looking-glass/client/renderers/EGL/splash.c
Quantum 81c38e825c [client] remove all casts around malloc
The cast is unnecessary in C and should be removed to avoid clutter.
2021-08-16 16:26:58 +10:00

178 lines
4.5 KiB
C

/**
* Looking Glass
* Copyright © 2017-2021 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 "splash.h"
#include "common/debug.h"
#include "draw.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include <GLES3/gl3.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 uScale;
};
bool egl_splashInit(EGL_Splash ** splash)
{
*splash = malloc(sizeof(**splash));
if (!*splash)
{
DEBUG_ERROR("Failed to malloc EGL_Splash");
return false;
}
memset(*splash, 0, sizeof(**splash));
if (!egl_shaderInit(&(*splash)->bgShader))
{
DEBUG_ERROR("Failed to initialize the splash bgShader");
return false;
}
if (!egl_shaderCompile((*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;
}
if (!egl_modelInit(&(*splash)->bg))
{
DEBUG_ERROR("Failed to intiailize the splash bg model");
return false;
}
egl_modelSetDefault((*splash)->bg, false);
if (!egl_shaderInit(&(*splash)->logoShader))
{
DEBUG_ERROR("Failed to initialize the splash logoShader");
return false;
}
if (!egl_shaderCompile((*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_shaderGetUniform((*splash)->logoShader, "scale");
if (!egl_modelInit(&(*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_drawTorusArc((*splash)->logo, 30, P( 0 ), P(0), P(102), P(98), 0.0f, -M_PI);
egl_drawTorus ((*splash)->logo, 30, P(-100), P(8), P(8 ), P(4 ));
egl_drawTorus ((*splash)->logo, 30, P( 100), P(8), P(8 ), P(4 ));
egl_drawTorus ((*splash)->logo, 60, P(0), P(0), P(83), P(79));
egl_drawTorus ((*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_modelAddVerts((*splash)->logo, lines[0], NULL, 4);
egl_modelAddVerts((*splash)->logo, lines[1], NULL, 4);
egl_modelAddVerts((*splash)->logo, lines[2], NULL, 4);
egl_drawTorusArc((*splash)->logo, 10, P(-26), P(-154), P(10), P(14), M_PI , -M_PI / 2.0);
egl_drawTorusArc((*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_splashFree(EGL_Splash ** splash)
{
if (!*splash)
return;
egl_modelFree(&(*splash)->bg );
egl_modelFree(&(*splash)->logo);
egl_shaderFree(&(*splash)->bgShader );
egl_shaderFree(&(*splash)->logoShader);
free(*splash);
*splash = NULL;
}
void egl_splashRender(EGL_Splash * splash, float alpha, float scaleY)
{
glEnable(GL_BLEND);
glBlendColor(0, 0, 0, alpha);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
egl_shaderUse(splash->bgShader);
egl_modelRender(splash->bg);
egl_shaderUse(splash->logoShader);
glUniform1f(splash->uScale, scaleY);
egl_modelRender(splash->logo);
glDisable(GL_BLEND);
}