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authorDrew DeVault <sir@cmpwn.com>2017-06-08 12:02:51 -0400
committerDrew DeVault <sir@cmpwn.com>2017-06-08 12:02:51 -0400
commit83f8864f0ab1722aae12cc744094a7424c41f2d8 (patch)
treeab9fdff6a4c528f3ace607db76911fa805c0822a /render/renderer.c
parent211488131f675b3f3c59607fb1336b69148023d2 (diff)
Add wlr_renderer and move quad rendering there
Diffstat (limited to 'render/renderer.c')
-rw-r--r--render/renderer.c138
1 files changed, 138 insertions, 0 deletions
diff --git a/render/renderer.c b/render/renderer.c
new file mode 100644
index 00000000..174272a9
--- /dev/null
+++ b/render/renderer.c
@@ -0,0 +1,138 @@
+#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
+}