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renderer/gles2: Compute texture coordinates based off of vertex positions
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parent
45b2a8eee2
commit
b1d26ed47b
3 changed files with 15 additions and 20 deletions
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@ -25,10 +25,10 @@ struct wlr_gles2_pixel_format {
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struct wlr_gles2_tex_shader {
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GLuint program;
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GLint proj;
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GLint tex_proj;
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GLint tex;
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GLint alpha;
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GLint pos_attrib;
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GLint tex_attrib;
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};
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struct wlr_gles2_renderer {
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@ -321,27 +321,21 @@ static bool gles2_render_subtexture_with_matrix(
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha);
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const GLfloat x1 = box->x / wlr_texture->width;
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const GLfloat y1 = box->y / wlr_texture->height;
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const GLfloat x2 = (box->x + box->width) / wlr_texture->width;
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const GLfloat y2 = (box->y + box->height) / wlr_texture->height;
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const GLfloat texcoord[] = {
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x2, y1, // top right
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x1, y1, // top left
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x2, y2, // bottom right
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x1, y2, // bottom left
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};
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float tex_matrix[9];
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wlr_matrix_identity(tex_matrix);
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wlr_matrix_translate(tex_matrix, box->x / texture->wlr_texture.width,
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box->y / texture->wlr_texture.height);
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wlr_matrix_scale(tex_matrix, box->width / texture->wlr_texture.width,
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box->height / texture->wlr_texture.height);
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glUniformMatrix3fv(shader->tex_proj, 1, GL_FALSE, tex_matrix);
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glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
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glEnableVertexAttribArray(shader->pos_attrib);
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glEnableVertexAttribArray(shader->tex_attrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(shader->pos_attrib);
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glDisableVertexAttribArray(shader->tex_attrib);
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glBindTexture(texture->target, 0);
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@ -828,10 +822,10 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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goto error;
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}
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renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_rgba.tex_proj = glGetUniformLocation(prog, "tex_proj");
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renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgbx.program = prog =
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link_program(renderer, common_vert_src, tex_rgbx_frag_src);
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@ -839,10 +833,10 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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goto error;
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}
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renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_rgbx.tex_proj = glGetUniformLocation(prog, "tex_proj");
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renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
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if (renderer->exts.OES_egl_image_external) {
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renderer->shaders.tex_ext.program = prog =
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@ -851,10 +845,10 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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goto error;
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}
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renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_ext.tex_proj = glGetUniformLocation(prog, "tex_proj");
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renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
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}
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pop_gles2_debug(renderer);
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@ -1,9 +1,10 @@
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uniform mat3 proj;
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uniform mat3 tex_proj;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(vec3(pos, 1.0) * proj, 1.0);
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v_texcoord = texcoord;
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vec3 pos3 = vec3(pos, 1.0);
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gl_Position = vec4(pos3 * proj, 1.0);
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v_texcoord = (pos3 * tex_proj).xy;
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}
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