589 lines
15 KiB
C
589 lines
15 KiB
C
/*
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primarily stolen from:
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- https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
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- https://github.com/vaxerski/Hyprland/blob/main/src/render/OpenGL.cpp
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*/
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// TODO: add push / pop_gles2_debug(renderer)?
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#define _POSIX_C_SOURCE 200809L
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#include <assert.h>
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#include <GLES2/gl2.h>
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#include <stdlib.h>
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#include <wlr/backend.h>
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#include <wlr/render/egl.h>
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#include <wlr/render/gles2.h>
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#include <wlr/types/wlr_matrix.h>
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#include <wlr/util/box.h>
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#include "log.h"
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#include "sway/desktop/fx_renderer.h"
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#include "sway/output.h"
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#include "sway/server.h"
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/************************
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Shaders
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*************************/
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat3 proj;\n"
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"uniform vec4 color;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_color = color;\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar quad_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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// Textured quads
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const GLchar tex_vertex_src[] =
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"uniform mat3 proj;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar tex_fragment_src_rgba[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 topLeft;\n"
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"uniform vec2 bottomRight;\n"
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"uniform vec2 fullSize;\n"
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"uniform float radius;\n"
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"\n"
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"uniform int discardOpaque;\n"
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"\n"
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"void main() {\n"
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" vec4 pixColor = texture2D(tex, v_texcoord);\n"
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"\n"
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" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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"\n"
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" vec2 pixCoord = fullSize * v_texcoord;\n"
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"\n"
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" if (pixCoord[0] < topLeft[0]) {\n"
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" // we're close left\n"
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(topLeft, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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" else if (pixCoord[0] > bottomRight[0]) {\n"
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// we're close right
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(bottomRight, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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"\n"
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" gl_FragColor = pixColor * alpha;\n"
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"}\n";
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const GLchar tex_fragment_src_rgbx[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 topLeft;\n"
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"uniform vec2 bottomRight;\n"
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"uniform vec2 fullSize;\n"
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"uniform float radius;\n"
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"\n"
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"uniform int discardOpaque;\n"
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"\n"
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"void main() {\n"
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"\n"
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" if (discardOpaque == 1 && alpha == 1.0) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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"\n"
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" vec2 pixCoord = fullSize * v_texcoord;\n"
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"\n"
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" if (pixCoord[0] < topLeft[0]) {\n"
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// we're close left
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(topLeft, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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" else if (pixCoord[0] > bottomRight[0]) {\n"
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// we're close right
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(bottomRight, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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"\n"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
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"}\n";
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const GLchar tex_fragment_src_external[] =
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"#extension GL_OES_EGL_image_external : require\n\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES texture0;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 topLeft;\n"
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"uniform vec2 bottomRight;\n"
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"uniform vec2 fullSize;\n"
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"uniform float radius;\n"
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"\n"
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"uniform int discardOpaque;\n"
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"\n"
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"void main() {\n"
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"\n"
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" vec4 pixColor = texture2D(texture0, v_texcoord);\n"
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"\n"
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" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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"\n"
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" vec2 pixCoord = fullSize * v_texcoord;\n"
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"\n"
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" if (pixCoord[0] < topLeft[0]) {\n"
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// we're close left
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(topLeft, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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" else if (pixCoord[0] > bottomRight[0]) {\n"
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// we're close right
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(bottomRight, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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"\n"
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" gl_FragColor = pixColor * alpha;\n"
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"}\n";
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/************************
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Matrix Consts
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*************************/
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static const GLfloat verts[] = {
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1, 0, // top right
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0, 0, // top left
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1, 1, // bottom right
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0, 1, // bottom left
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};
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/************************
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General Functions
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*************************/
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static GLuint compile_shader(GLuint type, const GLchar *src) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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GLint ok;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
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if (ok == GL_FALSE) {
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glDeleteShader(shader);
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shader = 0;
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}
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return shader;
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}
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static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) {
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GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);
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if (!vert) {
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goto error;
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}
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GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);
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if (!frag) {
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glDeleteShader(vert);
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goto error;
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}
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GLuint prog = glCreateProgram();
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glAttachShader(prog, vert);
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glAttachShader(prog, frag);
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glLinkProgram(prog);
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glDetachShader(prog, vert);
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glDetachShader(prog, frag);
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glDeleteShader(vert);
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glDeleteShader(frag);
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GLint ok;
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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if (ok == GL_FALSE) {
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glDeleteProgram(prog);
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goto error;
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}
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return prog;
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error:
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return 0;
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}
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// TODO: Hyprland way?
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struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer));
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if (renderer == NULL) {
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return NULL;
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}
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// TODO: wlr_egl_make_current or eglMakeCurrent?
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// TODO: assert instead of conditional statement?
