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path: root/src/render/OpenGL.cpp
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Diffstat (limited to 'src/render/OpenGL.cpp')
-rw-r--r--src/render/OpenGL.cpp63
1 files changed, 62 insertions, 1 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 5a7f11d2..b86a69d7 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -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);
} \ No newline at end of file