Further improvements to rendering subsystem
This commit is contained in:
parent
83f8864f0a
commit
cd6a40d816
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@ -9,6 +9,7 @@
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#include <wayland-server-protocol.h>
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#include <wayland-server-protocol.h>
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#include <GLES3/gl3.h>
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#include <GLES3/gl3.h>
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#include <wlr/render/matrix.h>
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#include <wlr/render/matrix.h>
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#include <wlr/render/gles3.h>
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#include <wlr/render.h>
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#include <wlr/render.h>
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#include <wlr/backend.h>
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#include <wlr/backend.h>
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#include <wlr/session.h>
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#include <wlr/session.h>
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@ -46,22 +47,23 @@ static void output_frame(struct wl_listener *listener, void *data) {
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struct wlr_output *output = ostate->output;
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struct wlr_output *output = ostate->output;
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struct state *s = ostate->state;
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struct state *s = ostate->state;
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glClearColor(0.25f, 0.25f, 0.25f, 1);
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wlr_renderer_begin(s->renderer, output);
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glClear(GL_COLOR_BUFFER_BIT);
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int32_t width = output->width;
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float matrix[16];
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int32_t height = output->height;
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wlr_surface_get_matrix(s->cat_texture, &matrix,
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glViewport(0, 0, width, height);
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&output->transform_matrix, ostate->x, ostate->y);
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wlr_output_effective_resolution(output, &width, &height);
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wlr_render_with_matrix(s->renderer, s->cat_texture, &matrix);
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wlr_render_quad(s->renderer, s->cat_texture,
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wlr_renderer_end(s->renderer);
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&output->transform_matrix, ostate->x, ostate->y);
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struct timespec now;
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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clock_gettime(CLOCK_MONOTONIC, &now);
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long ms = (now.tv_sec - ostate->last_frame.tv_sec) * 1000 +
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long ms = (now.tv_sec - ostate->last_frame.tv_sec) * 1000 +
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(now.tv_nsec - ostate->last_frame.tv_nsec) / 1000000;
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(now.tv_nsec - ostate->last_frame.tv_nsec) / 1000000;
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float seconds = ms / 1000.0f;
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float seconds = ms / 1000.0f;
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int32_t width, height;
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wlr_output_effective_resolution(output, &width, &height);
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ostate->x += ostate->vel_x * seconds;
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ostate->x += ostate->vel_x * seconds;
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ostate->y += ostate->vel_y * seconds;
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ostate->y += ostate->vel_y * seconds;
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if (ostate->y > height - 128) {
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if (ostate->y > height - 128) {
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@ -224,8 +226,8 @@ int main(int argc, char *argv[]) {
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return 1;
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return 1;
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}
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}
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state.renderer = wlr_renderer_init();
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state.renderer = wlr_gles3_renderer_init();
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state.cat_texture = wlr_surface_init();
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state.cat_texture = wlr_render_surface_init(state.renderer);
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wlr_surface_attach_pixels(state.cat_texture, GL_RGB,
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wlr_surface_attach_pixels(state.cat_texture, GL_RGB,
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cat_tex.width, cat_tex.height, cat_tex.pixel_data);
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cat_tex.width, cat_tex.height, cat_tex.pixel_data);
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@ -239,11 +241,11 @@ int main(int argc, char *argv[]) {
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wl_event_loop_dispatch(event_loop, 0);
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wl_event_loop_dispatch(event_loop, 0);
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}
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}
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wlr_renderer_destroy(state.renderer);
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wlr_surface_destroy(state.cat_texture);
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wl_event_source_remove(timer);
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wl_event_source_remove(timer);
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wlr_backend_destroy(wlr);
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wlr_backend_destroy(wlr);
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wlr_session_finish(session);
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wlr_session_finish(session);
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wlr_surface_destroy(state.cat_texture);
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wlr_renderer_destroy(state.renderer);
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wl_display_destroy(display);
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wl_display_destroy(display);
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struct output_config *ptr, *tmp;
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struct output_config *ptr, *tmp;
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@ -1,29 +0,0 @@
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#ifndef _WLR_RENDER_INTERNAL_H
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#define _WLR_RENDER_INTERNAL_H
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#include <stdint.h>
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#include <wlr/render.h>
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#include <wayland-util.h>
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#include <GLES3/gl3.h>
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#include <stdbool.h>
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struct wlr_surface {
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bool valid;
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GLuint tex_id;
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uint32_t format;
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int width, height;
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};
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struct wlr_shader {
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bool valid;
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uint32_t format;
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GLuint vert;
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GLuint program;
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struct wlr_shader *next;
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};
