#include #include #include #include #include #include #include #include #include #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; GL_CALL(glGenTextures(1, &surface->tex_id)); GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id)); GL_CALL(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) { GL_CALL(glActiveTexture(GL_TEXTURE0 + 1)); GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id)); GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); GL_CALL(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; }