/* Looking Glass - KVM FrameRelay (KVMFR) Client Copyright (C) 2017-2019 Geoffrey McRae https://looking-glass.hostfission.com This program is free software; you can redistribute it and/or modify it under cahe 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 "debug.h" #include "utils.h" #include "draw.h" #include "texture.h" #include "shader.h" #include "model.h" #include #include #include #include struct EGL_Splash { EGL_Shader * bgShader; EGL_Model * bg; EGL_Shader * logoShader; EGL_Model * logo; // uniforms GLint uBGAlpha; GLint uScale; }; static const char vertex_bgShader[] = "\ #version 300 es\n\ \ layout(location = 0) in vec3 vertexPosition_modelspace;\ \ uniform float alpha;\ \ out highp vec3 pos; \ out highp float a; \ \ void main()\ {\ gl_Position.xyz = vertexPosition_modelspace; \ gl_Position.w = 1.0; \ \ pos = vertexPosition_modelspace; \ a = alpha; \ }\ "; static const char frag_bgShader[] = "\ #version 300 es\n\ \ in highp vec3 pos;\ in highp float a;\ out highp vec4 color;\ \ uniform sampler2D sampler1;\ \ void main()\ {\ highp float d = 1.0 - sqrt(pos.x * pos.x + pos.y * pos.y) / 2.0; \ color = vec4(0.234375 * d, 0.015625f * d, 0.425781f * d, a); \ }\ "; static const char vertex_logoShader[] = "\ #version 300 es\n\ \ layout(location = 0) in vec3 vertexPosition_modelspace;\ \ uniform vec2 scale;\ \ out highp float a; \ \ void main()\ {\ gl_Position.xyz = vertexPosition_modelspace; \ gl_Position.y *= scale.y; \ gl_Position.w = 1.0; \ \ a = scale.x; \ }\ "; static const char frag_logoShader[] = "\ #version 300 es\n\ \ out highp vec4 color;\ in highp float a;\ \ uniform sampler2D sampler1;\ \ void main()\ {\ color = vec4(1.0, 1.0, 1.0, a);\ }\ "; bool egl_splash_init(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_shader_init(&(*splash)->bgShader)) { DEBUG_ERROR("Failed to initialize the splash bgShader"); return false; } if (!egl_shader_compile((*splash)->bgShader, vertex_bgShader, sizeof(vertex_bgShader), frag_bgShader , sizeof(frag_bgShader ))) { DEBUG_ERROR("Failed to compile the splash bgShader"); return false; } (*splash)->uBGAlpha = egl_shader_get_uniform_location((*splash)->bgShader, "alpha"); if (!egl_model_init(&(*splash)->bg)) { DEBUG_ERROR("Failed to intiailize the splash bg model"); return false; } egl_model_set_default((*splash)->bg); if (!egl_shader_init(&(*splash)->logoShader)) { DEBUG_ERROR("Failed to initialize the splash logoShader"); return false; } if (!egl_shader_compile((*splash)->logoShader, vertex_logoShader, sizeof(vertex_logoShader), frag_logoShader , sizeof(frag_logoShader ))) { DEBUG_ERROR("Failed to compile the splash logoShader"); return false; } (*splash)->uScale = egl_shader_get_uniform_location((*splash)->logoShader, "scale"); if (!egl_model_init(&(*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_draw_torus_arc((*splash)->logo, 30, P( 0 ), P(0), P(102), P(98), 0.0f, -M_PI); egl_draw_torus ((*splash)->logo, 30, P(-100), P(8), P(8 ), P(4 )); egl_draw_torus ((*splash)->logo, 30, P( 100), P(8), P(8 ), P(4 )); egl_draw_torus ((*splash)->logo, 60, P(0), P(0), P(83), P(79)); egl_draw_torus ((*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_model_add_verticies((*splash)->logo, lines[0], NULL, 4); egl_model_add_verticies((*splash)->logo, lines[1], NULL, 4); egl_model_add_verticies((*splash)->logo, lines[2], NULL, 4); egl_draw_torus_arc((*splash)->logo, 10, P(-26), P(-154), P(10), P(14), M_PI , -M_PI / 2.0); egl_draw_torus_arc((*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_splash_free(EGL_Splash ** splash) { if (!*splash) return; egl_model_free(&(*splash)->logo); free(*splash); *splash = NULL; } void egl_splash_render(EGL_Splash * splash, float alpha, float scaleY) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); egl_shader_use(splash->bgShader); glUniform1f(splash->uBGAlpha, alpha); egl_model_render(splash->bg); egl_shader_use(splash->logoShader); glUniform2f(splash->uScale, alpha, scaleY); egl_model_render(splash->logo); glDisable(GL_BLEND); }