mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-25 23:07:18 +00:00
159 lines
3.9 KiB
C
159 lines
3.9 KiB
C
/*
|
|
Looking Glass - KVM FrameRelay (KVMFR) Client
|
|
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
|
|
https://looking-glass.hostfission.com
|
|
|
|
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 "egl_model.h"
|
|
#include "egl_shader.h"
|
|
#include "egl_texture.h"
|
|
|
|
#include "debug.h"
|
|
#include "utils.h"
|
|
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <stdio.h>
|
|
|
|
#include <SDL2/SDL_egl.h>
|
|
|
|
struct EGL_Model
|
|
{
|
|
bool hasVertexBuffer;
|
|
GLuint vertexBuffer;
|
|
GLsizei vertexCount;
|
|
|
|
bool hasUVBuffer;
|
|
GLuint uvBuffer;
|
|
|
|
EGL_Shader * shader;
|
|
EGL_Texture * texture;
|
|
};
|
|
|
|
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));
|
|
return true;
|
|
}
|
|
|
|
void egl_model_free(EGL_Model ** model)
|
|
{
|
|
if (!*model)
|
|
return;
|
|
|
|
if ((*model)->hasVertexBuffer)
|
|
glDeleteBuffers(1, &(*model)->vertexBuffer);
|
|
|
|
if ((*model)->hasUVBuffer)
|
|
glDeleteBuffers(1, &(*model)->uvBuffer);
|
|
|
|
free(*model);
|
|
*model = NULL;
|
|
}
|
|
|
|
void egl_model_set_verticies(EGL_Model * model, const GLfloat * verticies, const size_t count)
|
|
{
|
|
if (model->hasVertexBuffer)
|
|
glDeleteBuffers(1, &model->vertexBuffer);
|
|
|
|
glGenBuffers(1, &model->vertexBuffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, model->vertexBuffer);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * count, verticies, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
model->hasVertexBuffer = true;
|
|
model->vertexCount = count / 3;
|
|
}
|
|
|
|
void egl_model_set_uvs(EGL_Model * model, const GLfloat * uvs, const size_t count)
|
|
{
|
|
if (model->hasUVBuffer)
|
|
glDeleteBuffers(1, &model->uvBuffer);
|
|
|
|
glGenBuffers(1, &model->uvBuffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, model->uvBuffer);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * count, uvs, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
model->hasUVBuffer = true;
|
|
}
|
|
|
|
void egl_model_render(EGL_Model * model)
|
|
{
|
|
if (!model->hasVertexBuffer)
|
|
{
|
|
DEBUG_ERROR("Model has no verticies");
|
|
return;
|
|
}
|
|
|
|
if (model->shader)
|
|
egl_shader_use(model->shader);
|
|
|
|
GLuint location = 0;
|
|
glEnableVertexAttribArray(location);
|
|
glBindBuffer(GL_ARRAY_BUFFER, model->vertexBuffer);
|
|
glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
|
|
|
if (model->hasUVBuffer)
|
|
{
|
|
++location;
|
|
glEnableVertexAttribArray(location);
|
|
glBindBuffer(GL_ARRAY_BUFFER, model->uvBuffer);
|
|
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
|
}
|
|
|
|
if (model->texture)
|
|
egl_texture_bind(model->texture);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, model->vertexCount);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
while(location > 0)
|
|
glDisableVertexAttribArray(location--);
|
|
glDisableVertexAttribArray(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);
|
|
} |