Rendering textures

This commit is contained in:
vaxerski
2022-04-05 14:33:54 +02:00
parent 67343898ff
commit 19d9465042
7 changed files with 125 additions and 23 deletions

View File

@@ -152,7 +152,7 @@ void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
glUseProgram(m_shQUAD.program);
glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.r / 255.f, col.a / 255.f);
glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@@ -161,4 +161,65 @@ void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(m_shQUAD.posAttrib);
}
void CHyprOpenGLImpl::renderTexture(wlr_texture* tex,float matrix[9], float alpha) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
renderTexture(CTexture(tex), matrix, alpha);
}
void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float alpha) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
CShader* shader = nullptr;
switch (tex.m_iType) {
case TEXTURE_RGBA:
shader = &m_shRGBA;
glEnable(GL_BLEND);
break;
case TEXTURE_RGBX:
shader = &m_shRGBX;
if (alpha == 255.f)
glDisable(GL_BLEND);
break;
case TEXTURE_EXTERNAL:
shader = &m_shEXT;
glEnable(GL_BLEND);
break;
default:
RASSERT(false, "tex.m_iTarget unsupported!");
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex.m_iTarget, tex.m_iTexID);
glTexParameteri(tex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(shader->program);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha / 255.f);
glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->posAttrib);
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex.m_iTarget, 0);
}