diff options
Diffstat (limited to 'render/gles3')
-rw-r--r-- | render/gles3/renderer.c | 35 | ||||
-rw-r--r-- | render/gles3/shaders.c | 75 |
2 files changed, 90 insertions, 20 deletions
diff --git a/render/gles3/renderer.c b/render/gles3/renderer.c index 74754d1b..b0056193 100644 --- a/render/gles3/renderer.c +++ b/render/gles3/renderer.c @@ -13,6 +13,8 @@ static struct { bool initialized; GLuint rgb, rgba; + GLuint quad; + GLuint ellipse; } shaders; static GLuint vao, vbo, ebo; @@ -28,6 +30,9 @@ static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) { 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; @@ -60,6 +65,12 @@ static void init_default_shaders() { 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; + } return; error: wlr_log(L_ERROR, "Failed to set up default shaders!"); @@ -141,6 +152,28 @@ static bool wlr_gles3_render_surface(struct wlr_renderer_state *state, 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 } @@ -150,6 +183,8 @@ static struct wlr_renderer_impl wlr_renderer_impl = { .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 }; diff --git a/render/gles3/shaders.c b/render/gles3/shaders.c index f53ef385..dd7f790f 100644 --- a/render/gles3/shaders.c +++ b/render/gles3/shaders.c @@ -1,28 +1,63 @@ #include "render/gles3.h" #include <GLES3/gl3.h> +// Colored quads +const GLchar quad_vertex_src[] = +"uniform mat4 proj;" +"uniform vec4 color;" +"attribute vec2 pos;" +"attribute vec2 texcoord;" +"varying vec4 v_color;" +"varying vec2 v_texcoord;" +"void main() {" +" gl_Position = proj * vec4(pos, 0.0, 1.0);" +" v_color = color;" +" v_texcoord = texcoord;" +"}"; + +const GLchar quad_fragment_src[] = +"precision mediump float;" +"varying vec4 v_color;" +"varying vec2 v_texcoord;" +"void main() {" +" gl_FragColor = v_color;" +"}"; + +// Colored ellipses (TODO) + +const GLchar ellipse_fragment_src[] = +"precision mediump float;" +"varying vec4 v_color;" +"varying vec2 v_texcoord;" +"void main() {" +" float l = length(v_texcoord - vec2(0.5, 0.5));" +" if (l > 0.5) discard;" +" gl_FragColor = v_color;" +"}"; + +// Textured quads const GLchar vertex_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"; +"uniform mat4 proj;" +"attribute vec2 pos;" +"attribute vec2 texcoord;" +"varying vec2 v_texcoord;" +"void main() {" +" gl_Position = proj * vec4(pos, 0.0, 1.0);" +" v_texcoord = texcoord;" +"}"; const GLchar fragment_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"; +"precision mediump float;" +"varying vec2 v_texcoord;" +"uniform sampler2D tex;" +"void main() {" +" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);" +"}"; const GLchar fragment_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"; +"precision mediump float;" +"varying vec2 v_texcoord;" +"uniform sampler2D tex;" +"void main() {" +" gl_FragColor = texture2D(tex, v_texcoord);" +"}"; |