looking-glass/client/renderers/EGL/model.c

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/**
* Looking Glass
2022-01-05 08:42:46 +00:00
* Copyright © 2017-2022 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the 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 "model.h"
#include "shader.h"
#include "texture.h"
#include "common/debug.h"
#include "common/ll.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
struct EGL_Model
{
bool rebuild;
struct ll * verticies;
size_t vertexCount;
bool finish;
GLuint buffer;
GLuint vao;
EGL_Shader * shader;
EGL_Texture * texture;
};
struct FloatList
{
GLfloat * v;
GLfloat * u;
size_t count;
};
void update_uniform_bindings(EGL_Model * model);
bool egl_modelInit(EGL_Model ** model)
{
*model = malloc(sizeof(**model));
if (!*model)
{
DEBUG_ERROR("Failed to malloc EGL_Model");
return false;
}
memset(*model, 0, sizeof(**model));
(*model)->verticies = ll_new();
return true;
}
void egl_modelFree(EGL_Model ** model)
{
if (!*model)
return;
struct FloatList * fl;
while(ll_shift((*model)->verticies, (void **)&fl))
{
free(fl->u);
free(fl->v);
free(fl);
}
ll_free((*model)->verticies);
if ((*model)->buffer)
glDeleteBuffers(1, &(*model)->buffer);
if ((*model)->vao)
glDeleteVertexArrays(1, &(*model)->vao);
free(*model);
*model = NULL;
}
void egl_modelSetDefault(EGL_Model * model, bool flipped)
{
static const GLfloat square[] =
{
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f
};
static const GLfloat uvsNormal[] =
{
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
static const GLfloat uvsFlipped[] =
{
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
egl_modelAddVerts(model, square, flipped ? uvsFlipped : uvsNormal, 4);
}
void egl_modelAddVerts(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count)
{
struct FloatList * fl = malloc(sizeof(*fl));
fl->count = count;
fl->v = malloc(sizeof(GLfloat) * count * 3);
fl->u = malloc(sizeof(GLfloat) * count * 2);
memcpy(fl->v, verticies, sizeof(GLfloat) * count * 3);
if (uvs)
memcpy(fl->u, uvs, sizeof(GLfloat) * count * 2);
else
memset(fl->u, 0 , sizeof(GLfloat) * count * 2);
ll_push(model->verticies, fl);
model->rebuild = true;
model->vertexCount += count;
}
void egl_modelRender(EGL_Model * model)
{
if (!model->vertexCount)
return;
if (model->rebuild)
{
if (model->buffer)
glDeleteBuffers(1, &model->buffer);
if (!model->vao)
glGenVertexArrays(1, &model->vao);
glBindVertexArray(model->vao);
/* create a buffer large enough */
glGenBuffers(1, &model->buffer);
glBindBuffer(GL_ARRAY_BUFFER, model->buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * (model->vertexCount * 5), NULL, GL_STATIC_DRAW);
GLintptr offset = 0;
/* buffer the verticies */
struct FloatList * fl;
ll_lock(model->verticies);
ll_forEachNL(model->verticies, item, fl)
{
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 3, fl->v);
offset += sizeof(GLfloat) * fl->count * 3;
}
/* buffer the uvs */
ll_forEachNL(model->verticies, item, fl)
{
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 2, fl->u);
offset += sizeof(GLfloat) * fl->count * 2;
}
ll_unlock(model->verticies);
/* set up vertex arrays in the VAO */
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(GLfloat) * model->vertexCount * 3));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
model->rebuild = false;
}
glBindVertexArray(model->vao);
if (model->shader)
egl_shaderUse(model->shader);
if (model->texture)
egl_textureBind(model->texture);
/* draw the arrays */
GLint offset = 0;
struct FloatList * fl;
ll_lock(model->verticies);
ll_forEachNL(model->verticies, item, fl)
{
glDrawArrays(GL_TRIANGLE_STRIP, offset, fl->count);
offset += fl->count;
}
ll_unlock(model->verticies);
/* unbind and cleanup */
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);
glUseProgram(0);
}
void egl_modelSetShader(EGL_Model * model, EGL_Shader * shader)
{
model->shader = shader;
update_uniform_bindings(model);
}
void egl_modelSetTexture(EGL_Model * model, EGL_Texture * texture)
{
model->texture = texture;
update_uniform_bindings(model);
}
void update_uniform_bindings(EGL_Model * model)
{
if (!model->shader || !model->texture)
return;
egl_shaderAssocTextures(model->shader, 1);
}