[client] egl: added splash screen rendering

This commit is contained in:
Geoffrey McRae 2018-12-16 00:54:37 +11:00
parent e1fa6b4057
commit 0e2b371e59
10 changed files with 559 additions and 64 deletions

View file

@ -66,6 +66,8 @@ set(SOURCES
renderers/egl/desktop.c renderers/egl/desktop.c
renderers/egl/cursor.c renderers/egl/cursor.c
renderers/egl/fps.c renderers/egl/fps.c
renderers/egl/draw.c
renderers/egl/splash.c
fonts/sdl.c fonts/sdl.c
) )

View file

@ -33,6 +33,8 @@ struct ll
{ {
struct ll_item * head; struct ll_item * head;
struct ll_item * tail; struct ll_item * tail;
struct ll_item * pos;
unsigned int count;
LG_Lock lock; LG_Lock lock;
}; };
@ -41,6 +43,7 @@ struct ll * ll_new()
struct ll * list = malloc(sizeof(struct ll)); struct ll * list = malloc(sizeof(struct ll));
list->head = NULL; list->head = NULL;
list->tail = NULL; list->tail = NULL;
list->pos = NULL;
LG_LOCK_INIT(list->lock); LG_LOCK_INIT(list->lock);
return list; return list;
} }
@ -69,6 +72,7 @@ void ll_push(struct ll * list, void * data)
return; return;
} }
++list->count;
list->tail->next = item; list->tail->next = item;
list->tail = item; list->tail = item;
LG_UNLOCK(list->lock); LG_UNLOCK(list->lock);
@ -83,8 +87,11 @@ bool ll_shift(struct ll * list, void ** data)
return false; return false;
} }
--list->count;
struct ll_item * item = list->head; struct ll_item * item = list->head;
list->head = item->next; list->head = item->next;
list->pos = NULL;
LG_UNLOCK(list->lock); LG_UNLOCK(list->lock);
if (data) if (data)
@ -106,5 +113,48 @@ bool ll_peek_head(struct ll * list, void ** data)
*data = list->head->data; *data = list->head->data;
LG_UNLOCK(list->lock); LG_UNLOCK(list->lock);
return true;
}
unsigned int ll_count(struct ll * list)
{
return list->count;
}
void ll_reset (struct ll * list)
{
LG_LOCK(list->lock);
list->pos = NULL;
LG_UNLOCK(list->lock);
}
bool ll_walk(struct ll * list, void ** data)
{
LG_LOCK(list->lock);
if (!list->pos)
{
if (!list->head)
{
LG_UNLOCK(list->lock);
return false;
}
list->pos = list->head;
}
else
{
if (!list->pos->next)
{
LG_UNLOCK(list->lock);
return false;
}
list->pos = list->pos->next;
}
*data = list->pos->data;
LG_UNLOCK(list->lock);
return true; return true;
} }

View file

@ -20,8 +20,12 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include <stdbool.h> #include <stdbool.h>
struct ll; struct ll;
struct ll * ll_new(); struct ll * ll_new();
void ll_free(struct ll * list); void ll_free (struct ll * list);
void ll_push(struct ll * list, void * data); void ll_push (struct ll * list, void * data);
bool ll_shift(struct ll * list, void ** data); bool ll_shift (struct ll * list, void ** data);
bool ll_peek_head(struct ll * list, void ** data); bool ll_peek_head(struct ll * list, void ** data);
unsigned int ll_count (struct ll * list);
void ll_reset (struct ll * list);
bool ll_walk (struct ll * list, void ** data);

