2022-08-13 16:14:23 +10:00
|
|
|
/*
|
|
|
|
primarily stolen from:
|
|
|
|
- https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
|
|
|
|
- https://github.com/vaxerski/Hyprland/blob/main/src/render/OpenGL.cpp
|
|
|
|
*/
|
|
|
|
|
2022-08-22 07:12:54 +10:00
|
|
|
// TODO: add push / pop_gles2_debug(renderer)?
|
|
|
|
|
2022-08-13 16:14:23 +10:00
|
|
|
#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"
|
2022-08-25 14:27:14 +10:00
|
|
|
#include "sway/desktop/shaders.h"
|
2022-08-13 16:14:23 +10:00
|
|
|
#include "sway/output.h"
|
|
|
|
#include "sway/server.h"
|
|
|
|
|
|
|
|
|
|
|
|
/************************
|
|
|
|
Matrix Consts
|
|
|
|
*************************/
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2022-10-16 04:37:48 +11:00
|
|
|
// initializes a provided fragment shader and returns false if unsuccessful
|
|
|
|
bool init_frag_shader(struct gles2_tex_shader *shader, GLuint prog) {
|
|
|
|
shader->program = prog;
|
|
|
|
if (!shader->program) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
shader->proj = glGetUniformLocation(prog, "proj");
|
|
|
|
shader->tex = glGetUniformLocation(prog, "tex");
|
|
|
|
shader->alpha = glGetUniformLocation(prog, "alpha");
|
|
|
|
shader->pos_attrib = glGetAttribLocation(prog, "pos");
|
|
|
|
shader->tex_attrib = glGetAttribLocation(prog, "texcoord");
|
|
|
|
shader->width = glGetUniformLocation(prog, "width");
|
|
|
|
shader->height = glGetUniformLocation(prog, "height");
|
|
|
|
shader->position = glGetUniformLocation(prog, "position");
|
|
|
|
shader->radius = glGetUniformLocation(prog, "radius");
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2022-08-13 16:14:23 +10:00
|
|
|
// TODO: Hyprland way?
|
|
|
|
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");
|
|
|
|
|
2022-10-10 02:47:34 +11:00
|
|
|
// Border corners
|
|
|
|
prog = link_program(quad_vertex_src, corner_fragment_src);
|
|
|
|
renderer->shaders.corner.program = prog;
|
|
|
|
if (!renderer->shaders.corner.program) {
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
renderer->shaders.corner.proj = glGetUniformLocation(prog, "proj");
|
|
|
|
renderer->shaders.corner.color = glGetUniformLocation(prog, "color");
|
|
|
|
renderer->shaders.corner.pos_attrib = glGetAttribLocation(prog, "pos");
|
|
|
|
renderer->shaders.corner.is_top_left = glGetUniformLocation(prog, "is_top_left");
|
|
|
|
renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
|
|
|
|
renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
|
|
|
|
renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
|
|
|
|
renderer->shaders.corner.width = glGetUniformLocation(prog, "width");
|
|
|
|
renderer->shaders.corner.height = glGetUniformLocation(prog, "height");
|
|
|
|
renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
|
|
|
|
renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
|
|
|
|
renderer->shaders.corner.thickness = glGetUniformLocation(prog, "thickness");
|
|
|
|
|
2022-10-16 04:37:48 +11:00
|
|
|
// fragment shaders
|
2022-08-13 16:14:23 +10:00
|
|
|
prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
|
2022-10-16 04:37:48 +11:00
|
|
|
if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) {
|
2022-08-13 16:14:23 +10:00
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
prog = link_program(tex_vertex_src, tex_fragment_src_rgbx);
|
2022-10-16 04:37:48 +11:00
|
|
|
if (!init_frag_shader(&renderer->shaders.tex_rgbx, prog)) {
|
2022-08-13 16:14:23 +10:00
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
prog = link_program(tex_vertex_src, tex_fragment_src_external);
|
2022-10-16 04:37:48 +11:00
|
|
|
if (!init_frag_shader(&renderer->shaders.tex_ext, prog)) {
|
2022-08-13 16:14:23 +10:00
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
wlr_egl_unset_current(renderer->egl);
|
|
|
|
|
|
|
|
sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully");
|
|
|
|
return renderer;
|
|
|
|
|
|
|
|
error:
|
|
|
|
glDeleteProgram(renderer->shaders.quad.program);
|
2022-10-10 02:47:34 +11:00
|
|
|
glDeleteProgram(renderer->shaders.corner.program);
|
2022-08-13 16:14:23 +10:00
|
|
|
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) {
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
void fx_renderer_end() {
|
2022-08-22 07:12:54 +10:00
|
|
|
// TODO
|
2022-08-13 16:14:23 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
*************************/
|
|
|
|
|
2022-08-30 08:25:11 +10:00
|
|
|
bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture,
|
|
|
|
const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9],
|
|
|
|
float alpha, int radius) {
|
2022-08-13 16:14:23 +10:00
|
|
|
|
|
|
|
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);
|
|
|
|
|
2022-08-30 08:25:11 +10:00
|
|
|
// if there's no opacity or rounded corners we don't need to blend
|
|
|
|
if (!texture_attrs.has_alpha && alpha == 1.0 && !radius) {
|
2022-08-13 16:14:23 +10:00
|
|
|
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);
|
|
|
|
|
2022-08-30 08:25:11 +10:00
|
|
|
// rounded corners
|
|
|
|
glUniform1f(shader->width, dst_box->width);
|
|
|
|
glUniform1f(shader->height, dst_box->height);
|
|
|
|
