diff options
author | Drew DeVault <sir@cmpwn.com> | 2017-06-08 12:02:51 -0400 |
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committer | Drew DeVault <sir@cmpwn.com> | 2017-06-08 12:02:51 -0400 |
commit | 83f8864f0ab1722aae12cc744094a7424c41f2d8 (patch) | |
tree | ab9fdff6a4c528f3ace607db76911fa805c0822a /render/renderer.c | |
parent | 211488131f675b3f3c59607fb1336b69148023d2 (diff) |
Add wlr_renderer and move quad rendering there
Diffstat (limited to 'render/renderer.c')
-rw-r--r-- | render/renderer.c | 138 |
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 +} |