View file

@ -31,6 +31,9 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "egl/desktop.h" #include "egl/desktop.h"
#include "egl/cursor.h" #include "egl/cursor.h"
#include "egl/fps.h" #include "egl/fps.h"
#include "egl/splash.h"
#define FADE_TIME 1000000
struct Options struct Options
{ {
@ -57,15 +60,19 @@ struct Inst
EGL_Desktop * desktop; // the desktop EGL_Desktop * desktop; // the desktop
EGL_Cursor * cursor; // the mouse cursor EGL_Cursor * cursor; // the mouse cursor
EGL_FPS * fps; // the fps display EGL_FPS * fps; // the fps display
EGL_Splash * splash; // the splash screen
LG_RendererFormat format; LG_RendererFormat format;
bool sourceChanged; bool sourceChanged;
uint64_t waitFadeTime;
bool waitDone;
int width, height; int width, height;
LG_RendererRect destRect; LG_RendererRect destRect;
float translateX, translateY; float translateX, translateY;
float scaleX , scaleY; float scaleX , scaleY;
float splashScaleY;
float mouseWidth , mouseHeight; float mouseWidth , mouseHeight;
float mouseScaleX, mouseScaleY; float mouseScaleX, mouseScaleY;
@ -134,6 +141,7 @@ void egl_deinitialize(void * opaque)
egl_desktop_free(&this->desktop); egl_desktop_free(&this->desktop);
egl_cursor_free (&this->cursor); egl_cursor_free (&this->cursor);
egl_fps_free (&this->fps ); egl_fps_free (&this->fps );
egl_splash_free (&this->splash);
free(this); free(this);
} }
@ -162,6 +170,8 @@ void egl_on_resize(void * opaque, const int width, const int height, const LG_Re
(this->mouseWidth * (1.0f / this->format.width )) * this->scaleX, (this->mouseWidth * (1.0f / this->format.width )) * this->scaleX,
(this->mouseHeight * (1.0f / this->format.height)) * this->scaleY (this->mouseHeight * (1.0f / this->format.height)) * this->scaleY
); );
this->splashScaleY = (float)width / (float)height;
} }
bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data) bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
@ -217,6 +227,9 @@ bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uin
return false; return false;
} }
if (!this->waitFadeTime)
this->waitFadeTime = microtime() + FADE_TIME;
return true; return true;
} }
@ -256,6 +269,8 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
{ {
EGL_BUFFER_SIZE , 16, EGL_BUFFER_SIZE , 16,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_SAMPLE_BUFFERS , 1,
EGL_SAMPLES , 8,
EGL_NONE EGL_NONE
}; };
@ -312,6 +327,12 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
return false; return false;
} }
if (!egl_splash_init(&this->splash))
{
DEBUG_ERROR("Failed to initialize the splash screen");
return false;
}
return true; return true;
} }
@ -324,8 +345,27 @@ bool egl_render(void * opaque, SDL_Window * window)
egl_desktop_render(this->desktop, this->translateX, this->translateY, this->scaleX, this->scaleY); egl_desktop_render(this->desktop, this->translateX, this->translateY, this->scaleX, this->scaleY);
egl_cursor_render(this->cursor); egl_cursor_render(this->cursor);
egl_fps_render(this->fps, this->width, this->height);
if (!this->waitDone)
{
float a;
if (!this->waitFadeTime)
a = 1.0f;
else
{
uint64_t t = microtime();
if (t > this->waitFadeTime)
this->waitDone = true;
else
{
uint64_t delta = this->waitFadeTime - t;
a = 1.0f / FADE_TIME * delta;
}
}
egl_splash_render(this->splash, a, this->splashScaleY);
}
egl_fps_render(this->fps, this->width, this->height);
eglSwapBuffers(this->display, this->surface); eglSwapBuffers(this->display, this->surface);
// defer texture uploads until after the flip to avoid stalling // defer texture uploads until after the flip to avoid stalling

View file

@ -0,0 +1,66 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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 "draw.h"
#include <stdlib.h>
#include <math.h>
void egl_draw_torus(EGL_Model * model, unsigned int pts, float x, float y, float inner, float outer)
{
GLfloat * v = (GLfloat *)malloc(sizeof(GLfloat) * (pts + 1) * 6);
GLfloat * dst = v;
for(unsigned int i = 0; i <= pts; ++i)
{
const float angle = (i / (float)pts) * M_PI * 2.0f;
const float c = cos(angle);
const float s = sin(angle);
*dst = x + (inner * c); ++dst;
*dst = y + (inner * s); ++dst;
*dst = 0.0f; ++dst;
*dst = x + (outer * c); ++dst;
*dst = y + (outer * s); ++dst;
*dst = 0.0f; ++dst;
}
egl_model_add_verticies(model, v, NULL, (pts + 1) * 2);
free(v);
}
void egl_draw_torus_arc(EGL_Model * model, unsigned int pts, float x, float y, float inner, float outer, float s, float e)
{
GLfloat * v = (GLfloat *)malloc(sizeof(GLfloat) * (pts + 1) * 6);
GLfloat * dst = v;
for(unsigned int i = 0; i <= pts; ++i)
{
const float angle = s + ((i / (float)pts) * e);
const float c = cos(angle);
const float s = sin(angle);
*dst = x + (inner * c); ++dst;
*dst = y + (inner * s); ++dst;
*dst = 0.0f; ++dst;
*dst = x + (outer * c); ++dst;
*dst = y + (outer * s); ++dst;
*dst = 0.0f; ++dst;
}
egl_model_add_verticies(model, v, NULL, (pts + 1) * 2);
free(v);
}

