diff options
author | Drew DeVault <sir@cmpwn.com> | 2017-06-23 11:38:45 -0400 |
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committer | Drew DeVault <sir@cmpwn.com> | 2017-06-23 11:38:45 -0400 |
commit | b18209c904f421f3065d610718d7d9e9b8b9211f (patch) | |
tree | f1b5bcf3c1c7ee50e4a2a3f03c68c1136ef4ed44 /render/gles2/renderer.c | |
parent | 168f0955ab5d6b614eb841bcb0ea684dd9105ef8 (diff) |
Switch to GLES2
Closes #13
Diffstat (limited to 'render/gles2/renderer.c')
-rw-r--r-- | render/gles2/renderer.c | 183 |
1 files changed, 183 insertions, 0 deletions
diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c new file mode 100644 index 00000000..07647f2f --- /dev/null +++ b/render/gles2/renderer.c @@ -0,0 +1,183 @@ +#include <stdint.h> +#include <stdlib.h> +#include <assert.h> +#include <GLES2/gl2.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/gles2.h" + +static struct { + bool initialized; + GLuint rgb, rgba; + GLuint quad; + GLuint ellipse; +} shaders; + +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_globals() { + init_default_shaders(); +} + +static void wlr_gles2_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_gles2_end(struct wlr_renderer_state *state) { + // no-op +} + +static struct wlr_surface *wlr_gles2_surface_init(struct wlr_renderer_state *state) { + return gles2_surface_init(); +} + +static void draw_quad() { + GLfloat verts[] = { + 1, 0, // top right + 0, 0, // top left + 1, 1, // bottom right + 0, 1, // bottom left + }; + GLfloat texcoord[] = { + 1, 0, // top right + 0, 0, // top left + 1, 1, // bottom right + 0, 1, // bottom left + }; + + GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts)); + GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord)); + + GL_CALL(glEnableVertexAttribArray(0)); + GL_CALL(glEnableVertexAttribArray(1)); + + GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)); + + GL_CALL(glDisableVertexAttribArray(0)); + GL_CALL(glDisableVertexAttribArray(1)); +} + +static bool wlr_gles2_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; + } + gles2_flush_errors(); + wlr_surface_bind(surface); + GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix)); + draw_quad(); + return true; +} + +static void wlr_gles2_render_quad(struct wlr_renderer_state *state, + const float (*color)[4], const float (*matrix)[16]) { + GL_CALL(glUseProgram(shaders.quad)); + GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix)); + GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3])); + draw_quad(); +} + +static void wlr_gles2_render_ellipse(struct wlr_renderer_state *state, + const float (*color)[4], const float (*matrix)[16]) { + GL_CALL(glUseProgram(shaders.ellipse)); + GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix)); + GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3])); + draw_quad(); +} + +static void wlr_gles2_destroy(struct wlr_renderer_state *state) { + // no-op +} + +static struct wlr_renderer_impl wlr_renderer_impl = { + .begin = wlr_gles2_begin, + .end = wlr_gles2_end, + .surface_init = wlr_gles2_surface_init, + .render_with_matrix = wlr_gles2_render_surface, + .render_quad = wlr_gles2_render_quad, + .render_ellipse = wlr_gles2_render_ellipse, + .destroy = wlr_gles2_destroy +}; + +struct wlr_renderer *wlr_gles2_renderer_init() { + init_globals(); + return wlr_renderer_init(NULL, &wlr_renderer_impl); +} |