/* Looking Glass - KVM FrameRelay (KVMFR) Client Copyright (C) 2017 Geoffrey McRae https://looking-glass.hostfission.com 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 "egl_model.h" #include "egl_shader.h" #include "egl_texture.h" #include "debug.h" #include "utils.h" #include #include #include #include struct EGL_Model { bool hasVertexBuffer; GLuint vertexBuffer; GLsizei vertexCount; bool hasUVBuffer; GLuint uvBuffer; EGL_Shader * shader; EGL_Texture * texture; }; void update_uniform_bindings(EGL_Model * model); bool egl_model_init(EGL_Model ** model) { *model = (EGL_Model *)malloc(sizeof(EGL_Model)); if (!*model) { DEBUG_ERROR("Failed to malloc EGL_Model"); return false; } memset(*model, 0, sizeof(EGL_Model)); return true; } void egl_model_free(EGL_Model ** model) { if (!*model) return; if ((*model)->hasVertexBuffer) glDeleteBuffers(1, &(*model)->vertexBuffer); if ((*model)->hasUVBuffer) glDeleteBuffers(1, &(*model)->uvBuffer); free(*model); *model = NULL; } void egl_model_set_verticies(EGL_Model * model, const GLfloat * verticies, const size_t count) { if (model->hasVertexBuffer) glDeleteBuffers(1, &model->vertexBuffer); 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); model->hasVertexBuffer = true; model->vertexCount = count / 3; } 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; } void egl_model_render(EGL_Model * model) { if (!model->hasVertexBuffer) { DEBUG_ERROR("Model has no verticies"); return; } 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); glBindTexture(GL_TEXTURE_2D, 0); while(location > 0) glDisableVertexAttribArray(location--); glDisableVertexAttribArray(0); glUseProgram(0); } void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader) { model->shader = shader; update_uniform_bindings(model); } void egl_model_set_texture(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; const int count = egl_texture_count(model->texture); egl_shader_associate_textures(model->shader, count); }