/* 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 "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; bool hasTexture; GLuint texture; bool hasPBO; GLuint pbo[2]; int pboIndex; size_t pboWidth, pboHeight; }; 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); if ((*model)->hasTexture) glDeleteTextures(1, &(*model)->texture); if ((*model)->hasPBO) glDeleteBuffers(2, (*model)->pbo); free(*model); *model = NULL; } bool egl_model_init_streaming(EGL_Model * model, size_t width, size_t height, size_t bufferSize) { model->pboWidth = width; model->pboHeight = height; glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); if (!model->hasPBO) glGenBuffers(2, model->pbo); for(int i = 0; i < 2; ++i) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[i]); glBufferData( GL_PIXEL_UNPACK_BUFFER, bufferSize, NULL, GL_DYNAMIC_DRAW ); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } model->hasPBO = true; return true; } bool egl_model_is_streaming(EGL_Model * model) { return model->hasPBO; } bool egl_model_stream_buffer(EGL_Model * model, const uint8_t * buffer, size_t bufferSize) { if (++model->pboIndex == 2) model->pboIndex = 0; glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model)); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[model->pboIndex]); glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, 0, GL_DYNAMIC_DRAW); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, bufferSize, buffer); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, model->pboWidth, model->pboHeight, GL_RGBA, GL_UNSIGNED_BYTE, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); return true; } 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->hasTexture) glBindTexture(GL_TEXTURE_2D, model->texture); glDrawArrays(GL_TRIANGLE_STRIP, 0, model->vertexCount); if (model->hasTexture) glBindTexture(GL_TEXTURE_2D, 0); while(location > 0) glDisableVertexAttribArray(location--); glDisableVertexAttribArray(0); if (model->shader) glUseProgram(0); } void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader) { model->shader = shader; } GLuint egl_model_get_texture_id(EGL_Model * model) { if (model->hasTexture) return model->texture; glGenTextures(1, &model->texture); model->hasTexture = true; return model->texture; }