Add colored quad and ellipse rendering primitives

master
Drew DeVault 8 years ago
parent 4a9966b1a4
commit 2443a070e7

@ -53,3 +53,15 @@ target_link_libraries(touch
wlr-render
${XKBCOMMON_LIBRARIES}
)
add_executable(tablet
tablet.c
shared.c
)
target_link_libraries(tablet
wlr-backend
wlr-session
wlr-render
${XKBCOMMON_LIBRARIES}
)

@ -0,0 +1,63 @@
#define _POSIX_C_SOURCE 199309L
#define _XOPEN_SOURCE 500
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <string.h>
#include <unistd.h>
#include <wayland-server.h>
#include <wayland-server-protocol.h>
#include <xkbcommon/xkbcommon.h>
#include <GLES3/gl3.h>
#include <wlr/render/matrix.h>
#include <wlr/render/gles3.h>
#include <wlr/render.h>
#include <wlr/backend.h>
#include <wlr/session.h>
#include <wlr/types.h>
#include <math.h>
#include "shared.h"
#include "cat.h"
struct sample_state {
struct wlr_renderer *renderer;
};
static void handle_output_frame(struct output_state *output, struct timespec *ts) {
struct compositor_state *state = output->compositor;
struct sample_state *sample = state->data;
struct wlr_output *wlr_output = output->output;
wlr_renderer_begin(sample->renderer, wlr_output);
float matrix[16];
float color[4] = { 0, 1.0, 0, 1.0 };
wlr_matrix_scale(&matrix, 128, 128, 1);
wlr_matrix_mul(&wlr_output->transform_matrix, &matrix, &matrix);
wlr_render_colored_ellipse(sample->renderer, &color, &matrix);
wlr_renderer_end(sample->renderer);
}
static void handle_keyboard_key(struct keyboard_state *kbstate,
xkb_keysym_t sym, enum wlr_key_state key_state) {
if (sym == XKB_KEY_Escape) {
kbstate->compositor->exit = true;
}
}
int main(int argc, char *argv[]) {
struct sample_state state = { 0 };
struct compositor_state compositor;
compositor_init(&compositor);
compositor.output_frame_cb = handle_output_frame;
compositor.keyboard_key_cb = handle_keyboard_key;
state.renderer = wlr_gles3_renderer_init();
compositor.data = &state;
compositor_run(&compositor);
wlr_renderer_destroy(state.renderer);
}

@ -13,6 +13,9 @@ struct wlr_surface_state {
struct wlr_surface *gles3_surface_init();
extern const GLchar quad_vertex_src[];
extern const GLchar quad_fragment_src[];
extern const GLchar ellipse_fragment_src[];
extern const GLchar vertex_src[];
extern const GLchar fragment_src_RGB[];
extern const GLchar fragment_src_RGBA[];

@ -28,6 +28,16 @@ struct wlr_surface *wlr_render_surface_init(struct wlr_renderer *r);
*/
bool wlr_render_with_matrix(struct wlr_renderer *r,
struct wlr_surface *surface, const float (*matrix)[16]);
/**
* Renders a solid quad in the specified color.
*/
void wlr_render_colored_quad(struct wlr_renderer *r,
const float (*color)[4], const float (*matrix)[16]);
/**
* Renders a solid ellipse in the specified color.
*/
void wlr_render_colored_ellipse(struct wlr_renderer *r,
const float (*color)[4], const float (*matrix)[16]);
/**
* Destroys this wlr_renderer. Surfaces must be destroyed separately.
*/

@ -19,6 +19,10 @@ struct wlr_renderer_impl {
struct wlr_surface *(*surface_init)(struct wlr_renderer_state *state);
bool (*render_with_matrix)(struct wlr_renderer_state *state,
struct wlr_surface *surface, const float (*matrix)[16]);
void (*render_quad)(struct wlr_renderer_state *state,
const float (*color)[4], const float (*matrix)[16]);
void (*render_ellipse)(struct wlr_renderer_state *state,
const float (*color)[4], const float (*matrix)[16]);
void (*destroy)(struct wlr_renderer_state *state);
};