View file

@ -0,0 +1,25 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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
*/
#pragma once
#include "model.h"
void egl_draw_torus (EGL_Model * model, unsigned int pts, float x, float y, float inner, float outer);
void egl_draw_torus_arc(EGL_Model * model, unsigned int pts, float x, float y, float inner, float outer, float s, float e);

View file

@ -23,26 +23,36 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "debug.h" #include "debug.h"
#include "utils.h" #include "utils.h"
#include "ll.h"
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
#include <stdio.h> #include <stdio.h>
#include <assert.h>
#include <SDL2/SDL_egl.h> #include <SDL2/SDL_egl.h>
struct EGL_Model struct EGL_Model
{ {
bool hasVertexBuffer; bool rebuild;
GLuint vertexBuffer; struct ll * verticies;
GLsizei vertexCount; size_t vertexCount;
bool finish;
bool hasUVBuffer; bool hasBuffer;
GLuint uvBuffer; GLuint buffer;
EGL_Shader * shader; EGL_Shader * shader;
EGL_Texture * texture; EGL_Texture * texture;
}; };
struct FloatList
{
GLfloat * v;
GLfloat * u;
size_t count;
};
void update_uniform_bindings(EGL_Model * model); void update_uniform_bindings(EGL_Model * model);
bool egl_model_init(EGL_Model ** model) bool egl_model_init(EGL_Model ** model)
@ -55,6 +65,9 @@ bool egl_model_init(EGL_Model ** model)
} }
memset(*model, 0, sizeof(EGL_Model)); memset(*model, 0, sizeof(EGL_Model));
(*model)->verticies = ll_new();
return true; return true;
} }
@ -63,11 +76,17 @@ void egl_model_free(EGL_Model ** model)
if (!*model) if (!*model)
return; return;
if ((*model)->hasVertexBuffer) struct FloatList * fl;
glDeleteBuffers(1, &(*model)->vertexBuffer); while(ll_shift((*model)->verticies, (void **)&fl))
{
free(fl->u);
free(fl->v);
free(fl);
}
ll_free((*model)->verticies);
if ((*model)->hasUVBuffer) if ((*model)->hasBuffer)
glDeleteBuffers(1, &(*model)->uvBuffer); glDeleteBuffers(1, &(*model)->buffer);
free(*model); free(*model);
*model = NULL; *model = NULL;
@ -91,71 +110,90 @@ void egl_model_set_default(EGL_Model * model)
1.0f, 0.0f 1.0f, 0.0f
}; };
egl_model_set_verticies(model, square, sizeof(square) / sizeof(GLfloat)); egl_model_add_verticies(model, square, uvs, 4);
egl_model_set_uvs (model, uvs , sizeof(uvs ) / sizeof(GLfloat));
} }
void egl_model_set_verticies(EGL_Model * model, const GLfloat * verticies, const size_t count) void egl_model_add_verticies(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count)
{ {
if (model->hasVertexBuffer) struct FloatList * fl = (struct FloatList *)malloc(sizeof(struct FloatList));
glDeleteBuffers(1, &model->vertexBuffer);
glGenBuffers(1, &model->vertexBuffer); fl->count = count;
glBindBuffer(GL_ARRAY_BUFFER, model->vertexBuffer); fl->v = (GLfloat *)malloc(sizeof(GLfloat) * count * 3);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * count, verticies, GL_STATIC_DRAW); fl->u = (GLfloat *)malloc(sizeof(GLfloat) * count * 2);
glBindBuffer(GL_ARRAY_BUFFER, 0); memcpy(fl->v, verticies, sizeof(GLfloat) * count * 3);
model->hasVertexBuffer = true; if (uvs)
model->vertexCount = count / 3; memcpy(fl->u, uvs, sizeof(GLfloat) * count * 2);
} else
memset(fl->u, 0 , sizeof(GLfloat) * count * 2);
void egl_model_set_uvs(EGL_Model * model, const GLfloat * uvs, const size_t count) ll_push(model->verticies, fl);
{ model->rebuild = true;
if (model->hasUVBuffer) model->vertexCount += count;
glDeleteBuffers(1, &model->uvBuffer);
glGenBuffers(1, &model->uvBuffer);
glBindBuffer(GL_ARRAY_BUFFER, model->uvBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * count, uvs, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
model->hasUVBuffer = true;
} }
void egl_model_render(EGL_Model * model) void egl_model_render(EGL_Model * model)
{ {
if (!model->hasVertexBuffer) if (!model->vertexCount)
{
DEBUG_ERROR("Model has no verticies");
return; return;
if (model->rebuild)
{
if (model->hasBuffer)
glDeleteBuffers(1, &model->buffer);
/* 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;
for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
{
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 3, fl->v);
offset += sizeof(GLfloat) * fl->count * 3;
}
/* buffer the uvs */
for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
{
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 2, fl->u);
offset += sizeof(GLfloat) * fl->count * 2;
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
model->rebuild = false;
} }
/* bind the model buffer and setup the pointers */
glBindBuffer(GL_ARRAY_BUFFER, model->buffer);
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));
if (model->shader) if (model->shader)
egl_shader_use(model->shader); egl_shader_use(model->shader);
GLuint location = 0;
glEnableVertexAttribArray(location);
glBindBuffer(GL_ARRAY_BUFFER, model->vertexBuffer);
glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
if (model->hasUVBuffer)
{
++location;
glEnableVertexAttribArray(location);
glBindBuffer(GL_ARRAY_BUFFER, model->uvBuffer);
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
}
if (model->texture) if (model->texture)
egl_texture_bind(model->texture); egl_texture_bind(model->texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, model->vertexCount); /* draw the arrays */
GLint offset = 0;
struct FloatList * fl;
for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
{
glDrawArrays(GL_TRIANGLE_STRIP, offset, fl->count);
offset += fl->count;
}
/* unbind and cleanup */
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
while(location > 0)
glDisableVertexAttribArray(location--);
glDisableVertexAttribArray(0); glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0); glUseProgram(0);
} }

