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https://github.com/gnif/LookingGlass.git
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8559b354ae
We ask for 32-bit colour buffer when creating the EGL context. On Wayland, this sometimes give contexts with alpha channels, resulting in unwanted transparency. So we clear the alpha channel in the desktop shader. We also switch to using constant alpha for blending the splash, which avoids more alpha issues.
178 lines
4.6 KiB
C
178 lines
4.6 KiB
C
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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cahe terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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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 <GL/gl.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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