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51b9cd4e5a
This is done for consistency with the license strings in appstrings.c.
179 lines
4.6 KiB
C
179 lines
4.6 KiB
C
/**
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* Looking Glass
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* Copyright © 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 "splash.h"
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#include "common/debug.h"
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#include "draw.h"
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <GLES3/gl3.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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// these headers are auto generated by cmake
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#include "splash_bg.vert.h"
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#include "splash_bg.frag.h"
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#include "splash_logo.vert.h"
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#include "splash_logo.frag.h"
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struct EGL_Splash
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{
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EGL_Shader * bgShader;
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EGL_Model * bg;
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EGL_Shader * logoShader;
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EGL_Model * logo;
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// uniforms
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GLint uScale;
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};
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bool egl_splash_init(EGL_Splash ** splash)
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{
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*splash = (EGL_Splash *)malloc(sizeof(EGL_Splash));
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if (!*splash)
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{
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DEBUG_ERROR("Failed to malloc EGL_Splash");
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return false;
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}
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memset(*splash, 0, sizeof(EGL_Splash));
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if (!egl_shader_init(&(*splash)->bgShader))
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{
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DEBUG_ERROR("Failed to initialize the splash bgShader");
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return false;
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}
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if (!egl_shader_compile((*splash)->bgShader,
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b_shader_splash_bg_vert, b_shader_splash_bg_vert_size,
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b_shader_splash_bg_frag, b_shader_splash_bg_frag_size))
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{
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DEBUG_ERROR("Failed to compile the splash bgShader");
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return false;
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}
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if (!egl_model_init(&(*splash)->bg))
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{
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DEBUG_ERROR("Failed to intiailize the splash bg model");
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return false;
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}
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egl_model_set_default((*splash)->bg);
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if (!egl_shader_init(&(*splash)->logoShader))
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{
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DEBUG_ERROR("Failed to initialize the splash logoShader");
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return false;
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}
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if (!egl_shader_compile((*splash)->logoShader,
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b_shader_splash_logo_vert, b_shader_splash_logo_vert_size,
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b_shader_splash_logo_frag, b_shader_splash_logo_frag_size))
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{
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DEBUG_ERROR("Failed to compile the splash logoShader");
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return false;
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}
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(*splash)->uScale = egl_shader_get_uniform_location((*splash)->logoShader, "scale");
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if (!egl_model_init(&(*splash)->logo))
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{
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DEBUG_ERROR("Failed to intiailize the splash model");
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return false;
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}
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/* build the splash model */
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#define P(x) ((1.0f/800.0f)*(float)(x))
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egl_draw_torus_arc((*splash)->logo, 30, P( 0 ), P(0), P(102), P(98), 0.0f, -M_PI);
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egl_draw_torus ((*splash)->logo, 30, P(-100), P(8), P(8 ), P(4 ));
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egl_draw_torus ((*splash)->logo, 30, P( 100), P(8), P(8 ), P(4 ));
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egl_draw_torus ((*splash)->logo, 60, P(0), P(0), P(83), P(79));
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egl_draw_torus ((*splash)->logo, 60, P(0), P(0), P(67), P(63));
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static const GLfloat lines[][12] =
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{
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{
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P( -2), P(-140), 0.0f,
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P( -2), P(-100), 0.0f,
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P( 2), P(-140), 0.0f,
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P( 2), P(-100), 0.0f
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},
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{
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P(-26), P(-144), 0.0f,
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P(-26), P(-140), 0.0f,
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P( 26), P(-144), 0.0f,
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P( 26), P(-140), 0.0f
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},
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{
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P(-40), P(-156), 0.0f,
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P(-40), P(-152), 0.0f,
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P( 40), P(-156), 0.0f,
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P( 40), P(-152), 0.0f
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}
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};
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egl_model_add_verticies((*splash)->logo, lines[0], NULL, 4);
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egl_model_add_verticies((*splash)->logo, lines[1], NULL, 4);
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egl_model_add_verticies((*splash)->logo, lines[2], NULL, 4);
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egl_draw_torus_arc((*splash)->logo, 10, P(-26), P(-154), P(10), P(14), M_PI , -M_PI / 2.0);
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egl_draw_torus_arc((*splash)->logo, 10, P( 26), P(-154), P(10), P(14), M_PI / 2.0f, -M_PI / 2.0);
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#undef P
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return true;
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}
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void egl_splash_free(EGL_Splash ** splash)
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{
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if (!*splash)
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return;
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egl_model_free(&(*splash)->bg );
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egl_model_free(&(*splash)->logo);
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egl_shader_free(&(*splash)->bgShader );
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egl_shader_free(&(*splash)->logoShader);
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free(*splash);
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*splash = NULL;
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}
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void egl_splash_render(EGL_Splash * splash, float alpha, float scaleY)
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{
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glEnable(GL_BLEND);
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glBlendColor(0, 0, 0, alpha);
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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egl_shader_use(splash->bgShader);
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egl_model_render(splash->bg);
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egl_shader_use(splash->logoShader);
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glUniform1f(splash->uScale, scaleY);
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egl_model_render(splash->logo);
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glDisable(GL_BLEND);
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}
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