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Diffstat (limited to 'render/gles3')
-rw-r--r--render/gles3/renderer.c35
-rw-r--r--render/gles3/shaders.c75
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);"
+"}";