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https://github.com/gnif/LookingGlass.git
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[client] egl: add and use default quad helper for models
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608b67af77
commit
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@ -356,22 +356,6 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
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DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
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static const GLfloat square[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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static const GLfloat uvs[] =
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{
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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if (!egl_shader_init(&this->shaders.rgba))
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return false;
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@ -396,9 +380,8 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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if (!egl_model_init(&this->models.desktop))
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return false;
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egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture (this->models.desktop, this->textures.desktop);
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egl_model_set_default(this->models.desktop);
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egl_model_set_texture(this->models.desktop, this->textures.desktop);
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eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
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@ -181,24 +181,7 @@ bool egl_cursor_init(EGL_Cursor ** cursor)
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return false;
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}
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static const GLfloat square[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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static const GLfloat uvs[] =
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{
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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egl_model_set_verticies((*cursor)->model, square, sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs ((*cursor)->model, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_default((*cursor)->model);
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return true;
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}
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@ -138,25 +138,8 @@ bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj)
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return false;
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}
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static const GLfloat square[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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static const GLfloat uvs[] =
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{
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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egl_model_set_verticies((*fps)->model, square, sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs ((*fps)->model, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture ((*fps)->model, (*fps)->texture);
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egl_model_set_default((*fps)->model);
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egl_model_set_texture((*fps)->model, (*fps)->texture);
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return true;
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}
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@ -73,6 +73,28 @@ void egl_model_free(EGL_Model ** model)
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*model = NULL;
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}
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void egl_model_set_default(EGL_Model * model)
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{
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static const GLfloat square[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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static const GLfloat uvs[] =
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{
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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egl_model_set_verticies(model, square, sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (model, uvs , sizeof(uvs ) / sizeof(GLfloat));
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}
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void egl_model_set_verticies(EGL_Model * model, const GLfloat * verticies, const size_t count)
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{
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if (model->hasVertexBuffer)
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@ -30,6 +30,7 @@ typedef struct EGL_Model EGL_Model;
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bool egl_model_init(EGL_Model ** model);
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void egl_model_free(EGL_Model ** model);
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void egl_model_set_default (EGL_Model * model);
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void egl_model_set_verticies (EGL_Model * model, const GLfloat * verticies, const size_t count);
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void egl_model_set_uvs (EGL_Model * model, const GLfloat * uvs , const size_t count);
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void egl_model_set_shader (EGL_Model * model, EGL_Shader * shader);
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