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struct wlr_renderer {
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struct wlr_shader *shader;
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// TODO: EGL stuff
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};
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#endif
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@ -0,0 +1,18 @@
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#ifndef _WLR_RENDER_GLES2_INTERNAL_H
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#define _WLR_RENDER_GLES2_INTERNAL_H
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#include <stdint.h>
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#include <GLES3/gl3.h>
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#include <wlr/render.h>
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struct wlr_surface_state {
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struct wlr_surface *wlr_surface;
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GLuint tex_id;
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};
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struct wlr_surface *gles3_surface_init();
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extern const GLchar vertex_src[];
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extern const GLchar fragment_src_RGB[];
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extern const GLchar fragment_src_RGBA[];
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#endif
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@ -2,30 +2,74 @@
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#define _WLR_RENDER_H
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#define _WLR_RENDER_H
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#include <stdint.h>
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#include <stdint.h>
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#include <wayland-server-protocol.h>
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#include <wayland-server-protocol.h>
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#include <wlr/types.h>
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struct wlr_surface;
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struct wlr_surface;
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struct wlr_surface *wlr_surface_init();
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void wlr_surface_attach_pixels(struct wlr_surface *surf, uint32_t format,
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int width, int height, const unsigned char *pixels);
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void wlr_surface_attach_shm(struct wlr_surface *surf, uint32_t format,
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struct wl_shm_buffer *shm);
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// TODO: EGL
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void wlr_surface_destroy(struct wlr_surface *tex);
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struct wlr_shader;
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struct wlr_shader *wlr_shader_init(const char *vertex);
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bool wlr_shader_add_format(struct wlr_shader *shader, uint32_t format,
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const char *frag);
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bool wlr_shader_use(struct wlr_shader *shader, uint32_t format);
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void wlr_shader_destroy(struct wlr_shader *shader);
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struct wlr_renderer;
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struct wlr_renderer;
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struct wlr_renderer *wlr_renderer_init();
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void wlr_renderer_set_shader(struct wlr_renderer *renderer,
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void wlr_renderer_begin(struct wlr_renderer *r, struct wlr_output *output);
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struct wlr_shader *shader);
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void wlr_renderer_end(struct wlr_renderer *r);
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bool wlr_render_quad(struct wlr_renderer *renderer,
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/**
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struct wlr_surface *surf, float (*transform)[16],
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* Requests a surface handle from this renderer.
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float x, float y);
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*/
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struct wlr_surface *wlr_render_surface_init(struct wlr_renderer *r);
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/**
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* Renders the requested surface using the provided matrix. A typical surface
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* rendering goes like so:
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*
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* struct wlr_renderer *renderer;
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* struct wlr_surface *surface;
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* float projection[16];
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* float matrix[16];
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* wlr_surface_get_matrix(surface, &matrix, &projection, 123, 321);
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* wlr_render_with_matrix(renderer, surface, &matrix);
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*
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* This will render the surface at <123, 321>.
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*/
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bool wlr_render_with_matrix(struct wlr_renderer *r,
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struct wlr_surface *surface, const float (*matrix)[16]);
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/**
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* Destroys this wlr_renderer. Surfaces must be destroyed separately.
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*/
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void wlr_renderer_destroy(struct wlr_renderer *renderer);
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void wlr_renderer_destroy(struct wlr_renderer *renderer);
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struct wlr_surface_impl;
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struct wlr_surface_state;
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struct wlr_surface {
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struct wlr_surface_impl *impl;
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struct wlr_surface_state *state;
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bool valid;
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uint32_t format;
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int width, height;
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};
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/**
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* Attaches a pixel buffer to this surface. The buffer may be discarded after
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* calling this function.
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*/
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bool wlr_surface_attach_pixels(struct wlr_surface *surf, uint32_t format,
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int width, int height, const unsigned char *pixels);
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/**
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* Attaches pixels from a wl_shm_buffer to this surface. The shm buffer may be
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* invalidated after calling this function.
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*/
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bool wlr_surface_attach_shm(struct wlr_surface *surf, uint32_t format,
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struct wl_shm_buffer *shm);
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/**
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* Prepares a matrix with the appropriate scale for the given surface and
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* multiplies it with the projection, producing a matrix that the shader can
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* muptlipy vertex coordinates with to get final screen coordinates.
