render: add wlr_render_subtexture_with_matrix

This renders only a subset of the texture, instead of the full texture.
master
Simon Ser 5 years ago committed by Drew DeVault
parent 00ccb89288
commit 315bf08733

@ -32,9 +32,9 @@ struct wlr_renderer_impl {
void (*end)(struct wlr_renderer *renderer);
void (*clear)(struct wlr_renderer *renderer, const float color[static 4]);
void (*scissor)(struct wlr_renderer *renderer, struct wlr_box *box);
bool (*render_texture_with_matrix)(struct wlr_renderer *renderer,
struct wlr_texture *texture, const float matrix[static 9],
float alpha);
bool (*render_subtexture_with_matrix)(struct wlr_renderer *renderer,
struct wlr_texture *texture, const struct wlr_fbox *box,
const float matrix[static 9], float alpha);
void (*render_quad_with_matrix)(struct wlr_renderer *renderer,
const float color[static 4], const float matrix[static 9]);
void (*render_ellipse_with_matrix)(struct wlr_renderer *renderer,

@ -54,6 +54,13 @@ bool wlr_render_texture(struct wlr_renderer *r, struct wlr_texture *texture,
*/
bool wlr_render_texture_with_matrix(struct wlr_renderer *r,
struct wlr_texture *texture, const float matrix[static 9], float alpha);
/**
* Renders the requested texture using the provided matrix, after cropping it
* to the provided rectangle.
*/
bool wlr_render_subtexture_with_matrix(struct wlr_renderer *r,
struct wlr_texture *texture, const struct wlr_fbox *box,
const float matrix[static 9], float alpha);
/**
* Renders a solid rectangle in the specified color.
*/

@ -86,7 +86,8 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
POP_GLES2_DEBUG;
}
static void draw_quad(void) {
static void draw_quad_with_texcoord(GLfloat x1, GLfloat y1,
GLfloat x2, GLfloat y2) {
GLfloat verts[] = {
1, 0, // top right
0, 0, // top left
@ -94,10 +95,10 @@ static void draw_quad(void) {
0, 1, // bottom left
};
GLfloat texcoord[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
x2, y1, // top right
x1, y1, // top left
x2, y2, // bottom right
x1, y2, // bottom left
};
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
@ -112,8 +113,13 @@ static void draw_quad(void) {
glDisableVertexAttribArray(1);
}
static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
struct wlr_texture *wlr_texture, const float matrix[static 9],
static void draw_quad(void) {
draw_quad_with_texcoord(0, 0, 1, 1);
}
static bool gles2_render_subtexture_with_matrix(
struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
const struct wlr_fbox *box, const float matrix[static 9],
float alpha) {
struct wlr_gles2_renderer *renderer =
gles2_get_renderer_in_context(wlr_renderer);
@ -162,7 +168,11 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha);
draw_quad();
GLfloat x1 = box->x / wlr_texture->width;
GLfloat y1 = box->y / wlr_texture->height;
GLfloat x2 = (box->x + box->width) / wlr_texture->width;
GLfloat y2 = (box->y + box->height) / wlr_texture->height;
draw_quad_with_texcoord(x1, y1, x2, y2);
glBindTexture(texture->target, 0);
@ -492,7 +502,7 @@ static const struct wlr_renderer_impl renderer_impl = {
.end = gles2_end,
.clear = gles2_clear,
.scissor = gles2_scissor,
.render_texture_with_matrix = gles2_render_texture_with_matrix,
.render_subtexture_with_matrix = gles2_render_subtexture_with_matrix,
.render_quad_with_matrix = gles2_render_quad_with_matrix,
.render_ellipse_with_matrix = gles2_render_ellipse_with_matrix,
.formats = gles2_renderer_formats,

@ -13,7 +13,7 @@ void wlr_renderer_init(struct wlr_renderer *renderer,
assert(impl->begin);
assert(impl->clear);
assert(impl->scissor);
assert(impl->render_texture_with_matrix);
assert(impl->render_subtexture_with_matrix);
assert(impl->render_quad_with_matrix);
assert(impl->render_ellipse_with_matrix);
assert(impl->formats);
@ -80,8 +80,21 @@ bool wlr_render_texture(struct wlr_renderer *r, struct wlr_texture *texture,
bool wlr_render_texture_with_matrix(struct wlr_renderer *r,
struct wlr_texture *texture, const float matrix[static 9],
float alpha) {
struct wlr_fbox box = {
.x = 0,
.y = 0,
.width = texture->width,
.height = texture->height,
};
return wlr_render_subtexture_with_matrix(r, texture, &box, matrix, alpha);
}
bool wlr_render_subtexture_with_matrix(struct wlr_renderer *r,
struct wlr_texture *texture, const struct wlr_fbox *box,
const float matrix[static 9], float alpha) {
assert(r->rendering);
return r->impl->render_texture_with_matrix(r, texture, matrix, alpha);
return r->impl->render_subtexture_with_matrix(r, texture,
box, matrix, alpha);
}
void wlr_render_rect(struct wlr_renderer *r, const struct wlr_box *box,

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