LookingGlass/client/renderers/egl_model.c

219 lines
5.6 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 "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;
bool hasTexture;
GLuint texture;
bool hasPBO;
GLuint pbo[2];
int pboIndex;
size_t pboWidth, pboHeight;
};
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);
if ((*model)->hasTexture)
glDeleteTextures(1, &(*model)->texture);
if ((*model)->hasPBO)
glDeleteBuffers(2, (*model)->pbo);
free(*model);
*model = NULL;
}
bool egl_model_init_streaming(EGL_Model * model, size_t width, size_t height, size_t bufferSize)
{
model->pboWidth = width;
model->pboHeight = height;
glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
if (!model->hasPBO)
glGenBuffers(2, model->pbo);
for(int i = 0; i < 2; ++i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[i]);
glBufferData(
GL_PIXEL_UNPACK_BUFFER,
bufferSize,
NULL,
GL_DYNAMIC_DRAW
);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
model->hasPBO = true;
return true;
}
bool egl_model_is_streaming(EGL_Model * model)
{
return model->hasPBO;
}
bool egl_model_stream_buffer(EGL_Model * model, const uint8_t * buffer, size_t bufferSize)
{
if (++model->pboIndex == 2)
model->pboIndex = 0;
glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model));
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[model->pboIndex]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, 0, GL_DYNAMIC_DRAW);
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, bufferSize, buffer);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, model->pboWidth, model->pboHeight, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
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->hasTexture)
glBindTexture(GL_TEXTURE_2D, model->texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, model->vertexCount);
if (model->hasTexture)
glBindTexture(GL_TEXTURE_2D, 0);
while(location > 0)
glDisableVertexAttribArray(location--);
glDisableVertexAttribArray(0);
if (model->shader)
glUseProgram(0);
}
void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader)
{
model->shader = shader;
}
GLuint egl_model_get_texture_id(EGL_Model * model)
{
if (model->hasTexture)
return model->texture;
glGenTextures(1, &model->texture);
model->hasTexture = true;
return model->texture;
}