mirror of
https://github.com/gnif/LookingGlass.git
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061b9ba6c2
This eliminates the need to bind the buffers and set up the vertices on every frame.
227 lines
5.3 KiB
C
227 lines
5.3 KiB
C
/**
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* Looking Glass
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* Copyright (C) 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "model.h"
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#include "shader.h"
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#include "texture.h"
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#include "common/debug.h"
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#include "ll.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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#include <assert.h>
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struct EGL_Model
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{
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bool rebuild;
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struct ll * verticies;
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size_t vertexCount;
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bool finish;
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GLuint buffer;
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GLuint vao;
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EGL_Shader * shader;
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EGL_Texture * texture;
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};
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struct FloatList
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{
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GLfloat * v;
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GLfloat * u;
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size_t count;
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};
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void update_uniform_bindings(EGL_Model * model);
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bool egl_model_init(EGL_Model ** model)
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{
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*model = (EGL_Model *)malloc(sizeof(EGL_Model));
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if (!*model)
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{
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DEBUG_ERROR("Failed to malloc EGL_Model");
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return false;
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}
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memset(*model, 0, sizeof(EGL_Model));
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(*model)->verticies = ll_new();
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return true;
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}
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void egl_model_free(EGL_Model ** model)
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{
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if (!*model)
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return;
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struct FloatList * fl;
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while(ll_shift((*model)->verticies, (void **)&fl))
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{
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free(fl->u);
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free(fl->v);
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free(fl);
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}
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ll_free((*model)->verticies);
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if ((*model)->buffer)
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glDeleteBuffers(1, &(*model)->buffer);
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if ((*model)->vao)
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glDeleteVertexArrays(1, &(*model)->vao);
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free(*model);
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*model = NULL;
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}
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void egl_model_set_default(EGL_Model * model)
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{
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static const GLfloat square[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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static const GLfloat uvs[] =
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{
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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egl_model_add_verticies(model, square, uvs, 4);
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}
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void egl_model_add_verticies(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count)
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{
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struct FloatList * fl = (struct FloatList *)malloc(sizeof(struct FloatList));
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fl->count = count;
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fl->v = (GLfloat *)malloc(sizeof(GLfloat) * count * 3);
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fl->u = (GLfloat *)malloc(sizeof(GLfloat) * count * 2);
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memcpy(fl->v, verticies, sizeof(GLfloat) * count * 3);
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if (uvs)
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memcpy(fl->u, uvs, sizeof(GLfloat) * count * 2);
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else
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memset(fl->u, 0 , sizeof(GLfloat) * count * 2);
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ll_push(model->verticies, fl);
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model->rebuild = true;
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model->vertexCount += count;
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}
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void egl_model_render(EGL_Model * model)
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{
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if (!model->vertexCount)
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return;
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if (model->rebuild)
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{
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if (model->buffer)
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glDeleteBuffers(1, &model->buffer);
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if (!model->vao)
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glGenVertexArrays(1, &model->vao);
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glBindVertexArray(model->vao);
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/* create a buffer large enough */
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glGenBuffers(1, &model->buffer);
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glBindBuffer(GL_ARRAY_BUFFER, model->buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * (model->vertexCount * 5), NULL, GL_STATIC_DRAW);
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GLintptr offset = 0;
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/* buffer the verticies */
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struct FloatList * fl;
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for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
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{
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glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 3, fl->v);
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offset += sizeof(GLfloat) * fl->count * 3;
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}
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/* buffer the uvs */
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for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
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{
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glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 2, fl->u);
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offset += sizeof(GLfloat) * fl->count * 2;
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}
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/* set up vertex arrays in the VAO */
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(GLfloat) * model->vertexCount * 3));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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model->rebuild = false;
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}
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glBindVertexArray(model->vao);
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if (model->shader)
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egl_shader_use(model->shader);
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if (model->texture)
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egl_texture_bind(model->texture);
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/* draw the arrays */
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GLint offset = 0;
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struct FloatList * fl;
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for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
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{
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glDrawArrays(GL_TRIANGLE_STRIP, offset, fl->count);
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offset += fl->count;
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}
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/* unbind and cleanup */
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindVertexArray(0);
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glUseProgram(0);
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}
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void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader)
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{
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model->shader = shader;
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update_uniform_bindings(model);
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}
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void egl_model_set_texture(EGL_Model * model, EGL_Texture * texture)
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{
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model->texture = texture;
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update_uniform_bindings(model);
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}
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void update_uniform_bindings(EGL_Model * model)
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{
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if (!model->shader || !model->texture)
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return;
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const int count = egl_texture_count(model->texture);
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egl_shader_associate_textures(model->shader, count);
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}
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