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*
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* The projection matrix is assumed to be an orthographic projection of [0,
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* width) and [0, height], and the x and y coordinates provided are used as
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* such.
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*/
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void wlr_surface_get_matrix(struct wlr_surface *surface,
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float (*matrix)[16], const float (*projection)[16], int x, int y);
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/**
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* Destroys this wlr_surface.
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*/
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void wlr_surface_destroy(struct wlr_surface *tex);
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#endif
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#endif
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@ -0,0 +1,7 @@
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#ifndef _WLR_GLES3_RENDERER_H
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#define _WLR_GLES3_RENDERER_H
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#include <wlr/render.h>
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struct wlr_renderer *wlr_gles3_renderer_init();
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#endif
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#ifndef _WLR_RENDER_INTERFACE_H
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#define _WLR_RENDER_INTERFACE_H
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#include <wayland-server-protocol.h>
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#include <stdbool.h>
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#include <wlr/render.h>
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#include <wlr/types.h>
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struct wlr_renderer_impl;
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struct wlr_renderer_state;
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struct wlr_renderer {
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struct wlr_renderer_impl *impl;
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struct wlr_renderer_state *state;
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};
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struct wlr_renderer_impl {
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void (*begin)(struct wlr_renderer_state *state, struct wlr_output *output);
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void (*end)(struct wlr_renderer_state *state);
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struct wlr_surface *(*surface_init)(struct wlr_renderer_state *state);
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bool (*render_with_matrix)(struct wlr_renderer_state *state,
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struct wlr_surface *surface, const float (*matrix)[16]);
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void (*destroy)(struct wlr_renderer_state *state);
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};
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struct wlr_renderer *wlr_renderer_init(struct wlr_renderer_state *state,
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struct wlr_renderer_impl *impl);
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struct wlr_surface_impl {
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bool (*attach_pixels)(struct wlr_surface_state *state, uint32_t format,
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int width, int height, const unsigned char *pixels);
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bool (*attach_shm)(struct wlr_surface_state *state, uint32_t format,
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struct wl_shm_buffer *shm);
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// TODO: egl
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void (*get_matrix)(struct wlr_surface_state *state,
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float (*matrix)[16], const float (*projection)[16], int x, int y);
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void (*bind)(struct wlr_surface_state *state);
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void (*destroy)(struct wlr_surface_state *state);
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};
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struct wlr_surface *wlr_surface_init();
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void wlr_surface_bind(struct wlr_surface *surface);
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#endif
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@ -5,6 +5,6 @@ void wlr_matrix_identity(float (*output)[16]);
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void wlr_matrix_translate(float (*output)[16], float x, float y, float z);
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void wlr_matrix_translate(float (*output)[16], float x, float y, float z);
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void wlr_matrix_scale(float (*output)[16], float x, float y, float z);
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void wlr_matrix_scale(float (*output)[16], float x, float y, float z);