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if (!wlr_egl_make_current(egl)) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current");
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return NULL;
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}
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// TODO: needed?
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renderer->egl = egl;
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// get extensions
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const char *exts_str = (const char *)glGetString(GL_EXTENSIONS);
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if (exts_str == NULL) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS");
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return NULL;
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}
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sway_log(SWAY_INFO, "Creating swayfx GLES2 renderer");
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sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION));
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sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR));
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sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER));
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sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str);
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// TODO: gl checks
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// init shaders
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GLuint prog;
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prog = link_program(quad_vertex_src, quad_fragment_src);
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renderer->shaders.quad.program = prog;
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if (!renderer->shaders.quad.program) {
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goto error;
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}
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renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
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renderer->shaders.tex_rgba.program = prog;
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if (!renderer->shaders.tex_rgba.program) {
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goto error;
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}
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renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgba.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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prog = link_program(tex_vertex_src, tex_fragment_src_rgbx);
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renderer->shaders.tex_rgbx.program = prog;
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if (!renderer->shaders.tex_rgbx.program) {
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goto error;
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}
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renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgbx.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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prog = link_program(tex_vertex_src, tex_fragment_src_external);
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renderer->shaders.tex_ext.program = prog;
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if (!renderer->shaders.tex_ext.program) {
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goto error;
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}
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renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_ext.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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wlr_egl_unset_current(renderer->egl);
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sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully");
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return renderer;
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error:
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glDeleteProgram(renderer->shaders.quad.program);
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glDeleteProgram(renderer->shaders.tex_rgba.program);
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glDeleteProgram(renderer->shaders.tex_rgbx.program);
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glDeleteProgram(renderer->shaders.tex_ext.program);
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wlr_egl_unset_current(renderer->egl);
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// TODO: more freeing?
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free(renderer);
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders");
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return NULL;
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}
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void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) {
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glViewport(0, 0, width, height);
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// refresh projection matrix
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wlr_matrix_projection(renderer->projection, width, height,
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WL_OUTPUT_TRANSFORM_FLIPPED_180);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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void fx_renderer_end() {
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// TODO
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}
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void fx_renderer_clear(const float color[static 4]) {
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glClearColor(color[0], color[1], color[2], color[3]);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void fx_renderer_scissor(struct wlr_box *box) {
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if (box) {
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glScissor(box->x, box->y, box->width, box->height);
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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/************************
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Rendering Functions
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*************************/
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bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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struct wlr_texture *wlr_texture, const struct wlr_fbox *box,
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const float matrix[static 9], float alpha, int radius) {
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assert(wlr_texture_is_gles2(wlr_texture));
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struct wlr_gles2_texture_attribs texture_attrs;
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wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs);
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struct gles2_tex_shader *shader = NULL;
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switch (texture_attrs.target) {
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case GL_TEXTURE_2D:
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if (texture_attrs.has_alpha) {
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shader = &renderer->shaders.tex_rgba;
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} else {
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shader = &renderer->shaders.tex_rgbx;
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}
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break;
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/*
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case GL_TEXTURE_EXTERNAL_OES:
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shader = &renderer->shaders.tex_ext;
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// TODO: ADD ME ONCE EXTS ADDED TO RENDERER
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if (!renderer->exts.OES_egl_image_external) {
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sway_log(SWAY_ERROR, "Failed to render texture: "
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"GL_TEXTURE_EXTERNAL_OES not supported");
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return false;
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}
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break;
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*/
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default:
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sway_log(SWAY_ERROR, "Aborting render");
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abort();
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}
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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if (!texture_attrs.has_alpha && alpha == 1.0) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(texture_attrs.target, texture_attrs.tex);
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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);
|
|
glUniform1i(shader->discardOpaque, 0); // TODO
|
|
|
|
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
|
|
};
|
|
|
|
glUniform2f(
|
|
glGetUniformLocation(shader->program, "topLeft"),
|
|
radius,
|
|
radius
|
|
);
|
|
glUniform2f(
|
|
glGetUniformLocation(shader->program, "bottomRight"),
|
|
wlr_texture->width - radius,
|
|
wlr_texture->height - radius
|
|
);
|
|
glUniform2f(
|
|
glGetUniformLocation(shader->program, "fullSize"),
|
|
wlr_texture->width,
|
|
wlr_texture->height
|
|
);
|
|
glUniform1f(glGetUniformLocation(shader->program, "radius"), radius);
|
|
|
|
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;
|
|
}
|
|
|
|
bool fx_render_texture_with_matrix(struct fx_renderer *renderer,
|
|
struct wlr_texture *wlr_texture, const float matrix[static 9], float alpha, int radius) {
|
|
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, radius);
|
|
}
|
|
|
|
void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, const float color[static 4], const float projection[static 9]) {
|
|
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) {
|
|
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);
|
|
}
|
|
|