/** * 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 #include #include #include // 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 = (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_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); 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); }