diff options
Diffstat (limited to 'sway/desktop/fx_renderer.c')
| -rw-r--r-- | sway/desktop/fx_renderer.c | 397 | 
1 files changed, 397 insertions, 0 deletions
| diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c new file mode 100644 index 00000000..299eca9d --- /dev/null +++ b/sway/desktop/fx_renderer.c @@ -0,0 +1,397 @@ +/* +  primarily stolen from: +  - https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2 +  - https://github.com/vaxerski/Hyprland/blob/main/src/render/OpenGL.cpp +*/ + +#define _POSIX_C_SOURCE 200809L +#include <assert.h> +#include <GLES2/gl2.h> +#include <stdlib.h> +#include <wlr/backend.h> +#include <wlr/render/egl.h> +#include <wlr/render/gles2.h> +#include <wlr/types/wlr_matrix.h> +#include <wlr/util/box.h> +#include "log.h" +#include "sway/desktop/fx_renderer.h" +#include "sway/output.h" +#include "sway/server.h" + +/************************ +  Shaders +*************************/ + +// Colored quads +const GLchar quad_vertex_src[] = +"uniform mat3 proj;\n" +"uniform vec4 color;\n" +"attribute vec2 pos;\n" +"attribute vec2 texcoord;\n" +"varying vec4 v_color;\n" +"varying vec2 v_texcoord;\n" +"\n" +"void main() {\n" +"	gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n" +"	v_color = color;\n" +"	v_texcoord = texcoord;\n" +"}\n"; + +const GLchar quad_fragment_src[] = +"precision mediump float;\n" +"varying vec4 v_color;\n" +"varying vec2 v_texcoord;\n" +"\n" +"void main() {\n" +"	gl_FragColor = v_color;\n" +"}\n"; + +// Textured quads +const GLchar tex_vertex_src[] = +"uniform mat3 proj;\n" +"attribute vec2 pos;\n" +"attribute vec2 texcoord;\n" +"varying vec2 v_texcoord;\n" +"\n" +"void main() {\n" +"	gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n" +"	v_texcoord = texcoord;\n" +"}\n"; + +const GLchar tex_fragment_src_rgba[] = +"precision mediump float;\n" +"varying vec2 v_texcoord;\n" +"uniform sampler2D tex;\n" +"uniform float alpha;\n" +"\n" +"void main() {\n" +"	gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n" +"}\n"; + +const GLchar tex_fragment_src_rgbx[] = +"precision mediump float;\n" +"varying vec2 v_texcoord;\n" +"uniform sampler2D tex;\n" +"uniform float alpha;\n" +"\n" +"void main() {\n" +"	gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n" +"}\n"; + +const GLchar tex_fragment_src_external[] = +"#extension GL_OES_EGL_image_external : require\n\n" +"precision mediump float;\n" +"varying vec2 v_texcoord;\n" +"uniform samplerExternalOES texture0;\n" +"uniform float alpha;\n" +"\n" +"void main() {\n" +"	gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n" +"}\n"; + +/************************ +  Matrix Consts +*************************/ +/* +static const GLfloat flip_180[] = { +	1.0f, 0.0f, 0.0f, +	0.0f, -1.0f, 0.0f, +	0.0f, 0.0f, 1.0f, +}; +*/ + +static const GLfloat verts[] = { +	1, 0, // top right +	0, 0, // top left +	1, 1, // bottom right +	0, 1, // bottom left +}; + +/************************ +  General Functions +*************************/ + +static GLuint compile_shader(GLuint type, const GLchar *src) { +	GLuint shader = glCreateShader(type); +	glShaderSource(shader, 1, &src, NULL); +	glCompileShader(shader); + +	GLint ok; +	glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); +	if (ok == GL_FALSE) { +		glDeleteShader(shader); +		shader = 0; +	} + +	return shader; +} + +static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) { +	GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src); +	if (!vert) { +		goto error; +	} + +	GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src); +	if (!frag) { +		glDeleteShader(vert); +		goto error; +	} + +	GLuint prog = glCreateProgram(); +	glAttachShader(prog, vert); +	glAttachShader(prog, frag); +	glLinkProgram(prog); + +	glDetachShader(prog, vert); +	glDetachShader(prog, frag); +	glDeleteShader(vert); +	glDeleteShader(frag); + +	GLint ok; +	glGetProgramiv(prog, GL_LINK_STATUS, &ok); +	if (ok == GL_FALSE) { +		glDeleteProgram(prog); +		goto error; +	} + +	return prog; + +error: +	return 0; +} + +// TODO: Hyprland way? +// TODO: instead of server, have param be server->backend like wlr_renderer_autocreate +struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { +	struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer)); +	if (renderer == NULL) { +		return NULL; +	} + +	// TODO: wlr_egl_make_current or eglMakeCurrent? +	// TODO: assert instead of conditional statement? +	if (!wlr_egl_make_current(egl)) { +		sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current"); +		return NULL; +	} +	// TODO: needed? +	renderer->egl = egl; + +	// get extensions +	const char *exts_str = (const char *)glGetString(GL_EXTENSIONS); +	if (exts_str == NULL) { +		sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS"); +		return NULL; +	} + +	sway_log(SWAY_INFO, "Creating swayfx GLES2 renderer"); +	sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION)); +	sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR)); +	sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER)); +	sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str); + +	// TODO: gl checks + +	// init shaders +	GLuint prog; + +	prog = link_program(quad_vertex_src, quad_fragment_src); +	renderer->shaders.quad.program = prog; +	if (!renderer->shaders.quad.program) { +		goto error; +	} +	renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj"); +	renderer->shaders.quad.color = glGetUniformLocation(prog, "color"); +	renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos"); + +	prog = link_program(tex_vertex_src, tex_fragment_src_rgba); +	