renderer/gles2: Compute texture coordinates based off of vertex positions

This commit is contained in:
Alexander Orzechowski 2023-05-23 02:16:29 -04:00
parent 45b2a8eee2
commit b1d26ed47b
3 changed files with 15 additions and 20 deletions

View file

@ -25,10 +25,10 @@ struct wlr_gles2_pixel_format {
struct wlr_gles2_tex_shader { struct wlr_gles2_tex_shader {
GLuint program; GLuint program;
GLint proj; GLint proj;
GLint tex_proj;
GLint tex; GLint tex;
GLint alpha; GLint alpha;
GLint pos_attrib; GLint pos_attrib;
GLint tex_attrib;
}; };
struct wlr_gles2_renderer { struct wlr_gles2_renderer {

View file

@ -321,27 +321,21 @@ static bool gles2_render_subtexture_with_matrix(
glUniform1i(shader->tex, 0); glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha); glUniform1f(shader->alpha, alpha);
const GLfloat x1 = box->x / wlr_texture->width; float tex_matrix[9];
const GLfloat y1 = box->y / wlr_texture->height; wlr_matrix_identity(tex_matrix);
const GLfloat x2 = (box->x + box->width) / wlr_texture->width; wlr_matrix_translate(tex_matrix, box->x / texture->wlr_texture.width,
const GLfloat y2 = (box->y + box->height) / wlr_texture->height; box->y / texture->wlr_texture.height);
const GLfloat texcoord[] = { wlr_matrix_scale(tex_matrix, box->width / texture->wlr_texture.width,
x2, y1, // top right box->height / texture->wlr_texture.height);
x1, y1, // top left glUniformMatrix3fv(shader->tex_proj, 1, GL_FALSE, tex_matrix);
x2, y2, // bottom right
x1, y2, // bottom left
};
glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); 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->pos_attrib);
glEnableVertexAttribArray(shader->tex_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->pos_attrib); glDisableVertexAttribArray(shader->pos_attrib);
glDisableVertexAttribArray(shader->tex_attrib);
glBindTexture(texture->target, 0); glBindTexture(texture->target, 0);
@ -828,10 +822,10 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
goto error; goto error;
} }
renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj"); 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.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha"); renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos"); renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
renderer->shaders.tex_rgbx.program = prog = renderer->shaders.tex_rgbx.program = prog =
link_program(renderer, common_vert_src, tex_rgbx_frag_src); 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; goto error;
} }
renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj"); 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.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha"); renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos"); 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) { if (renderer->exts.OES_egl_image_external) {
renderer->shaders.tex_ext.program = prog = renderer->shaders.tex_ext.program = prog =
@ -851,10 +845,10 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
goto error; goto error;
} }
renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj"); 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.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha"); renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos"); renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
} }
pop_gles2_debug(renderer); pop_gles2_debug(renderer);

View file

@ -1,9 +1,10 @@
uniform mat3 proj; uniform mat3 proj;
uniform mat3 tex_proj;
attribute vec2 pos; attribute vec2 pos;
attribute vec2 texcoord;
varying vec2 v_texcoord; varying vec2 v_texcoord;
void main() { void main() {
gl_Position = vec4(vec3(pos, 1.0) * proj, 1.0); vec3 pos3 = vec3(pos, 1.0);
v_texcoord = texcoord; gl_Position = vec4(pos3 * proj, 1.0);
v_texcoord = (pos3 * tex_proj).xy;
} }