mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-26 07:17:23 +00:00
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
/**
|
|
* Looking Glass
|
|
* Copyright (C) 2017-2021 The Looking Glass Authors
|
|
* https://looking-glass.io
|
|
*
|
|
* 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 "model.h"
|
|
#include "shader.h"
|
|
#include "texture.h"
|
|
|
|
#include "common/debug.h"
|
|
#include "ll.h"
|
|
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <stdio.h>
|
|
#include <assert.h>
|
|
|
|
struct EGL_Model
|
|
{
|
|
bool rebuild;
|
|
struct ll * verticies;
|
|
size_t vertexCount;
|
|
bool finish;
|
|
|
|
GLuint buffer;
|
|
GLuint vao;
|
|
|
|
EGL_Shader * shader;
|
|
EGL_Texture * texture;
|
|
};
|
|
|
|
struct FloatList
|
|
{
|
|
GLfloat * v;
|
|
GLfloat * u;
|
|
size_t count;
|
|
};
|
|
|
|
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));
|
|
|
|
(*model)->verticies = ll_new();
|
|
|
|
return true;
|
|
}
|
|
|
|
void egl_model_free(EGL_Model ** model)
|
|
{
|
|
if (!*model)
|
|
return;
|
|
|
|
struct FloatList * fl;
|
|
while(ll_shift((*model)->verticies, (void **)&fl))
|
|
{
|
|
free(fl->u);
|
|
free(fl->v);
|
|
free(fl);
|
|
}
|
|
ll_free((*model)->verticies);
|
|
|
|
if ((*model)->buffer)
|
|
glDeleteBuffers(1, &(*model)->buffer);
|
|
|
|
if ((*model)->vao)
|
|
glDeleteVertexArrays(1, &(*model)->vao);
|
|
|
|
free(*model);
|
|
*model = NULL;
|
|
}
|
|
|
|
void egl_model_set_default(EGL_Model * model)
|
|
{
|
|
static const GLfloat square[] =
|
|
{
|
|
-1.0f, -1.0f, 0.0f,
|
|
1.0f, -1.0f, 0.0f,
|
|
-1.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, 0.0f
|
|
};
|
|
|
|
static const GLfloat uvs[] =
|
|
{
|
|
0.0f, 1.0f,
|
|
1.0f, 1.0f,
|
|
0.0f, 0.0f,
|
|
1.0f, 0.0f
|
|
};
|
|
|
|
egl_model_add_verticies(model, square, uvs, 4);
|
|
}
|
|
|
|
void egl_model_add_verticies(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count)
|
|
{
|
|
struct FloatList * fl = (struct FloatList *)malloc(sizeof(struct FloatList));
|
|
|
|
fl->count = count;
|
|
fl->v = (GLfloat *)malloc(sizeof(GLfloat) * count * 3);
|
|
fl->u = (GLfloat *)malloc(sizeof(GLfloat) * count * 2);
|
|
memcpy(fl->v, verticies, sizeof(GLfloat) * count * 3);
|
|
|
|
if (uvs)
|
|
memcpy(fl->u, uvs, sizeof(GLfloat) * count * 2);
|
|
else
|
|
memset(fl->u, 0 , sizeof(GLfloat) * count * 2);
|
|
|
|
ll_push(model->verticies, fl);
|
|
model->rebuild = true;
|
|
model->vertexCount += count;
|
|
}
|
|
|
|
void egl_model_render(EGL_Model * model)
|
|
{
|
|
if (!model->vertexCount)
|
|
return;
|
|
|
|
if (model->rebuild)
|
|
{
|
|
if (model->buffer)
|
|
glDeleteBuffers(1, &model->buffer);
|
|
|
|
if (!model->vao)
|
|
glGenVertexArrays(1, &model->vao);
|
|
|
|
glBindVertexArray(model->vao);
|
|
|
|
/* create a buffer large enough */
|
|
glGenBuffers(1, &model->buffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, model->buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * (model->vertexCount * 5), NULL, GL_STATIC_DRAW);
|
|
|
|
GLintptr offset = 0;
|
|
|
|
/* buffer the verticies */
|
|
struct FloatList * fl;
|
|
for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
|
|
{
|
|
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 3, fl->v);
|
|
offset += sizeof(GLfloat) * fl->count * 3;
|
|
}
|
|
|
|
/* buffer the uvs */
|
|
for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
|
|
{
|
|
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 2, fl->u);
|
|
offset += sizeof(GLfloat) * fl->count * 2;
|
|
}
|
|
|
|
/* set up vertex arrays in the VAO */
|
|
glEnableVertexAttribArray(0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(GLfloat) * model->vertexCount * 3));
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindVertexArray(0);
|
|
model->rebuild = false;
|
|
}
|
|
|
|
glBindVertexArray(model->vao);
|
|
|
|
if (model->shader)
|
|
egl_shader_use(model->shader);
|
|
|
|
if (model->texture)
|
|
egl_texture_bind(model->texture);
|
|
|
|
/* draw the arrays */
|
|
GLint offset = 0;
|
|
struct FloatList * fl;
|
|
for(ll_reset(model->verticies); ll_walk(model->verticies, (void **)&fl);)
|
|
{
|
|
glDrawArrays(GL_TRIANGLE_STRIP, offset, fl->count);
|
|
offset += fl->count;
|
|
}
|
|
|
|
/* unbind and cleanup */
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glBindVertexArray(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);
|
|
}
|