glUniform2f(shader->position, dst_box->x, dst_box->y);
|
|
|
|
glUniform1f(shader->radius, radius);
|
|
|
|
|
|
|
|
const GLfloat x1 = src_box->x / wlr_texture->width;
|
|
|
|
const GLfloat y1 = src_box->y / wlr_texture->height;
|
|
|
|
const GLfloat x2 = (src_box->x + src_box->width) / wlr_texture->width;
|
|
|
|
const GLfloat y2 = (src_box->y + src_box->height) / wlr_texture->height;
|
2022-08-13 16:14:23 +10:00
|
|
|
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);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2022-08-30 08:25:11 +10:00
|
|
|
bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture,
|
|
|
|
const struct wlr_box *dst_box, const float matrix[static 9], float alpha, int radius) {
|
|
|
|
struct wlr_fbox src_box = {
|
2022-08-13 16:14:23 +10:00
|
|
|
.x = 0,
|
|
|
|
.y = 0,
|
|
|
|
.width = wlr_texture->width,
|
|
|
|
.height = wlr_texture->height,
|
|
|
|
};
|
2022-08-30 08:25:11 +10:00
|
|
|
return fx_render_subtexture_with_matrix(renderer, wlr_texture, &src_box, dst_box, matrix, alpha, radius);
|
2022-08-13 16:14:23 +10:00
|
|
|
}
|
2022-08-22 06:30:00 +10:00
|
|
|
|
2022-10-10 02:47:34 +11:00
|
|
|
void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box,
|
|
|
|
const float color[static 4], const float projection[static 9]) {
|
2022-08-22 06:30:00 +10:00
|
|
|
if (box->width == 0 || box->height == 0) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
assert(box->width > 0 && box->height > 0);
|
|
|
|
float matrix[9];
|
|
|
|
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
|
|
|
|
|
|
|
|
float gl_matrix[9];
|
|
|
|
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
|
|
|
|
|
2022-08-30 08:25:11 +10:00
|
|
|
// TODO: investigate why matrix is flipped prior to this cmd
|
2022-08-22 06:30:00 +10:00
|
|
|
// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
|
|
|
|
|
|
|
|
wlr_matrix_transpose(gl_matrix, gl_matrix);
|
|
|
|
|
|
|
|
if (color[3] == 1.0) {
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
} else {
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
}
|
|
|
|
|
|
|
|
glUseProgram(renderer->shaders.quad.program);
|
|
|
|
|
|
|
|
glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
|
|
|
|
glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
|
|
|
|
|
|
|
|
glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
|
|
|
|
0, verts);
|
|
|
|
|
|
|
|
glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
|
|
|
|
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
|
|
|
|
glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
|
|
|
|
}
|
2022-10-10 02:47:34 +11:00
|
|
|
|
|
|
|
void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box *box,
|
|
|
|
const float color[static 4], const float projection[static 9],
|
|
|
|
enum corner_location corner_location, int radius, int border_thickness) {
|
|
|
|
if (box->width == 0 || box->height == 0) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
assert(box->width > 0 && box->height > 0);
|
|
|
|
float matrix[9];
|
|
|
|
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
|
|
|
|
|
|
|
|
float gl_matrix[9];
|
|
|
|
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
|
|
|
|
|
|
|
|
// TODO: investigate why matrix is flipped prior to this cmd
|
|
|
|
// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
|
|
|
|
|
|
|
|
wlr_matrix_transpose(gl_matrix, gl_matrix);
|
|
|
|
|
|
|
|
if (color[3] == 1.0 && !radius) {
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
} else {
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
}
|
|
|
|
|
|
|
|
glUseProgram(renderer->shaders.corner.program);
|
|
|
|
|
|
|
|
glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix);
|
|
|
|
glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]);
|
|
|
|
|
|
|
|
glUniform1f(renderer->shaders.corner.is_top_left, false);
|
|
|
|
glUniform1f(renderer->shaders.corner.is_top_right, false);
|
|
|
|
glUniform1f(renderer->shaders.corner.is_bottom_left, false);
|
|
|
|
glUniform1f(renderer->shaders.corner.is_bottom_right, false);
|
|
|
|
switch (corner_location) {
|
|
|
|
case TOP_LEFT:
|
|
|
|
glUniform1f(renderer->shaders.corner.is_top_left, true);
|
|
|
|
break;
|
|
|
|
case TOP_RIGHT:
|
|
|
|
glUniform1f(renderer->shaders.corner.is_top_right, true);
|
|
|
|
break;
|
|
|
|
case BOTTOM_LEFT:
|
|
|
|
glUniform1f(renderer->shaders.corner.is_bottom_left, true);
|
|
|
|
break;
|
|
|
|
case BOTTOM_RIGHT:
|
|
|
|
glUniform1f(renderer->shaders.corner.is_bottom_right, true);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
glUniform1f(renderer->shaders.corner.width, box->width);
|
|
|
|
glUniform1f(renderer->shaders.corner.height, box->height);
|
|
|
|
glUniform2f(renderer->shaders.corner.position, box->x, box->y);
|
|
|
|
glUniform1f(renderer->shaders.corner.radius, radius);
|
|
|
|
glUniform1f(renderer->shaders.corner.thickness, border_thickness);
|
|
|
|
|
|
|
|
glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
|
|
|
|
0, verts);
|
|
|
|
|
|
|
|
glEnableVertexAttribArray(renderer->shaders.corner.pos_attrib);
|
|
|
|
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
|
|
|
|
glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib);
|
|
|
|
}
|