2018-12-15 23:57:01 +00:00
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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cahe terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "alert.h"
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#include "debug.h"
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#include "utils.h"
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <stdlib.h>
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#include <string.h>
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struct EGL_Alert
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{
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const LG_Font * font;
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LG_FontObj fontObj;
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EGL_Texture * texture;
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EGL_Shader * shader;
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EGL_Shader * shaderBG;
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EGL_Model * model;
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LG_Lock lock;
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bool update;
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LG_FontBitmap * bmp;
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bool ready;
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float width, height;
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float r, g, b, a;
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// uniforms
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GLint uScreen , uSize;
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GLint uScreenBG, uSizeBG, uColorBG;
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};
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static const char vertex_shader[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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layout(location = 1) in vec2 vertexUV;\
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\
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uniform vec2 screen;\
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uniform vec2 size;\
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uniform vec4 color;\
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\
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out highp vec2 uv;\
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out highp vec4 c;\
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\
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void main()\
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{\
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.w = 1.0; \
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gl_Position.xy *= screen.xy * size.xy; \
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\
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uv = vertexUV;\
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c = color;\
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}\
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";
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static const char frag_shader[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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color = texture(sampler1, uv);\
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}\
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";
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static const char frag_shaderBG[] = "\
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#version 300 es\n\
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\
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in highp vec4 c;\
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out highp vec4 color;\
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\
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void main()\
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{\
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color = c;\
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}\
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";
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bool egl_alert_init(EGL_Alert ** alert, const LG_Font * font, LG_FontObj fontObj)
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{
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*alert = (EGL_Alert *)malloc(sizeof(EGL_Alert));
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if (!*alert)
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{
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DEBUG_ERROR("Failed to malloc EGL_Alert");
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return false;
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}
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memset(*alert, 0, sizeof(EGL_Alert));
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(*alert)->font = font;
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(*alert)->fontObj = fontObj;
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LG_LOCK_INIT((*alert)->lock);
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if (!egl_texture_init(&(*alert)->texture))
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{
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DEBUG_ERROR("Failed to initialize the alert texture");
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return false;
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}
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if (!egl_shader_init(&(*alert)->shader))
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{
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DEBUG_ERROR("Failed to initialize the alert shader");
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return false;
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}
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if (!egl_shader_init(&(*alert)->shaderBG))
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{
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DEBUG_ERROR("Failed to initialize the alert bg shader");
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return false;
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}
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if (!egl_shader_compile((*alert)->shader,
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vertex_shader, sizeof(vertex_shader),
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frag_shader , sizeof(frag_shader )))
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{
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DEBUG_ERROR("Failed to compile the alert shader");
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return false;
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}
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if (!egl_shader_compile((*alert)->shaderBG,
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vertex_shader, sizeof(vertex_shader),
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frag_shaderBG, sizeof(frag_shaderBG)))
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{
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DEBUG_ERROR("Failed to compile the alert shader");
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return false;
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}
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(*alert)->uSize = egl_shader_get_uniform_location((*alert)->shader , "size" );
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(*alert)->uScreen = egl_shader_get_uniform_location((*alert)->shader , "screen");
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(*alert)->uSizeBG = egl_shader_get_uniform_location((*alert)->shaderBG, "size" );
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(*alert)->uScreenBG = egl_shader_get_uniform_location((*alert)->shaderBG, "screen");
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(*alert)->uColorBG = egl_shader_get_uniform_location((*alert)->shaderBG, "color" );
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if (!egl_model_init(&(*alert)->model))
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{
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DEBUG_ERROR("Failed to initialize the alert model");
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return false;
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}
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egl_model_set_default((*alert)->model);
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egl_model_set_texture((*alert)->model, (*alert)->texture);
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return true;
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}
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void egl_alert_free(EGL_Alert ** alert)
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{
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if (!*alert)
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return;
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egl_texture_free(&(*alert)->texture );
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egl_shader_free (&(*alert)->shader );
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egl_shader_free (&(*alert)->shaderBG);
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egl_model_free (&(*alert)->model );
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free(*alert);
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*alert = NULL;
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}
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void egl_alert_set_color(EGL_Alert * alert, const uint32_t color)
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{
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alert->r = (1.0f / 0xff) * ((color >> 24) & 0xFF);
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alert->g = (1.0f / 0xff) * ((color >> 16) & 0xFF);
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alert->b = (1.0f / 0xff) * ((color >> 8) & 0xFF);
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alert->a = (1.0f / 0xff) * ((color >> 0) & 0xFF);
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}
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void egl_alert_set_text (EGL_Alert * alert, const char * str)
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{
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LG_LOCK(alert->lock);
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alert->bmp = alert->font->render(alert->fontObj, 0xffffff00, str);
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if (!alert->bmp)
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{
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alert->update = false;
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LG_UNLOCK(alert->lock);
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DEBUG_ERROR("Failed to render alert text");
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return;
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}
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alert->update = true;
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LG_UNLOCK(alert->lock);
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}
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void egl_alert_render(EGL_Alert * alert, const float scaleX, const float scaleY)
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{
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if (alert->update)
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{
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LG_LOCK(alert->lock);
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egl_texture_setup(
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alert->texture,
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EGL_PF_BGRA,
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alert->bmp->width ,
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alert->bmp->height,
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2019-01-01 23:30:19 +00:00
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alert->bmp->width * alert->bmp->bpp,
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2018-12-15 23:57:01 +00:00
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false
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);
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egl_texture_update(alert->texture, alert->bmp->pixels);
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alert->width = alert->bmp->width;
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alert->height = alert->bmp->height;
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alert->ready = true;
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alert->font->release(alert->fontObj, alert->bmp);
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alert->update = false;
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alert->bmp = NULL;
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LG_UNLOCK(alert->lock);
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}
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if (!alert->ready)
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return;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// render the background first
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egl_shader_use(alert->shaderBG);
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glUniform2f(alert->uScreenBG, scaleX , scaleY );
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glUniform2f(alert->uSizeBG , alert->width, alert->height);
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glUniform4f(alert->uColorBG , alert->r, alert->g, alert->b, alert->a);
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egl_model_render(alert->model);
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// render the texture over the background
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egl_shader_use(alert->shader);
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glUniform2f(alert->uScreen, scaleX , scaleY );
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glUniform2f(alert->uSize , alert->width, alert->height);
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egl_model_render(alert->model);
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glDisable(GL_BLEND);
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}
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