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139 lines
3.6 KiB
139 lines
3.6 KiB
#include <stdint.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <GLES3/gl3.h>
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#include <wayland-util.h>
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#include <wayland-server-protocol.h>
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#include <wlr/render.h>
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#include <wlr/render/matrix.h>
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#include <common/log.h>
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#include "render.h"
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static struct wlr_shader *default_shader = NULL;
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static const GLchar vert_src[] =
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"uniform mat4 proj;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"void main() {\n"
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" gl_Position = proj * vec4(pos, 0.0, 1.0);\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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static const GLchar frag_src_RGB[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);\n"
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"}\n";
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static const GLchar frag_src_RGBA[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(tex, v_texcoord);\n"
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"}\n";
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static void default_shader_init() {
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if (default_shader) {
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return;
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}
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default_shader = wlr_shader_init(vert_src);
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if (!default_shader) {
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goto error;
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}
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if (!wlr_shader_add_format(default_shader, GL_RGB, frag_src_RGB)) {
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goto error;
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}
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if (!wlr_shader_add_format(default_shader, GL_RGBA, frag_src_RGBA)) {
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goto error;
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}
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return;
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error:
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wlr_shader_destroy(default_shader);
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wlr_log(L_ERROR, "Failed to set up default shaders!");
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}
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static GLuint vao, vbo, ebo;
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static void default_quad_init() {
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GLfloat verticies[] = {
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1, 1, 1, 1, // bottom right
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1, 0, 1, 0, // top right
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0, 0, 0, 0, // top left
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0, 1, 0, 1, // bottom left
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};
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GLuint indicies[] = {
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0, 1, 3,
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1, 2, 3,
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};
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
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glGenBuffers(1, &ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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}
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static void global_init() {
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default_shader_init();
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default_quad_init();
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}
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struct wlr_renderer *wlr_renderer_init() {
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global_init();
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struct wlr_renderer *r = calloc(sizeof(struct wlr_renderer), 1);
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r->shader = default_shader;
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return r;
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}
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void wlr_renderer_set_shader(struct wlr_renderer *renderer,
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struct wlr_shader *shader) {
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assert(renderer);
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renderer->shader = shader;
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}
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bool wlr_render_quad(struct wlr_renderer *renderer,
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struct wlr_surface *surf, float (*transform)[16],
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float x, float y) {
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assert(renderer && surf && renderer->shader && surf->valid);
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wlr_shader_use(renderer->shader, surf->format);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glActiveTexture(GL_TEXTURE0 + 1);
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glBindTexture(GL_TEXTURE_2D, surf->tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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float world[16], final[16];
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wlr_matrix_identity(&final);
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wlr_matrix_translate(&world, x, y, 0);
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wlr_matrix_mul(&final, &world, &final);
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wlr_matrix_scale(&world, surf->width, surf->height, 1);
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wlr_matrix_mul(&final, &world, &final);
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wlr_matrix_mul(transform, &final, &final);
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glUniformMatrix4fv(0, 1, GL_TRUE, final);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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return false;
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}
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void wlr_renderer_destroy(struct wlr_renderer *renderer) {
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// TODO
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}
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