[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

@@ -23,26 +23,36 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "debug.h"
#include "utils.h"
#include "ll.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <assert.h>
#include <SDL2/SDL_egl.h>
struct EGL_Model
{
bool hasVertexBuffer;
GLuint vertexBuffer;
GLsizei vertexCount;
bool rebuild;
struct ll * verticies;
size_t vertexCount;
bool finish;
bool hasUVBuffer;
GLuint uvBuffer;
bool hasBuffer;
GLuint buffer;
EGL_Shader * shader;
EGL_Texture * texture;
};
struct FloatList
{
GLfloat * v;
GLfloat * u;
size_t count;
};
void update_uniform_bindings(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));
(*model)->verticies = ll_new();
return true;
}
@@ -63,11 +76,17 @@ void egl_model_free(EGL_Model ** model)
if (!*model)
return;
if ((*model)->hasVertexBuffer)
glDeleteBuffers(1, &(*model)->vertexBuffer);
struct FloatList * fl;
while(ll_shift((*model)->verticies, (void **)&fl))
{
free(fl->u);
free(fl->v);
free(fl);
}
ll_free((*model)->verticies);
if ((*model)->hasUVBuffer)
glDeleteBuffers(1, &(*model)->uvBuffer);
if ((*model)->hasBuffer)
glDeleteBuffers(1, &(*model)->buffer);
free(*model);
*model = NULL;
@@ -91,71 +110,90 @@ void egl_model_set_default(EGL_Model * model)
1.0f, 0.0f
};
egl_model_set_verticies(model, square, sizeof(square) / sizeof(GLfloat));
egl_model_set_uvs (model, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_add_verticies(model, square, uvs, 4);
}
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)
glDeleteBuffers(1, &model->vertexBuffer);
struct FloatList * fl = (struct FloatList *)malloc(sizeof(struct FloatList));
glGenBuffers(1, &model->vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, model->vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * count, verticies, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
fl->count = count;
fl->v = (GLfloat *)malloc(sizeof(GLfloat) * count * 3);
fl->u = (GLfloat *)malloc(sizeof(GLfloat) * count * 2);
memcpy(fl->v, verticies, sizeof(GLfloat) * count * 3);
model->hasVertexBuffer = true;
model->vertexCount = count / 3;
}
if (uvs)
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)
{
if (model->hasUVBuffer)
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;
ll_push(model->verticies, fl);
model->rebuild = true;
model->vertexCount += count;
}
void egl_model_render(EGL_Model * model)
{
if (!model->hasVertexBuffer)
{
DEBUG_ERROR("Model has no verticies");
if (!model->vertexCount)
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)
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)
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);
while(location > 0)
glDisableVertexAttribArray(location--);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
}