From b1d26ed47bfd3725100bde10c20b6ee9b1045e65 Mon Sep 17 00:00:00 2001 From: Alexander Orzechowski Date: Tue, 23 May 2023 02:16:29 -0400 Subject: renderer/gles2: Compute texture coordinates based off of vertex positions --- render/gles2/renderer.c | 26 ++++++++++---------------- render/gles2/shaders/common.vert | 7 ++++--- 2 files changed, 14 insertions(+), 19 deletions(-) (limited to 'render') diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c index 67168fe9..48883a2f 100644 --- a/render/gles2/renderer.c +++ b/render/gles2/renderer.c @@ -321,27 +321,21 @@ static bool gles2_render_subtexture_with_matrix( glUniform1i(shader->tex, 0); glUniform1f(shader->alpha, alpha); - const GLfloat x1 = box->x / wlr_texture->width; - const GLfloat y1 = box->y / wlr_texture->height; - const GLfloat x2 = (box->x + box->width) / wlr_texture->width; - const GLfloat y2 = (box->y + box->height) / wlr_texture->height; - const GLfloat texcoord[] = { - x2, y1, // top right - x1, y1, // top left - x2, y2, // bottom right - x1, y2, // bottom left - }; + float tex_matrix[9]; + wlr_matrix_identity(tex_matrix); + wlr_matrix_translate(tex_matrix, box->x / texture->wlr_texture.width, + box->y / texture->wlr_texture.height); + wlr_matrix_scale(tex_matrix, box->width / texture->wlr_texture.width, + box->height / texture->wlr_texture.height); + glUniformMatrix3fv(shader->tex_proj, 1, GL_FALSE, tex_matrix); glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord); glEnableVertexAttribArray(shader->pos_attrib); - glEnableVertexAttribArray(shader->tex_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(shader->pos_attrib); - glDisableVertexAttribArray(shader->tex_attrib); glBindTexture(texture->target, 0); @@ -828,10 +822,10 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) { goto error; } renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj"); + renderer->shaders.tex_rgba.tex_proj = glGetUniformLocation(prog, "tex_proj"); renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex"); renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha"); renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos"); - renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord"); renderer->shaders.tex_rgbx.program = prog = link_program(renderer, common_vert_src, tex_rgbx_frag_src); @@ -839,10 +833,10 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) { goto error; } renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj"); + renderer->shaders.tex_rgbx.tex_proj = glGetUniformLocation(prog, "tex_proj"); renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex"); renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha"); renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos"); - renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord"); if (renderer->exts.OES_egl_image_external) { renderer->shaders.tex_ext.program = prog = @@ -851,10 +845,10 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) { goto error; } renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj"); + renderer->shaders.tex_ext.tex_proj = glGetUniformLocation(prog, "tex_proj"); renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex"); renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha"); renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos"); - renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord"); } pop_gles2_debug(renderer); diff --git a/render/gles2/shaders/common.vert b/render/gles2/shaders/common.vert index 4f855a5d..f51548ab 100644 --- a/render/gles2/shaders/common.vert +++ b/render/gles2/shaders/common.vert @@ -1,9 +1,10 @@ uniform mat3 proj; +uniform mat3 tex_proj; attribute vec2 pos; -attribute vec2 texcoord; varying vec2 v_texcoord; void main() { - gl_Position = vec4(vec3(pos, 1.0) * proj, 1.0); - v_texcoord = texcoord; + vec3 pos3 = vec3(pos, 1.0); + gl_Position = vec4(pos3 * proj, 1.0); + v_texcoord = (pos3 * tex_proj).xy; } -- cgit v1.2.3