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			179 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			179 lines
		
	
	
		
			4.5 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_splashInit(EGL_Splash ** splash)
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{
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  *splash = (EGL_Splash *)malloc(sizeof(**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(**splash));
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  if (!egl_shaderInit(&(*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_shaderCompile((*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_modelInit(&(*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_modelSetDefault((*splash)->bg, false);
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  if (!egl_shaderInit(&(*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_shaderCompile((*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_shaderGetUniform((*splash)->logoShader, "scale");
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  if (!egl_modelInit(&(*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_drawTorusArc((*splash)->logo, 30, P( 0  ), P(0), P(102), P(98), 0.0f, -M_PI);
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  egl_drawTorus   ((*splash)->logo, 30, P(-100), P(8), P(8  ), P(4 ));
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  egl_drawTorus   ((*splash)->logo, 30, P( 100), P(8), P(8  ), P(4 ));
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  egl_drawTorus   ((*splash)->logo, 60, P(0), P(0), P(83), P(79));
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  egl_drawTorus   ((*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_modelAddVerts((*splash)->logo, lines[0], NULL, 4);
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  egl_modelAddVerts((*splash)->logo, lines[1], NULL, 4);
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  egl_modelAddVerts((*splash)->logo, lines[2], NULL, 4);
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  egl_drawTorusArc((*splash)->logo, 10, P(-26), P(-154), P(10), P(14), M_PI       , -M_PI / 2.0);
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  egl_drawTorusArc((*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_splashFree(EGL_Splash ** splash)
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{
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  if (!*splash)
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    return;
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  egl_modelFree(&(*splash)->bg  );
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  egl_modelFree(&(*splash)->logo);
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  egl_shaderFree(&(*splash)->bgShader  );
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  egl_shaderFree(&(*splash)->logoShader);
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  free(*splash);
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  *splash = NULL;
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}
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void egl_splashRender(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_shaderUse(splash->bgShader);
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  egl_modelRender(splash->bg);
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  egl_shaderUse(splash->logoShader);
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  glUniform1f(splash->uScale, scaleY);
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  egl_modelRender(splash->logo);
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  glDisable(GL_BLEND);
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}
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