View file

@ -30,10 +30,9 @@ typedef struct EGL_Model EGL_Model;
bool egl_model_init(EGL_Model ** model); bool egl_model_init(EGL_Model ** model);
void egl_model_free(EGL_Model ** model); void egl_model_free(EGL_Model ** model);
void egl_model_set_default (EGL_Model * model); void egl_model_set_default (EGL_Model * model);
void egl_model_set_verticies (EGL_Model * model, const GLfloat * verticies, const size_t count); void egl_model_add_verticies(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count);
void egl_model_set_uvs (EGL_Model * model, const GLfloat * uvs , const size_t count); void egl_model_set_shader (EGL_Model * model, EGL_Shader * shader);
void egl_model_set_shader (EGL_Model * model, EGL_Shader * shader); void egl_model_set_texture (EGL_Model * model, EGL_Texture * texture);
void egl_model_set_texture (EGL_Model * model, EGL_Texture * texture);
void egl_model_render(EGL_Model * model); void egl_model_render(EGL_Model * model);

View file

@ -0,0 +1,240 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
cahe 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 "splash.h"
#include "debug.h"
#include "utils.h"
#include "draw.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include <GL/gl.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
struct EGL_Splash
{
EGL_Shader * bgShader;
EGL_Model * bg;
EGL_Shader * logoShader;
EGL_Model * logo;
// uniforms
GLint uBGAlpha;
GLint uScale;
};
static const char vertex_bgShader[] = "\
#version 300 es\n\
\
layout(location = 0) in vec3 vertexPosition_modelspace;\
\
uniform float alpha;\
\
out highp vec3 pos; \
out highp float a; \
\
void main()\
{\
gl_Position.xyz = vertexPosition_modelspace; \
gl_Position.w = 1.0; \
\
pos = vertexPosition_modelspace; \
a = alpha; \
}\
";
static const char frag_bgShader[] = "\
#version 300 es\n\
\
in highp vec3 pos;\
in highp float a;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
highp float d = 1.0 - sqrt(pos.x * pos.x + pos.y * pos.y) / 2.0; \
color = vec4(0.234375 * d, 0.015625f * d, 0.425781f * d, a); \
}\
";
static const char vertex_logoShader[] = "\
#version 300 es\n\
\
layout(location = 0) in vec3 vertexPosition_modelspace;\
\
uniform vec2 scale;\
\
out highp float a; \
\
void main()\
{\
gl_Position.xyz = vertexPosition_modelspace; \
gl_Position.y *= scale.y; \
gl_Position.w = 1.0; \
\
a = scale.x; \
}\
";
static const char frag_logoShader[] = "\
#version 300 es\n\
\
out highp vec4 color;\
in highp float a;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
color = vec4(1.0, 1.0, 1.0, a);\
}\
";
bool egl_splash_init(EGL_Splash ** splash)
{
*splash = (EGL_Splash *)malloc(sizeof(EGL_Splash));
if (!*splash)
{
DEBUG_ERROR("Failed to malloc EGL_Splash");
return false;
}
memset(*splash, 0, sizeof(EGL_Splash));
if (!egl_shader_init(&(*splash)->bgShader))
{
DEBUG_ERROR("Failed to initialize the splash bgShader");
return false;
}
if (!egl_shader_compile((*splash)->bgShader,