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void wlr_matrix_rotate(float (*output)[16], float radians);
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void wlr_matrix_rotate(float (*output)[16], float radians);
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void wlr_matrix_mul(float (*x)[16], float (*y)[16], float (*product)[16]);
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void wlr_matrix_mul(const float (*x)[16], const float (*y)[16], float (*product)[16]);
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#endif
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#endif
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add_library(wlr-render STATIC
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add_library(wlr-render STATIC
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matrix.c
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matrix.c
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shader.c
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wlr_renderer.c
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surface.c
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wlr_surface.c
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renderer.c
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gles3/shaders.c
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gles3/renderer.c
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gles3/surface.c
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)
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)
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@ -0,0 +1,161 @@
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#include <stdint.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <GLES3/gl3.h>
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#include <wayland-util.h>
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#include <wayland-server-protocol.h>
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#include <wlr/render.h>
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#include <wlr/render/interface.h>
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#include <wlr/render/matrix.h>
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#include <common/log.h>
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#include "render/gles3.h"
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static struct {
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bool initialized;
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GLuint rgb, rgba;
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} shaders;
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static GLuint vao, vbo, ebo;
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static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
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*shader = glCreateShader(type);
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int len = strlen(src);
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glShaderSource(*shader, 1, &src, &len);
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glCompileShader(*shader);
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GLint success;
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
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if (success == GL_FALSE) {
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GLint loglen;
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glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
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GLchar msg[loglen];
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glGetShaderInfoLog(*shader, loglen, &loglen, msg);
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return false;
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}
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return true;
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}
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static bool compile_program(const GLchar *vert_src,
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const GLchar *frag_src, GLuint *program) {
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GLuint vertex, fragment;
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if (!compile_shader(GL_VERTEX_SHADER, vert_src, &vertex)) {
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return false;
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}
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if (!compile_shader(GL_FRAGMENT_SHADER, frag_src, &fragment)) {
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glDeleteProgram(vertex);
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return false;
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}
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*program = glCreateProgram();
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glAttachShader(*program, vertex);
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glAttachShader(*program, fragment);
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glLinkProgram(*program);
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glDeleteProgram(vertex);
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glDeleteProgram(fragment);
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return true;
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}
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static void init_default_shaders() {
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if (shaders.initialized) {
