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https://gitlab.freedesktop.org/wlroots/wlroots.git
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matrix: use 2D matrices
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parent
d26b67cb06
commit
824a95ad19
21 changed files with 216 additions and 271 deletions
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@ -85,11 +85,13 @@ static void init_default_shaders() {
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if (!compile_program(quad_vertex_src, quad_fragment_src, &shaders.quad)) {
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goto error;
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}
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if (!compile_program(quad_vertex_src, ellipse_fragment_src, &shaders.ellipse)) {
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if (!compile_program(quad_vertex_src, ellipse_fragment_src,
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&shaders.ellipse)) {
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goto error;
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}
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if (glEGLImageTargetTexture2DOES) {
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if (!compile_program(quad_vertex_src, fragment_src_external, &shaders.external)) {
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if (!compile_program(quad_vertex_src, fragment_src_external,
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&shaders.external)) {
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goto error;
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}
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}
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@ -170,16 +172,16 @@ static void draw_quad() {
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GL_CALL(glDisableVertexAttribArray(1));
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}
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static bool wlr_gles2_render_texture(struct wlr_renderer *wlr_renderer,
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struct wlr_texture *texture, const float matrix[static 16],
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float alpha) {
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static bool wlr_gles2_render_texture_with_matrix(
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struct wlr_renderer *wlr_renderer, struct wlr_texture *texture,
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const float matrix[static 9], float alpha) {
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if (!texture || !texture->valid) {
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wlr_log(L_ERROR, "attempt to render invalid texture");
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return false;
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}
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wlr_texture_bind(texture);
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GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, matrix));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, matrix));
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GL_CALL(glUniform1f(2, alpha));
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draw_quad();
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return true;
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@ -187,17 +189,17 @@ static bool wlr_gles2_render_texture(struct wlr_renderer *wlr_renderer,
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static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer,
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const float color[static 4], const float matrix[static 16]) {
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const float color[static 4], const float matrix[static 9]) {
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GL_CALL(glUseProgram(shaders.quad));
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GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, matrix));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, matrix));
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GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
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draw_quad();
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}
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static void wlr_gles2_render_ellipse(struct wlr_renderer *wlr_renderer,
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const float color[static 4], const float matrix[static 16]) {
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const float color[static 4], const float matrix[static 9]) {
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GL_CALL(glUseProgram(shaders.ellipse));
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GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, matrix));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
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GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
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draw_quad();
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}
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@ -258,7 +260,7 @@ static struct wlr_renderer_impl wlr_renderer_impl = {
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.clear = wlr_gles2_clear,
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.scissor = wlr_gles2_scissor,
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.texture_create = wlr_gles2_texture_create,
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.render_with_matrix = wlr_gles2_render_texture,
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.render_texture_with_matrix = wlr_gles2_render_texture_with_matrix,
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.render_quad = wlr_gles2_render_quad,
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.render_ellipse = wlr_gles2_render_ellipse,
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.formats = wlr_gles2_formats,
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@ -3,29 +3,29 @@
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat4 proj;"
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"uniform mat3 proj;"
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"uniform vec4 color;"
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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"mat4 transpose(in mat4 inMatrix) {"
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" vec4 i0 = inMatrix[0];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i3 = inMatrix[3];"
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" mat4 outMatrix = mat4("
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" );"
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" return outMatrix;"
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""
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"mat3 transpose(in mat3 inMatrix) {"
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" vec3 i0 = inMatrix[0];"
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" vec3 i1 = inMatrix[1];"
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" vec3 i2 = inMatrix[2];"
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" mat3 outMatrix = mat3("
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" vec3(i0.x, i1.x, i2.x),"
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" vec3(i0.y, i1.y, i2.y),"
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" vec3(i0.z, i1.z, i2.z)"
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" );"
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" return outMatrix;"
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"}"
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""
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"void main() {"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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" v_color = color;"
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" v_texcoord = texcoord;"
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" gl_Position = vec4(transpose(proj) * vec3(pos, 1.0), 1.0);"
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" v_color = color;"
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" v_texcoord = texcoord;"
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"}";
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const GLchar quad_fragment_src[] =
