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); +} |