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authorDrew DeVault <sir@cmpwn.com>2017-06-08 15:52:42 -0400
committerDrew DeVault <sir@cmpwn.com>2017-06-08 15:52:42 -0400
commitcd6a40d81679c37795e9d24354a8bbbf84cd53a6 (patch)
tree82186fb0985a16ed76928b0226ff2eed9bb2c261 /render/gles3/renderer.c
parent83f8864f0ab1722aae12cc744094a7424c41f2d8 (diff)
Further improvements to rendering subsystem
Diffstat (limited to 'render/gles3/renderer.c')
-rw-r--r--render/gles3/renderer.c161
1 files changed, 161 insertions, 0 deletions
diff --git a/render/gles3/renderer.c b/render/gles3/renderer.c
new file mode 100644
index 00000000..8f602fcf
--- /dev/null
+++ b/render/gles3/renderer.c
@@ -0,0 +1,161 @@
+#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 <common/log.h>
+#include "render/gles3.h"
+
+static struct {
+ bool initialized;
+ GLuint rgb, rgba;
+} shaders;
+static GLuint vao, vbo, ebo;
+
+static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
+ *shader = glCreateShader(type);
+ int len = strlen(src);
+ glShaderSource(*shader, 1, &src, &len);
+ glCompileShader(*shader);
+ GLint success;
+ glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
+ if (success == GL_FALSE) {
+ GLint loglen;
+ glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
+ GLchar msg[loglen];
+ glGetShaderInfoLog(*shader, loglen, &loglen, msg);
+ 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 = glCreateProgram();
+ glAttachShader(*program, vertex);
+ glAttachShader(*program, fragment);
+ glLinkProgram(*program);
+ glDeleteProgram(vertex);
+ glDeleteProgram(fragment);
+ 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;
+ }
+ 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,
+ };
+
+ 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 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?
+ glClearColor(0.25f, 0.25f, 0.25f, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ int32_t width = output->width;
+ int32_t height = output->height;
+ 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:
+ glUseProgram(shaders.rgb);
+ break;
+ case GL_RGBA:
+ glUseProgram(shaders.rgba);
+ break;
+ default:
+ return false;
+ }
+ glBindVertexArray(vao);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
+ wlr_surface_bind(surface);
+ glUniformMatrix4fv(0, 1, GL_TRUE, *matrix);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
+ return true;
+}
+
+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,
+ .destroy = wlr_gles3_destroy
+};
+
+struct wlr_renderer *wlr_gles3_renderer_init() {
+ init_globals();
+ return wlr_renderer_init(NULL, &wlr_renderer_impl);
+}