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