enable missing VR notification options on linux * fix: update cef, eslint config to include updated AppApiVr names * merge: rebase linux VR changes to upstream * Clean up * Load custom file contents rather than path Fixes loading custom file in debug mode * fix: call SetVR on linux as well * fix: AppApiVrElectron init, properly create and dispose of shm * Handle avatar history error * Lint * Change overlay dispose logic * macOS DOTNET_ROOT * Remove moving dotnet bin * Fix * fix: init overlay on SteamVR restart * Fix fetching empty instance, fix user dialog not fetching * Trim direct access inputs * Make icon higher res, because mac build would fail 😂 * macOS fixes * will it build? that's the question * fix: ensure offscreen windows are ready before vrinit * will it build? that's the question * will it build? that's the question * meow * one, more, time * Fix crash and overlay ellipsis * a --------- Co-authored-by: Natsumi <cmcooper123@hotmail.com>
106 lines
3.7 KiB
C#
106 lines
3.7 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using Valve.VR;
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public class GLTextureWriter : IDisposable
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{
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private uint _textureId;
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private readonly int _width, _height;
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private byte[] _buffer;
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// OpenGL P/Invoke declarations
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[DllImport("libGL.so.1", EntryPoint = "glGenTextures")]
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private static extern void glGenTextures(int n, out uint textures);
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[DllImport("libGL.so.1", EntryPoint = "glBindTexture")]
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private static extern void glBindTexture(uint target, uint texture);
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[DllImport("libGL.so.1", EntryPoint = "glTexParameteri")]
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private static extern void glTexParameteri(uint target, uint pname, int param);
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[DllImport("libGL.so.1", EntryPoint = "glTexImage2D")]
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private static extern void glTexImage2D(uint target, int level, int internalformat, int width, int height, int border, uint format, uint type, IntPtr pixels);
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[DllImport("libGL.so.1", EntryPoint = "glTexSubImage2D")]
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private static extern void glTexSubImage2D(uint target, int level, int xoffset, int yoffset, int width, int height, uint format, uint type, byte[] pixels);
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[DllImport("libGL.so.1", EntryPoint = "glDeleteTextures")]
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private static extern void glDeleteTextures(int n, ref uint textures);
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// OpenGL constants
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private const uint GL_TEXTURE_2D = 0x0DE1;
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private const uint GL_TEXTURE_MIN_FILTER = 0x2801;
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private const uint GL_TEXTURE_MAG_FILTER = 0x2800;
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private const uint GL_TEXTURE_WRAP_S = 0x2802;
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private const uint GL_TEXTURE_WRAP_T = 0x2803;
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private const uint GL_LINEAR = 0x2601;
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private const uint GL_CLAMP_TO_EDGE = 0x812F;
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private const uint GL_RGBA = 0x1908;
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private const uint GL_BGRA = 0x80E1;
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private const uint GL_UNSIGNED_BYTE = 0x1401;
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public GLTextureWriter(int width, int height)
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{
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_width = width;
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_height = height;
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_buffer = new byte[width * height * 4]; // 4 bytes per pixel (RGBA)
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InitTexture();
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}
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private void InitTexture()
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{
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glGenTextures(1, out _textureId);
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glBindTexture(GL_TEXTURE_2D, _textureId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (int)GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (int)GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (int)GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (int)GL_CLAMP_TO_EDGE);
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// Allocate texture storage with no initial data.
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glTexImage2D(GL_TEXTURE_2D, 0, (int)GL_RGBA, _width, _height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, IntPtr.Zero);
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}
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/// <summary>
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/// Copies image data into the internal buffer.
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/// </summary>
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public void WriteImageToBuffer(byte[] data)
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{
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if (data.Length != _buffer.Length)
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throw new ArgumentException("Data size does not match texture size.");
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System.Buffer.BlockCopy(data, 0, _buffer, 0, _buffer.Length);
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}
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/// <summary>
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/// Updates the OpenGL texture with the current buffer.
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/// </summary>
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public void UpdateTexture()
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{
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glBindTexture(GL_TEXTURE_2D, _textureId);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _width, _height,
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GL_BGRA, GL_UNSIGNED_BYTE, _buffer);
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}
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/// <summary>
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/// Returns a Texture_t structure for use with OpenVR.
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/// </summary>
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public Texture_t AsTextureT()
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{
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return new Texture_t
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{
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handle = (IntPtr)_textureId,
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eType = ETextureType.OpenGL,
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eColorSpace = EColorSpace.Auto
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};
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}
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public void Dispose()
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{
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if (_textureId != 0)
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{
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glDeleteTextures(1, ref _textureId);
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_textureId = 0;
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}
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}
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} |