mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +00:00
240 lines
5.6 KiB
C
240 lines
5.6 KiB
C
/*
|
|
Looking Glass - KVM FrameRelay (KVMFR) Client
|
|
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
|
|
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 <GL/gl.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <math.h>
|
|
|
|
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);
|
|
} |