looking-glass/client/renderers/EGL/splash.c
2019-04-11 11:12:59 +10:00

177 lines
No EOL
4.6 KiB
C

/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017-2019 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 "common/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>
// these headers are auto generated by cmake
#include "splash_bg.vert.h"
#include "splash_bg.frag.h"
#include "splash_logo.vert.h"
#include "splash_logo.frag.h"
struct EGL_Splash
{
EGL_Shader * bgShader;
EGL_Model * bg;
EGL_Shader * logoShader;
EGL_Model * logo;
// uniforms
GLint uBGAlpha;
GLint uScale;
};
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,
b_shader_splash_bg_vert, b_shader_splash_bg_vert_size,
b_shader_splash_bg_frag, b_shader_splash_bg_frag_size))
{
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,
b_shader_splash_logo_vert, b_shader_splash_logo_vert_size,
b_shader_splash_logo_frag, b_shader_splash_logo_frag_size))
{
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(8), P(8 ), P(4 ));
egl_draw_torus ((*splash)->logo, 30, P( 100), P(8), 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);
}