use glium; use glium::{Frame, GlObject, Surface}; use glium::index::PrimitiveType; use glium::texture::{MipmapsOption, Texture2d, UncompressedFloatFormat}; use smithay::backend::graphics::egl::EGLGraphicsBackend; use smithay::backend::graphics::egl::error::Result as EGLResult; use smithay::backend::graphics::egl::wayland::{EGLDisplay, EGLImages, EGLWaylandExtensions, Format}; use smithay::backend::graphics::glium::GliumGraphicsBackend; use std::cell::Ref; use std::ops::Deref; use wayland_server::Display; #[derive(Copy, Clone)] struct Vertex { position: [f32; 2], tex_coords: [f32; 2], } implement_vertex!(Vertex, position, tex_coords); pub struct GliumDrawer { display: GliumGraphicsBackend, vertex_buffer: glium::VertexBuffer, index_buffer: glium::IndexBuffer, program: glium::Program, } impl GliumDrawer { pub fn borrow(&self) -> Ref { self.display.borrow() } } impl> + EGLGraphicsBackend + 'static> From for GliumDrawer { fn from(backend: T) -> GliumDrawer { let display = backend.into(); // building the vertex buffer, which contains all the vertices that we will draw let vertex_buffer = glium::VertexBuffer::new( &display, &[ Vertex { position: [0.0, 0.0], tex_coords: [0.0, 0.0], }, Vertex { position: [0.0, 1.0], tex_coords: [0.0, 1.0], }, Vertex { position: [1.0, 1.0], tex_coords: [1.0, 1.0], }, Vertex { position: [1.0, 0.0], tex_coords: [1.0, 0.0], }, ], ).unwrap(); // building the index buffer let index_buffer = glium::IndexBuffer::new(&display, PrimitiveType::TriangleStrip, &[1 as u16, 2, 0, 3]).unwrap(); // compiling shaders and linking them together let program = program!(&display, 100 => { vertex: " #version 100 uniform lowp mat4 matrix; attribute lowp vec2 position; attribute lowp vec2 tex_coords; varying lowp vec2 v_tex_coords; void main() { gl_Position = matrix * vec4(position, 0.0, 1.0); v_tex_coords = tex_coords; } ", fragment: " #version 100 uniform lowp sampler2D tex; varying lowp vec2 v_tex_coords; void main() { lowp vec4 color = texture2D(tex, v_tex_coords); gl_FragColor.r = color.z; gl_FragColor.g = color.y; gl_FragColor.b = color.x; gl_FragColor.a = color.w; } ", }, ).unwrap(); GliumDrawer { display, vertex_buffer, index_buffer, program, } } } impl GliumDrawer { pub fn texture_from_mem(&self, contents: &[u8], surface_dimensions: (u32, u32)) -> Texture2d { let image = glium::texture::RawImage2d { data: contents.into(), width: surface_dimensions.0, height: surface_dimensions.1, format: glium::texture::ClientFormat::U8U8U8U8, }; Texture2d::new(&self.display, image).unwrap() } pub fn texture_from_egl(&self, images: &EGLImages) -> Option { let format = match images.format { Format::RGB => UncompressedFloatFormat::U8U8U8, Format::RGBA => UncompressedFloatFormat::U8U8U8U8, _ => return None, }; let opengl_texture = Texture2d::empty_with_format( &self.display, format, MipmapsOption::NoMipmap, images.width, images.height, ).unwrap(); unsafe { images .bind_to_texture(0, opengl_texture.get_id()) .expect("Failed to bind to texture"); } Some(opengl_texture) } pub fn render_texture( &self, target: &mut glium::Frame, texture: &Texture2d, y_inverted: bool, surface_dimensions: (u32, u32), surface_location: (i32, i32), screen_size: (u32, u32), blending: glium::Blend, ) { let xscale = 2.0 * (surface_dimensions.0 as f32) / (screen_size.0 as f32); let mut yscale = -2.0 * (surface_dimensions.1 as f32) / (screen_size.1 as f32); let x = 2.0 * (surface_location.0 as f32) / (screen_size.0 as f32) - 1.0; let mut y = 1.0 - 2.0 * (surface_location.1 as f32) / (screen_size.1 as f32); if y_inverted { yscale = -yscale; y -= surface_dimensions.1 as f32; } let uniforms = uniform! { matrix: [ [xscale, 0.0 , 0.0, 0.0], [ 0.0 , yscale , 0.0, 0.0], [ 0.0 , 0.0 , 1.0, 0.0], [ x , y , 0.0, 1.0] ], tex: texture, }; target .draw( &self.vertex_buffer, &self.index_buffer, &self.program, &uniforms, &glium::DrawParameters { blend: blending, ..Default::default() }, ) .unwrap(); } #[inline] pub fn draw(&self) -> Frame { self.display.draw() } } impl EGLWaylandExtensions for GliumDrawer { fn bind_wl_display(&self, display: &Display) -> EGLResult { self.display.bind_wl_display(display) } }