#include #include #include #include #include #include #include #include #include #include #include "render/gles3.h" static struct { bool initialized; GLuint rgb, rgba; GLuint quad; GLuint ellipse; } shaders; static GLuint vao, vbo, ebo; static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) { *shader = GL_CALL(glCreateShader(type)); int len = strlen(src); GL_CALL(glShaderSource(*shader, 1, &src, &len)); GL_CALL(glCompileShader(*shader)); GLint success; GL_CALL(glGetShaderiv(*shader, GL_COMPILE_STATUS, &success)); if (success == GL_FALSE) { GLint loglen; 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; } 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 = GL_CALL(glCreateProgram()); GL_CALL(glAttachShader(*program, vertex)); GL_CALL(glAttachShader(*program, fragment)); GL_CALL(glLinkProgram(*program)); 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; } 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; } wlr_log(L_DEBUG, "Compiled default shaders"); 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, }; GL_CALL(glGenVertexArrays(1, &vao)); GL_CALL(glGenBuffers(1, &vbo)); GL_CALL(glBindVertexArray(vao)); GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo)); GL_CALL(glEnableVertexAttribArray(0)); GL_CALL(glEnableVertexAttribArray(1)); GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0)); GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)))); GL_CALL(glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW)); GL_CALL(glGenBuffers(1, &ebo)); GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)); GL_CALL(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? GL_CALL(glClearColor(0.25f, 0.25f, 0.25f, 1)); GL_CALL(glClear(GL_COLOR_BUFFER_BIT)); int32_t width = output->width; int32_t height = output->height; GL_CALL(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: GL_CALL(glUseProgram(shaders.rgb)); break; case GL_RGBA: GL_CALL(glUseProgram(shaders.rgba)); break; default: wlr_log(L_ERROR, "No shader for this surface format"); return false; } gles3_flush_errors(); GL_CALL(glBindVertexArray(vao)); GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo)); GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)); wlr_surface_bind(surface); GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix)); GL_CALL(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)); 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 } 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, .render_quad = wlr_gles3_render_quad, .render_ellipse = wlr_gles3_render_ellipse, .destroy = wlr_gles3_destroy }; struct wlr_renderer *wlr_gles3_renderer_init() { init_globals(); return wlr_renderer_init(NULL, &wlr_renderer_impl); }