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return;
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}
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if (!compile_program(vertex_src, fragment_src_RGB, &shaders.rgb)) {
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goto error;
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}
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if (!compile_program(vertex_src, fragment_src_RGBA, &shaders.rgba)) {
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goto error;
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}
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return;
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error:
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|
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);
|
||||||
|
}
|
|
@ -0,0 +1,28 @@
|
||||||
|
#include "render/gles3.h"
|
||||||
|
#include <GLES3/gl3.h>
|
||||||
|
|
||||||
|
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";
|
||||||
|
|
||||||
|
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";
|
||||||
|
|
||||||
|
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";
|
|
@ -0,0 +1,63 @@
|
||||||
|
#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 "render/gles3.h"
|
||||||
|
|
||||||
|
static bool gles3_surface_attach_pixels(struct wlr_surface_state *surface,
|
||||||
|
uint32_t format, int width, int height, const unsigned char *pixels) {
|
||||||
|
assert(surface);
|
||||||
|
surface->wlr_surface->width = width;
|
||||||
|
surface->wlr_surface->height = height;
|
||||||
|
surface->wlr_surface->format = format;
|
||||||
|
// TODO: Error handling
|
||||||
|
glGenTextures(1, &surface->tex_id);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, surface->tex_id);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
|
||||||
|
format, GL_UNSIGNED_BYTE, pixels);
|
||||||
|
surface->wlr_surface->valid = true;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void gles3_surface_get_matrix(struct wlr_surface_state *surface,
|
||||||
|
float (*matrix)[16], const float (*projection)[16], int x, int y) {
|
||||||
|
struct wlr_surface *_surface = surface->wlr_surface;
|
||||||
|
float world[16];
|
||||||
|
wlr_matrix_identity(matrix);
|
||||||
|
wlr_matrix_translate(&world, x, y, 0);
|
||||||
|
wlr_matrix_mul(matrix, &world, matrix);
|
||||||
|
wlr_matrix_scale(&world, _surface->width, _surface->height, 1);
|
||||||
|
wlr_matrix_mul(matrix, &world, matrix);
|
||||||
|
wlr_matrix_mul(projection, matrix, matrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void gles3_surface_bind(struct wlr_surface_state *surface) {
|
||||||
|
glActiveTexture(GL_TEXTURE0 + 1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, surface->tex_id);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void gles3_surface_destroy(struct wlr_surface_state *surface) {
|
||||||
|
// TODO
|
||||||
|
}
|
||||||
|
|
||||||
|
static struct wlr_surface_impl wlr_surface_impl = {
|
||||||
|
.attach_pixels = gles3_surface_attach_pixels,
|
||||||
|
// .attach_shm = TODO
|
||||||
|
.get_matrix = gles3_surface_get_matrix,
|
||||||
|
.bind = gles3_surface_bind,
|
||||||
|
.destroy = gles3_surface_destroy,
|
||||||
|
};
|
||||||
|
|
||||||
|
struct wlr_surface *gles3_surface_init() {
|
||||||
|
struct wlr_surface_state *state = calloc(sizeof(struct wlr_surface_state), 1);
|
||||||
|
struct wlr_surface *surface = wlr_surface_init(state, &wlr_surface_impl);
|
||||||
|
state->wlr_surface = surface;
|
||||||
|
return surface;
|
||||||
|
}
|
|
@ -41,7 +41,7 @@ void wlr_matrix_rotate(float (*output)[16], float radians) {
|
||||||
(*output)[mind(2, 2)] = _cos;
|
(*output)[mind(2, 2)] = _cos;
|
||||||
}
|
}
|
||||||
|
|
||||||
void wlr_matrix_mul(float (*x)[16], float (*y)[16], float (*product)[16]) {
|
void wlr_matrix_mul(const float (*x)[16], const float (*y)[16], float (*product)[16]) {
|
||||||
float _product[16] = {
|
float _product[16] = {
|
||||||
(*x)[mind(1, 1)] * (*y)[mind(1, 1)] + (*x)[mind(1, 2)] * (*y)[mind(2, 1)] +
|
(*x)[mind(1, 1)] * (*y)[mind(1, 1)] + (*x)[mind(1, 2)] * (*y)[mind(2, 1)] +
|
||||||
(*x)[mind(1, 3)] * (*y)[mind(3, 1)] + (*x)[mind(1, 4)] * (*y)[mind(4, 1)],
|
(*x)[mind(1, 3)] * (*y)[mind(3, 1)] + (*x)[mind(1, 4)] * (*y)[mind(4, 1)],
|
||||||
|
|
|
@ -1,138 +0,0 @@
|
||||||
#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
|
|
||||||
}
|
|
|
@ -1,97 +0,0 @@
|
||||||
#include <assert.h>
|
|
||||||
#include <string.h>
|
|
||||||
#include <stdlib.h>
|
|
||||||
#include <stdint.h>
|
|
||||||
#include <stdbool.h>
|
|
||||||
#include <GLES3/gl3.h>
|
|
||||||
#include <wlr/render.h>
|
|
||||||
#include <wlr/render/matrix.h>
|
|
||||||
#include "render.h"
|
|
||||||
|
|
||||||
static bool create_shader(GLenum type, const GLchar *src, GLint len, GLuint *shader) {
|
|
||||||
*shader = glCreateShader(type);
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
struct wlr_shader *wlr_shader_init(const char *vertex) {
|
|
||||||
struct wlr_shader *shader = calloc(sizeof(struct wlr_shader), 1);
|
|
||||||
if (!create_shader(GL_VERTEX_SHADER, vertex, strlen(vertex), &shader->vert)) {
|
|
||||||
wlr_shader_destroy(shader);
|
|
||||||
return NULL;
|
|
||||||
}
|
|
||||||
return shader;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool wlr_shader_add_format(struct wlr_shader *shader, uint32_t format,
|
|
||||||
const char *frag) {
|
|
||||||
assert(shader);
|
|
||||||
struct wlr_shader *_shader = shader;
|
|
||||||
if (_shader->valid) {
|
|
||||||