vertex_bgShader, sizeof(vertex_bgShader),
frag_bgShader , sizeof(frag_bgShader )))
{
DEBUG_ERROR("Failed to compile the splash bgShader");
return false;
}
(*splash)->uBGAlpha = egl_shader_get_uniform_location((*splash)->bgShader, "alpha");
if (!egl_model_init(&(*splash)->bg))
{
DEBUG_ERROR("Failed to intiailize the splash bg model");
return false;
}
egl_model_set_default((*splash)->bg);
if (!egl_shader_init(&(*splash)->logoShader))
{
DEBUG_ERROR("Failed to initialize the splash logoShader");
return false;
}
if (!egl_shader_compile((*splash)->logoShader,
vertex_logoShader, sizeof(vertex_logoShader),
frag_logoShader , sizeof(frag_logoShader )))
{
DEBUG_ERROR("Failed to compile the splash logoShader");
return false;
}
(*splash)->uScale = egl_shader_get_uniform_location((*splash)->logoShader, "scale");
if (!egl_model_init(&(*splash)->logo))
{
DEBUG_ERROR("Failed to intiailize the splash model");
return false;
}
/* build the splash model */
#define P(x) ((1.0f/800.0f)*(float)(x))
egl_draw_torus_arc((*splash)->logo, 30, P( 0 ), P(0), P(102), P(98), 0.0f, -M_PI);
egl_draw_torus ((*splash)->logo, 30, P(-100), P(4), P(8 ), P(4 ));
egl_draw_torus ((*splash)->logo, 30, P( 100), P(4), P(8 ), P(4 ));
egl_draw_torus ((*splash)->logo, 60, P(0), P(0), P(83), P(79));
egl_draw_torus ((*splash)->logo, 60, P(0), P(0), P(67), P(63));
static const GLfloat lines[][12] =
{
{
P( -2), P(-140), 0.0f,
P( -2), P(-100), 0.0f,
P( 2), P(-140), 0.0f,
P( 2), P(-100), 0.0f
},
{
P(-26), P(-144), 0.0f,
P(-26), P(-140), 0.0f,
P( 26), P(-144), 0.0f,
P( 26), P(-140), 0.0f
},
{
P(-40), P(-156), 0.0f,
P(-40), P(-152), 0.0f,
P( 40), P(-156), 0.0f,
P( 40), P(-152), 0.0f
}
};
egl_model_add_verticies((*splash)->logo, lines[0], NULL, 4);
egl_model_add_verticies((*splash)->logo, lines[1], NULL, 4);
egl_model_add_verticies((*splash)->logo, lines[2], NULL, 4);
egl_draw_torus_arc((*splash)->logo, 10, P(-26), P(-154), P(10), P(14), M_PI , -M_PI / 2.0);
egl_draw_torus_arc((*splash)->logo, 10, P( 26), P(-154), P(10), P(14), M_PI / 2.0f, -M_PI / 2.0);
#undef P
return true;
}
void egl_splash_free(EGL_Splash ** splash)
{
if (!*splash)
return;
egl_model_free(&(*splash)->logo);
free(*splash);
*splash = NULL;
}
void egl_splash_render(EGL_Splash * splash, float alpha, float scaleY)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
egl_shader_use(splash->bgShader);
glUniform1f(splash->uBGAlpha, alpha);
egl_model_render(splash->bg);
egl_shader_use(splash->logoShader);
glUniform2f(splash->uScale, alpha, scaleY);
egl_model_render(splash->logo);
glDisable(GL_BLEND);
}

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/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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
*/
#pragma once
#include <stdbool.h>
#include "lg-fonts.h"
typedef struct EGL_Splash EGL_Splash;
bool egl_splash_init(EGL_Splash ** splash);
void egl_splash_free(EGL_Splash ** splash);
void egl_splash_render(EGL_Splash * splash, float alpha, float scaleY);