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path: root/render/gles3/renderer.c
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#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/interface.h>
#include <wlr/render/matrix.h>
#include <common/log.h>
#include "render/gles3.h"

static struct {
	bool initialized;
	GLuint rgb, rgba;
} shaders;
static GLuint vao, vbo, ebo;

static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
	*shader = glCreateShader(type);
	int len = strlen(src);
	glShaderSource(*shader, 1, &src, &len);
	glCompileShader(*shader);
	GLint success;
	glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
	if (success == GL_FALSE) {
		GLint loglen;
		glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
		GLchar msg[loglen];
		glGetShaderInfoLog(*shader, loglen, &loglen, msg);
		return false;
	}
	return true;
}

static bool compile_program(const GLchar *vert_src,
		const GLchar *frag_src, GLuint *program) {
	GLuint vertex, fragment;
	if (!compile_shader(GL_VERTEX_SHADER, vert_src, &vertex)) {
		return false;
	}
	if (!compile_shader(GL_FRAGMENT_SHADER, frag_src, &fragment)) {
		glDeleteProgram(vertex);
		return false;
	}
	*program = glCreateProgram();
	glAttachShader(*program, vertex);
	glAttachShader(*program, fragment);
	glLinkProgram(*program);
	glDeleteProgram(vertex);
	glDeleteProgram(fragment);
	return true;
}

static void init_default_shaders() {
	if (shaders.initialized) {
		return;
	}
	if (!compile_program(vertex_src, fragment_src_RGB, &shaders.rgb)) {
		goto error;
	}
	if (!compile_program(vertex_src, fragment_src_RGBA, &shaders.rgba)) {
		goto error;
	}
	return;
error:
	wlr_log(L_ERROR, "Failed to set up default shaders!");
}

static void init_default_quad() {
	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 init_globals() {
	init_default_shaders();
	init_default_quad();
}

static void wlr_gles3_begin(struct wlr_renderer_state *state,
		struct wlr_output *output) {
	// TODO: let users customize the clear color?
	glClearColor(0.25f, 0.25f, 0.25f, 1);
	glClear(GL_COLOR_BUFFER_BIT);
	int32_t width = output->width;
	int32_t height = output->height;
	glViewport(0, 0, width, height);
	// Note: maybe we should save output projection and remove some of the need
	// for users to sling matricies themselves
}

static void wlr_gles3_end(struct wlr_renderer_state *state) {
	// no-op
}

static struct wlr_surface *wlr_gles3_surface_init(struct wlr_renderer_state *state) {
	return gles3_surface_init();
}

static bool wlr_gles3_render_surface(struct wlr_renderer_state *state,
		struct wlr_surface *surface, const float (*matrix)[16]) {
	assert(surface && surface->valid);
	switch (surface->format) {
	case GL_RGB:
		glUseProgram(shaders.rgb);
		break;
	case GL_RGBA:
		glUseProgram(shaders.rgba);
		break;
	default:
		return false;
	}
	glBindVertexArray(vao);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
	wlr_surface_bind(surface);
	glUniformMatrix4fv(0, 1, GL_TRUE, *matrix);
	glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
	return true;
}

static void wlr_gles3_destroy(struct wlr_renderer_state *state) {
	// no-op
}

static struct wlr_renderer_impl wlr_renderer_impl = {
	.begin = wlr_gles3_begin,
	.end = wlr_gles3_end,
	.surface_init = wlr_gles3_surface_init,
	.render_with_matrix = wlr_gles3_render_surface,
	.destroy = wlr_gles3_destroy
};

struct wlr_renderer *wlr_gles3_renderer_init() {
	init_globals();
	return wlr_renderer_init(NULL, &wlr_renderer_impl);
}