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@ -49,26 +49,25 @@ const GLchar ellipse_fragment_src[] =
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// Textured quads
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const GLchar vertex_src[] =
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"uniform mat4 proj;"
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"uniform mat3 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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"mat4 transpose(in mat4 inMatrix) {"
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" vec4 i0 = inMatrix[0];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i3 = inMatrix[3];"
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" mat4 outMatrix = mat4("
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" );"
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""
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" return outMatrix;"
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"mat3 transpose(in mat3 inMatrix) {"
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" vec3 i0 = inMatrix[0];"
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" vec3 i1 = inMatrix[1];"
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" vec3 i2 = inMatrix[2];"
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" mat3 outMatrix = mat3("
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" vec3(i0.x, i1.x, i2.x),"
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" vec3(i0.y, i1.y, i2.y),"
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" vec3(i0.z, i1.z, i2.z)"
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" );"
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" return outMatrix;"
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"}"
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""
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"void main() {"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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" gl_Position = vec4(transpose(proj) * vec3(pos, 1.0), 1.0);"
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" v_texcoord = texcoord;"
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"}";
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@ -87,8 +86,8 @@ const GLchar fragment_src_rgbx[] =
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"uniform sampler2D tex;"
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"uniform float alpha;"
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"void main() {"
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
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" gl_FragColor.a = alpha;"
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
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" gl_FragColor.a = alpha;"
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"}";
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const GLchar fragment_src_external[] =
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@ -97,6 +96,6 @@ const GLchar fragment_src_external[] =
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"varying vec2 v_texcoord;"
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"uniform samplerExternalOES texture0;"
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"void main() {"
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" vec4 col = texture2D(texture0, v_texcoord);"
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" gl_FragColor = vec4(col.rgb, col.a);"
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" vec4 col = texture2D(texture0, v_texcoord);"
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" gl_FragColor = vec4(col.rgb, col.a);"
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"}";
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@ -227,16 +227,13 @@ static bool gles2_texture_upload_eglimage(struct wlr_texture *wlr_tex,
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}
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static void gles2_texture_get_matrix(struct wlr_texture *_texture,
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float mat[static 16], const float projection[static 16], int x, int y) {
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float mat[static 9], const float projection[static 9], int x, int y) {
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struct wlr_gles2_texture *texture = (struct wlr_gles2_texture *)_texture;
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float world[16];
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wlr_matrix_identity(mat);
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wlr_matrix_translate(world, x, y, 0);
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wlr_matrix_mul(mat, mat, world);
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wlr_matrix_scale(world,
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texture->wlr_texture.width, texture->wlr_texture.height, 1);
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wlr_matrix_mul(mat, mat, world);
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wlr_matrix_mul(mat, projection, mat);
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wlr_matrix_translate(mat, x, y);
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wlr_matrix_scale(mat, texture->wlr_texture.width,
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texture->wlr_texture.height);
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wlr_matrix_multiply(mat, projection, mat);
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}
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static void gles2_texture_get_buffer_size(struct wlr_texture *texture, struct
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@ -35,19 +35,19 @@ struct wlr_texture *wlr_render_texture_create(struct wlr_renderer *r) {
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return r->impl->texture_create(r);
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}
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bool wlr_render_with_matrix(struct wlr_renderer *r,
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struct wlr_texture *texture, const float matrix[static 16],
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bool wlr_render_texture_with_matrix(struct wlr_renderer *r,
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struct wlr_texture *texture, const float matrix[static 9],
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float alpha) {
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return r->impl->render_with_matrix(r, texture, matrix, alpha);
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return r->impl->render_texture_with_matrix(r, texture, matrix, alpha);
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}
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void wlr_render_colored_quad(struct wlr_renderer *r,
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const float color[static 4], const float matrix[static 16]) {
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const float color[static 4], const float matrix[static 9]) {
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r->impl->render_quad(r, color, matrix);
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}
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void wlr_render_colored_ellipse(struct wlr_renderer *r,
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const float color[static 4], const float matrix[static 16]) {
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const float color[static 4], const float matrix[static 9]) {
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r->impl->render_ellipse(r, color, matrix);
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}
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@ -54,7 +54,7 @@ bool wlr_texture_upload_eglimage(struct wlr_texture *texture,
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}
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void wlr_texture_get_matrix(struct wlr_texture *texture,
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float mat[static 16], const float projection[static 16], int x, int y) {
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float mat[static 9], const float projection[static 9], int x, int y) {
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texture->impl->get_matrix(texture, mat, projection, x, y);
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}
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