wlroots/examples/render-pass-ext/gles2/triangle_pass.c
2026-03-25 17:12:36 +08:00

135 lines
4.5 KiB
C

#include <stdbool.h>
#include <stdlib.h>
#include <wlr/render/gles2.h>
#include <wlr/util/log.h>
#include <render/gles2.h>
#include "triangle_pass.h"
#include "triangle_vert.h"
#include "triangle_frag.h"
static void custom_triangle_render(struct wlr_render_pass *render_pass,
const struct custom_render_triangle_options *options) {
struct wlr_gles2_render_pass *wlr_gles2_pass =
wlr_gles2_render_pass_from_render_pass(render_pass);
struct render_triangle_pass *base =
wlr_gles2_pass->buffer->renderer->wlr_renderer.data;
struct gles2_render_triangle_pass *triangle_pass =
gles2_render_triangle_pass_from_pass(base);
struct wlr_gles2_renderer *renderer = wlr_gles2_pass->buffer->renderer;
struct wlr_box box;
struct wlr_buffer *wlr_buffer = wlr_gles2_pass->buffer->buffer;
custom_render_triangle_options_get_box(options, wlr_buffer, &box);
int width = wlr_gles2_pass->buffer->buffer->width;
int height = wlr_gles2_pass->buffer->buffer->height;
float x0 = options->box.x + options->box.width * 0.50f;
float y0 = options->box.y + options->box.height * 0.10f;
float x1 = options->box.x + options->box.width * 0.10f;
float y1 = options->box.y + options->box.height * 0.90f;
float x2 = options->box.x + options->box.width * 0.90f;
float y2 = options->box.y + options->box.height * 0.90f;
GLfloat verts[3][5] = {
{ x0 / width * 2.0f - 1.0f, 1.0f - y0 / height * 2.0f, 1.0f, 0.1f, 0.1f },
{ x1 / width * 2.0f - 1.0f, 1.0f - y1 / height * 2.0f, 0.1f, 1.0f, 0.1f },
{ x2 / width * 2.0f - 1.0f, 1.0f - y2 / height * 2.0f, 0.1f, 0.2f, 1.0f },
};
wlr_gles2_push_debug(renderer);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glUseProgram(triangle_pass->shader.program);
wlr_gles_set_proj_matrix(triangle_pass->shader.proj, wlr_gles2_pass->projection_matrix, &box);
glEnableVertexAttribArray(triangle_pass->shader.pos_attrib);
glVertexAttribPointer(triangle_pass->shader.pos_attrib, 2, GL_FLOAT, GL_FALSE,
5 * sizeof(GLfloat), verts);
glEnableVertexAttribArray(triangle_pass->shader.color_attrib);
glVertexAttribPointer(triangle_pass->shader.color_attrib, 3, GL_FLOAT, GL_FALSE,
5 * sizeof(GLfloat), &verts[0][2]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(triangle_pass->shader.pos_attrib);
glDisableVertexAttribArray(triangle_pass->shader.color_attrib);
wlr_gles2_pop_debug(renderer);
}
static void custom_triangle_destroy(struct render_triangle_pass *pass) {
struct gles2_render_triangle_pass *gles2_pass =
gles2_render_triangle_pass_from_pass(pass);
if (gles2_pass->shader.program != 0) {
glDeleteProgram(gles2_pass->shader.program);
}
free(gles2_pass);
}
static const struct render_triangle_pass_impl custom_triangle_impl = {
.destroy = custom_triangle_destroy,
.render = custom_triangle_render,
};
struct render_triangle_pass *gles2_render_triangle_pass_create(
struct wlr_renderer *wlr_renderer) {
struct gles2_render_triangle_pass *pass = calloc(1, sizeof(*pass));
if (pass == NULL) {
wlr_log_errno(WLR_ERROR, "failed to allocate gles2_render_triangle_pass");
return NULL;
}
struct wlr_gles2_renderer *renderer = wlr_gles2_renderer_from_renderer(wlr_renderer);
if (!wlr_egl_make_current(renderer->egl, NULL)) {
free(pass);
return NULL;
}
render_triangle_pass_init(&pass->base, &custom_triangle_impl);
wlr_gles2_push_debug(renderer);
GLuint prog;
pass->shader.program = prog =
wlr_gles2_link_program(renderer, custom_triangle_vert, custom_triangle_frag);
if (!pass->shader.program) {
goto error;
}
pass->shader.proj = -1;
pass->shader.color_attrib = glGetAttribLocation(pass->shader.program, "color");
pass->shader.pos_attrib = glGetAttribLocation(pass->shader.program, "pos");
if (pass->shader.pos_attrib < 0 || pass->shader.color_attrib < 0) {
wlr_log(WLR_ERROR, "triangle shader attribute lookup failed: pos=%d color=%d",
pass->shader.pos_attrib, pass->shader.color_attrib);
goto error;
}
wlr_gles2_pop_debug(renderer);
wlr_egl_unset_current(renderer->egl);
pass->renderer = renderer;
return &pass->base;
error:
render_triangle_pass_destroy(&pass->base);
wlr_gles2_pop_debug(renderer);
wlr_egl_unset_current(renderer->egl);
return NULL;
}
bool render_triangle_pass_is_gles2(const struct render_triangle_pass *triangle_pass) {
return triangle_pass->impl == & custom_triangle_impl;
}
struct gles2_render_triangle_pass *gles2_render_triangle_pass_from_pass(
struct render_triangle_pass *triangle_pass) {
if (!render_triangle_pass_is_gles2(triangle_pass)) {
return NULL;
}
struct gles2_render_triangle_pass *gles2_pass =
wl_container_of(triangle_pass, gles2_pass, base);
return gles2_pass;
}