/** * Looking Glass * Copyright © 2017-2022 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 "model.h" #include "shader.h" #include "texture.h" #include "common/debug.h" #include "common/ll.h" #include #include #include struct EGL_Model { bool rebuild; struct ll * verticies; size_t vertexCount; bool finish; GLuint buffer; GLuint vao; EGL_Shader * shader; EGL_Texture * texture; }; struct FloatList { GLfloat * v; GLfloat * u; size_t count; }; void update_uniform_bindings(EGL_Model * model); bool egl_modelInit(EGL_Model ** model) { *model = malloc(sizeof(**model)); if (!*model) { DEBUG_ERROR("Failed to malloc EGL_Model"); return false; } memset(*model, 0, sizeof(**model)); (*model)->verticies = ll_new(); return true; } void egl_modelFree(EGL_Model ** model) { if (!*model) return; struct FloatList * fl; while(ll_shift((*model)->verticies, (void **)&fl)) { free(fl->u); free(fl->v); free(fl); } ll_free((*model)->verticies); if ((*model)->buffer) glDeleteBuffers(1, &(*model)->buffer); if ((*model)->vao) glDeleteVertexArrays(1, &(*model)->vao); free(*model); *model = NULL; } void egl_modelSetDefault(EGL_Model * model, bool flipped) { static const GLfloat square[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; static const GLfloat uvsNormal[] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f }; static const GLfloat uvsFlipped[] = { 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; egl_modelAddVerts(model, square, flipped ? uvsFlipped : uvsNormal, 4); } void egl_modelAddVerts(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count) { struct FloatList * fl = malloc(sizeof(*fl)); if (!fl) { DEBUG_ERROR("out of memory"); return; } fl->count = count; fl->v = malloc(sizeof(GLfloat) * count * 3); if (!fl->v) { DEBUG_ERROR("out of memory"); free(fl); return; } fl->u = malloc(sizeof(GLfloat) * count * 2); if (!fl->u) { DEBUG_ERROR("out of memory"); free(fl->v); free(fl); return; } memcpy(fl->v, verticies, sizeof(GLfloat) * count * 3); if (uvs) memcpy(fl->u, uvs, sizeof(GLfloat) * count * 2); else memset(fl->u, 0 , sizeof(GLfloat) * count * 2); ll_push(model->verticies, fl); model->rebuild = true; model->vertexCount += count; } void egl_modelRender(EGL_Model * model) { if (!model->vertexCount) return; if (model->rebuild) { if (model->buffer) glDeleteBuffers(1, &model->buffer); if (!model->vao) glGenVertexArrays(1, &model->vao); glBindVertexArray(model->vao); /* 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; ll_lock(model->verticies); ll_forEachNL(model->verticies, item, fl) { glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 3, fl->v); offset += sizeof(GLfloat) * fl->count * 3; } /* buffer the uvs */ ll_forEachNL(model->verticies, item, fl) { glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 2, fl->u); offset += sizeof(GLfloat) * fl->count * 2; } ll_unlock(model->verticies); /* set up vertex arrays in the VAO */ 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)); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); model->rebuild = false; } glBindVertexArray(model->vao); if (model->shader) egl_shaderUse(model->shader); if (model->texture) egl_textureBind(model->texture); /* draw the arrays */ GLint offset = 0; struct FloatList * fl; ll_lock(model->verticies); ll_forEachNL(model->verticies, item, fl) { glDrawArrays(GL_TRIANGLE_STRIP, offset, fl->count); offset += fl->count; } ll_unlock(model->verticies); /* unbind and cleanup */ glBindTexture(GL_TEXTURE_2D, 0); glBindVertexArray(0); glUseProgram(0); } void egl_modelSetShader(EGL_Model * model, EGL_Shader * shader) { model->shader = shader; update_uniform_bindings(model); } void egl_modelSetTexture(EGL_Model * model, EGL_Texture * texture) { model->texture = texture; update_uniform_bindings(model); } void update_uniform_bindings(EGL_Model * model) { if (!model->shader || !model->texture) return; egl_shaderAssocTextures(model->shader, 1); }