shader = calloc(sizeof(struct wlr_shader), 1);
|
|
||||||
shader->vert = _shader->vert;
|
|
||||||
} else {
|
|
||||||
while (shader->next) {
|
|
||||||
_shader = shader;
|
|
||||||
shader = shader->next;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
shader->format = format;
|
|
||||||
GLuint _frag;
|
|
||||||
if (!create_shader(GL_FRAGMENT_SHADER, frag, strlen(frag), &_frag)) {
|
|
||||||
goto error;
|
|
||||||
}
|
|
||||||
shader->program = glCreateProgram();
|
|
||||||
glAttachShader(shader->program, shader->vert);
|
|
||||||
glAttachShader(shader->program, _frag);
|
|
||||||
glLinkProgram(shader->program);
|
|
||||||
glDeleteProgram(_frag);
|
|
||||||
if (_shader->valid) {
|
|
||||||
_shader->next = shader;
|
|
||||||
}
|
|
||||||
shader->valid = true;
|
|
||||||
return true;
|
|
||||||
error:
|
|
||||||
if (_shader->valid) {
|
|
||||||
wlr_shader_destroy(shader);
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool wlr_shader_use(struct wlr_shader *shader, uint32_t format) {
|
|
||||||
if (shader->format == format) {
|
|
||||||
glUseProgram(shader->program);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
while (shader->next) {
|
|
||||||
shader = shader->next;
|
|
||||||
if (shader->format == format) {
|
|
||||||
glUseProgram(shader->program);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void wlr_shader_destroy(struct wlr_shader *shader) {
|
|
||||||
while (shader) {
|
|
||||||
struct wlr_shader *_shader = shader;
|
|
||||||
glDeleteProgram(shader->vert);
|
|
||||||
glDeleteProgram(shader->program);
|
|
||||||
shader = shader->next;
|
|
||||||
free(_shader);
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,34 +0,0 @@
|
||||||
#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 "render.h"
|
|
||||||
|
|
||||||
struct wlr_surface *wlr_surface_init() {
|
|
||||||
return calloc(sizeof(struct wlr_surface), 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
void wlr_surface_attach_pixels(struct wlr_surface *surf, uint32_t format,
|
|
||||||
int width, int height, const unsigned char *pixels) {
|
|
||||||
assert(surf);
|
|
||||||
surf->width = width;
|
|
||||||
surf->height = height;
|
|
||||||
surf->format = format;
|
|
||||||
// TODO: Error handling
|
|
||||||
glGenTextures(1, &surf->tex_id);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, surf->tex_id);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
|
|
||||||
format, GL_UNSIGNED_BYTE, pixels);
|
|
||||||
surf->valid = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void wlr_surface_attach_shm(struct wlr_surface *surf, uint32_t format,
|
|
||||||
struct wl_shm_buffer *shm);
|
|
||||||
|
|
||||||
void wlr_surface_destroy(struct wlr_surface *tex) {
|
|
||||||
// TODO
|
|
||||||
}
|
|
|
@ -0,0 +1,33 @@
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <stdbool.h>
|
||||||
|
#include <wlr/render/interface.h>
|
||||||
|
|
||||||
|
struct wlr_renderer *wlr_renderer_init(struct wlr_renderer_state *state,
|
||||||
|
struct wlr_renderer_impl *impl) {
|
||||||
|
struct wlr_renderer *r = calloc(sizeof(struct wlr_renderer), 1);
|
||||||
|
r->state = state;
|
||||||
|
r->impl = impl;
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
void wlr_renderer_destroy(struct wlr_renderer *r) {
|
||||||
|
r->impl->destroy(r->state);
|
||||||
|
free(r);
|
||||||
|
}
|
||||||
|
|
||||||
|
void wlr_renderer_begin(struct wlr_renderer *r, struct wlr_output *o) {
|
||||||
|
r->impl->begin(r->state, o);
|
||||||
|
}
|
||||||
|
|
||||||
|
void wlr_renderer_end(struct wlr_renderer *r) {
|
||||||
|
r->impl->end(r->state);
|
||||||
|
}
|
||||||
|
|
||||||
|
struct wlr_surface *wlr_render_surface_init(struct wlr_renderer *r) {
|
||||||
|
return r->impl->surface_init(r->state);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool wlr_render_with_matrix(struct wlr_renderer *r,
|
||||||
|
struct wlr_surface *surface, const float (*matrix)[16]) {
|
||||||
|
return r->impl->render_with_matrix(r->state, surface, matrix);
|
||||||
|
}
|
|
@ -0,0 +1,36 @@
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <stdbool.h>
|
||||||
|
#include <wlr/render/interface.h>
|
||||||
|
|
||||||
|
struct wlr_surface *wlr_surface_init(struct wlr_surface_state *state,
|
||||||
|
struct wlr_surface_impl *impl) {
|
||||||
|
struct wlr_surface *s = calloc(sizeof(struct wlr_surface), 1);
|
||||||
|
s->state = state;
|
||||||
|
s->impl = impl;
|
||||||
|
return s;
|
||||||
|
}
|
||||||
|
|
||||||
|
void wlr_surface_destroy(struct wlr_surface *surface) {
|
||||||
|
surface->impl->destroy(surface->state);
|
||||||
|
free(surface);
|
||||||
|
}
|
||||||
|
|
||||||
|
void wlr_surface_bind(struct wlr_surface *surface) {
|
||||||
|
surface->impl->bind(surface->state);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool wlr_surface_attach_pixels(struct wlr_surface *surface, uint32_t format,
|
||||||
|
int width, int height, const unsigned char *pixels) {
|
||||||
|
return surface->impl->attach_pixels(surface->state,
|
||||||
|
format, width, height, pixels);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool wlr_surface_attach_shm(struct wlr_surface *surface, uint32_t format,
|
||||||
|
struct wl_shm_buffer *shm) {
|
||||||
|
return surface->impl->attach_shm(surface->state, format, shm);
|
||||||
|
}
|
||||||
|
|
||||||
|
void wlr_surface_get_matrix(struct wlr_surface *surface,
|
||||||
|
float (*matrix)[16], const float (*projection)[16], int x, int y) {
|
||||||
|
surface->impl->get_matrix(surface->state, matrix, projection, x, y);
|
||||||
|
}
|
Loading…
Reference in New Issue