renderer->shaders.tex_rgba.program = prog; +	if (!renderer->shaders.tex_rgba.program) { +		goto error; +	} +	renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj"); +	renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex"); +	renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha"); +	renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos"); +	renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord"); + +	prog = link_program(tex_vertex_src, tex_fragment_src_rgbx); +	renderer->shaders.tex_rgbx.program = prog; +	if (!renderer->shaders.tex_rgbx.program) { +		goto error; +	} +	renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj"); +	renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex"); +	renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha"); +	renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos"); +	renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord"); + +	prog = link_program(tex_vertex_src, tex_fragment_src_external); +	renderer->shaders.tex_ext.program = prog; +	if (!renderer->shaders.tex_ext.program) { +		goto error; +	} +	renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj"); +	renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex"); +	renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha"); +	renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos"); +	renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord"); + +	// TODO: if remove renderer->egl, replace below with r->egl +	wlr_egl_unset_current(renderer->egl); + +	sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully"); +	return renderer; + +error: +	glDeleteProgram(renderer->shaders.quad.program); +	glDeleteProgram(renderer->shaders.tex_rgba.program); +	glDeleteProgram(renderer->shaders.tex_rgbx.program); +	glDeleteProgram(renderer->shaders.tex_ext.program); + +	wlr_egl_unset_current(renderer->egl); + +	// TODO: more freeing? +	free(renderer); + +	sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders"); +	return NULL; +} + +void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) { +	//push_gles2_debug(renderer); + +	glViewport(0, 0, width, height); + +	// refresh projection matrix +	wlr_matrix_projection(renderer->projection, width, height, +		WL_OUTPUT_TRANSFORM_FLIPPED_180); + +	glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + +	//pop_gles2_debug(renderer); + +} + +void fx_renderer_end() { + +} + +void fx_renderer_clear(const float color[static 4]) { +		glClearColor(color[0], color[1], color[2], color[3]); +		glClear(GL_COLOR_BUFFER_BIT); +} + +void fx_renderer_scissor(struct wlr_box *box) { +		if (box) { +				glScissor(box->x, box->y, box->width, box->height); +				glEnable(GL_SCISSOR_TEST); +		} else { +				glDisable(GL_SCISSOR_TEST); +		} +} + +/************************ +  Rendering Functions +*************************/ + +bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, +		struct wlr_texture *wlr_texture, const struct wlr_fbox *box, +		const float matrix[static 9], float alpha) { + +	assert(wlr_texture_is_gles2(wlr_texture)); +	struct wlr_gles2_texture_attribs texture_attrs; +	wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs); + +	struct gles2_tex_shader *shader = NULL; + +	switch (texture_attrs.target) { +	case GL_TEXTURE_2D: +		if (texture_attrs.has_alpha) { +			shader = &renderer->shaders.tex_rgba; +		} else { +			shader = &renderer->shaders.tex_rgbx; +		} +		break; +	/* +	case GL_TEXTURE_EXTERNAL_OES: +		shader = &renderer->shaders.tex_ext; + +		// TODO: ADD ME ONCE EXTS ADDED TO RENDERER +		if (!renderer->exts.OES_egl_image_external) { +			sway_log(SWAY_ERROR, "Failed to render texture: " +				"GL_TEXTURE_EXTERNAL_OES not supported"); +			return false; +		} +		break; +		*/ +	default: +		sway_log(SWAY_ERROR, "Aborting render"); +		abort(); +	} + +	float gl_matrix[9]; +	wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); + +	// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set +	// to GL_FALSE +	wlr_matrix_transpose(gl_matrix, gl_matrix); + +	// push_gles2_debug(renderer); + +	if (!texture_attrs.has_alpha && alpha == 1.0) { +		glDisable(GL_BLEND); +	} else { +		glEnable(GL_BLEND); +	} + +	glActiveTexture(GL_TEXTURE0); +	glBindTexture(texture_attrs.target, texture_attrs.tex); + +	glTexParameteri(texture_attrs.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + +	glUseProgram(shader->program); + +	glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); +	glUniform1i(shader->tex, 0); +	glUniform1f(shader->alpha, alpha); + +	const GLfloat x1 = box->x / wlr_texture->width; +	const GLfloat y1 = box->y / wlr_texture->height; +	const GLfloat x2 = (box->x + box->width) / wlr_texture->width; +	const GLfloat y2 = (box->y + box->height) / wlr_texture->height; +	const GLfloat texcoord[] = { +		x2, y1, // top right +		x1, y1, // top left +		x2, y2, // bottom right +		x1, y2, // bottom left +	}; + +	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->tex_attrib); + +	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + +	glDisableVertexAttribArray(shader->pos_attrib); +	glDisableVertexAttribArray(shader->tex_attrib); + +	glBindTexture(texture_attrs.target, 0); + +	// pop_gles2_debug(renderer); +	return true; +} + +bool fx_render_texture_with_matrix(struct fx_renderer *renderer, +		struct wlr_texture *wlr_texture, const float matrix[static 9], float alpha) { +	struct wlr_fbox box = { +		.x = 0, +		.y = 0, +		.width = wlr_texture->width, +		.height = wlr_texture->height, +	}; +	return fx_render_subtexture_with_matrix(renderer, wlr_texture, &box, matrix, alpha); +} | 