@ -13,6 +13,8 @@
static struct {
bool initialized;
GLuint rgb, rgba;
GLuint quad;
GLuint ellipse;
} shaders;
static GLuint vao, vbo, ebo;
@ -28,6 +30,9 @@ static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
GL_CALL(glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen));
GLchar msg[loglen];
GL_CALL(glGetShaderInfoLog(*shader, loglen, &loglen, msg));
wlr_log(L_ERROR, "Shader compilation failed");
wlr_log(L_ERROR, "%s", msg);
exit(1);
return false;
}
return true;
@ -60,6 +65,12 @@ static void init_default_shaders() {
if (!compile_program(vertex_src, fragment_src_RGBA, &shaders.rgba)) {
goto error;
}
if (!compile_program(quad_vertex_src, quad_fragment_src, &shaders.quad)) {
goto error;
}
if (!compile_program(quad_vertex_src, ellipse_fragment_src, &shaders.ellipse)) {
goto error;
}
return;
error:
wlr_log(L_ERROR, "Failed to set up default shaders!");
@ -141,6 +152,28 @@ static bool wlr_gles3_render_surface(struct wlr_renderer_state *state,
return true;
}
static void wlr_gles3_render_quad(struct wlr_renderer_state *state,
const float (*color)[4], const float (*matrix)[16]) {
GL_CALL(glUseProgram(shaders.quad));
GL_CALL(glBindVertexArray(vao));
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo));
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo));
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
GL_CALL(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0));
}
static void wlr_gles3_render_ellipse(struct wlr_renderer_state *state,
const float (*color)[4], const float (*matrix)[16]) {
GL_CALL(glUseProgram(shaders.ellipse));
GL_CALL(glBindVertexArray(vao));
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo));
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo));
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
GL_CALL(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0));
}
static void wlr_gles3_destroy(struct wlr_renderer_state *state) {
// no-op
}
@ -150,6 +183,8 @@ static struct wlr_renderer_impl wlr_renderer_impl = {
.end = wlr_gles3_end,
.surface_init = wlr_gles3_surface_init,
.render_with_matrix = wlr_gles3_render_surface,
.render_quad = wlr_gles3_render_quad,
.render_ellipse = wlr_gles3_render_ellipse,
.destroy = wlr_gles3_destroy
};

@ -1,28 +1,63 @@
#include "render/gles3.h"
#include <GLES3/gl3.h>
// Colored quads
const GLchar quad_vertex_src[] =
"uniform mat4 proj;"
"uniform vec4 color;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"void main() {"
" gl_Position = proj * vec4(pos, 0.0, 1.0);"
" v_color = color;"
" v_texcoord = texcoord;"
"}";
const GLchar quad_fragment_src[] =
"precision mediump float;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"void main() {"
" gl_FragColor = v_color;"
"}";
// Colored ellipses (TODO)
const GLchar ellipse_fragment_src[] =
"precision mediump float;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"void main() {"
" float l = length(v_texcoord - vec2(0.5, 0.5));"
" if (l > 0.5) discard;"
" gl_FragColor = v_color;"
"}";
// Textured quads
const GLchar vertex_src[] =
"uniform mat4 proj;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"void main() {\n"
" gl_Position = proj * vec4(pos, 0.0, 1.0);\n"
" v_texcoord = texcoord;\n"
"}\n";
"uniform mat4 proj;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec2 v_texcoord;"
"void main() {"
" gl_Position = proj * vec4(pos, 0.0, 1.0);"
" v_texcoord = texcoord;"
"}";
const GLchar fragment_src_RGB[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);\n"
"}\n";
"precision mediump float;"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main() {"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);"
"}";
const GLchar fragment_src_RGBA[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" gl_FragColor = texture2D(tex, v_texcoord);\n"
"}\n";
"precision mediump float;"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main() {"
" gl_FragColor = texture2D(tex, v_texcoord);"
"}";

@ -31,3 +31,13 @@ bool wlr_render_with_matrix(struct wlr_renderer *r,
struct wlr_surface *surface, const float (*matrix)[16]) {
return r->impl->render_with_matrix(r->state, surface, matrix);
}
void wlr_render_colored_quad(struct wlr_renderer *r,
const float (*color)[4], const float (*matrix)[16]) {
r->impl->render_quad(r->state, color, matrix);
}
void wlr_render_colored_ellipse(struct wlr_renderer *r,
const float (*color)[4], const float (*matrix)[16]) {
r->impl->render_ellipse(r->state, color, matrix);
}

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