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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/interface.h>
#include <wlr/render/matrix.h>
#include <wlr/util/log.h>
#include "render/gles3.h"
static struct {
bool initialized;
GLuint rgb, rgba;
GLuint quad;
GLuint ellipse;
} shaders;
static GLuint vao, vbo, ebo;
static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
*shader = GL_CALL(glCreateShader(type));
int len = strlen(src);
GL_CALL(glShaderSource(*shader, 1, &src, &len));
GL_CALL(glCompileShader(*shader));
GLint success;
GL_CALL(glGetShaderiv(*shader, GL_COMPILE_STATUS, &success));
if (success == GL_FALSE) {
GLint loglen;
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;
}
static bool compile_program(const GLchar *vert_src,
const GLchar *frag_src, GLuint *program) {
GLuint vertex, fragment;
if (!compile_shader(GL_VERTEX_SHADER, vert_src, &vertex)) {
return false;
}
if (!compile_shader(GL_FRAGMENT_SHADER, frag_src, &fragment)) {
glDeleteProgram(vertex);
return false;
}
*program = GL_CALL(glCreateProgram());
GL_CALL(glAttachShader(*program, vertex));
GL_CALL(glAttachShader(*program, fragment));
GL_CALL(glLinkProgram(*program));
return true;
}
static void init_default_shaders() {
if (shaders.initialized) {
return;
}
if (!compile_program(vertex_src, fragment_src_RGB, &shaders.rgb)) {
goto error;
}
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;
}
wlr_log(L_DEBUG, "Compiled default shaders");
return;
error:
wlr_log(L_ERROR, "Failed to set up default shaders!");
}
static void init_default_quad() {
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,
};
GL_CALL(glGenVertexArrays(1, &vao));
GL_CALL(glGenBuffers(1, &vbo));
GL_CALL(glBindVertexArray(vao));
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo));
GL_CALL(glEnableVertexAttribArray(0));
GL_CALL(glEnableVertexAttribArray(1));
GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0));
GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat))));
GL_CALL(glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW));
GL_CALL(glGenBuffers(1, &ebo));
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo));
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW));
}
static void init_globals() {
init_default_shaders();
init_default_quad();
}
static void wlr_gles3_begin(struct wlr_renderer_state *state,
struct wlr_output *output) {
// TODO: let users customize the clear color?
GL_CALL(glClearColor(0.25f, 0.25f, 0.25f, 1));
GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
int32_t width = output->width;
int32_t height = output->height;
GL_CALL(glViewport(0, 0, width, height));
// Note: maybe we should save output projection and remove some of the need
// for users to sling matricies themselves
}
static void wlr_gles3_end(struct wlr_renderer_state *state) {
// no-op
}
static struct wlr_surface *wlr_gles3_surface_init(struct wlr_renderer_state *state) {
return gles3_surface_init();
}
static bool wlr_gles3_render_surface(struct wlr_renderer_state *state,
struct wlr_surface *surface, const float (*matrix)[16]) {
assert(surface && surface->valid);
switch (surface->format) {
case GL_RGB:
GL_CALL(glUseProgram(shaders.rgb));
break;
case GL_RGBA:
GL_CALL(glUseProgram(shaders.rgba));
break;
default:
wlr_log(L_ERROR, "No shader for this surface format");
return false;
}
gles3_flush_errors();
GL_CALL(glBindVertexArray(vao));
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo));
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo));
wlr_surface_bind(surface);
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
GL_CALL(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0));
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
}
static struct wlr_renderer_impl wlr_renderer_impl = {
.begin = wlr_gles3_begin,
.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
};
struct wlr_renderer *wlr_gles3_renderer_init() {
init_globals();
return wlr_renderer_init(NULL, &wlr_renderer_impl);
}