#include #include #include #include #include #include #include #include #include #include #include "render/gles3.h" static struct { bool initialized; GLuint rgb, rgba; } shaders; static GLuint vao, vbo, ebo; static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) { *shader = glCreateShader(type); int len = strlen(src); 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; } 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 = glCreateProgram(); glAttachShader(*program, vertex); glAttachShader(*program, fragment); glLinkProgram(*program); glDeleteProgram(vertex); glDeleteProgram(fragment); 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; } 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, }; 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); }