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1368 lines
48 KiB
1368 lines
48 KiB
/***************************************************************** |
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KWin - the KDE window manager |
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This file is part of the KDE project. |
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|
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org> |
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You can Freely distribute this program under the GNU General Public |
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License. See the file "COPYING" for the exact licensing terms. |
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|
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Based on glcompmgr code by Felix Bellaby. |
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Using code from Compiz and Beryl. |
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******************************************************************/ |
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|
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/* |
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This is the OpenGL-based compositing code. It is the primary and most powerful |
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compositing backend. |
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|
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Sources and other compositing managers: |
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======================================= |
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|
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- http://opengl.org |
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- documentation |
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- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1) |
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- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf) |
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- extensions docs (http://www.opengl.org/registry/) |
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- glcompmgr |
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- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html , |
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- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html |
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- simple and easy to understand |
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- works even without texture_from_pixmap extension |
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- claims to support several different gfx cards |
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- compile with something like |
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"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib" |
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|
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- compiz |
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- git clone git://anongit.freedesktop.org/git/xorg/app/compiz |
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- the ultimate <whatever> |
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- glxcompmgr |
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- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr |
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- a rather old version of compiz, but also simpler and as such simpler |
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to understand |
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- beryl |
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- a fork of Compiz |
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- http://beryl-project.org |
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- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. , |
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the full list should be at git://anongit.beryl-project.org/beryl/) |
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|
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- libcm (metacity) |
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- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm |
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- not much idea about it, the model differs a lot from KWin/Compiz/Beryl |
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- does not seem to be very powerful or with that much development going on |
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|
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*/ |
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#include "scene_opengl.h" |
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#include <kxerrorhandler.h> |
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#include "utils.h" |
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#include "client.h" |
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#include "deleted.h" |
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#include "effects.h" |
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#include <sys/ipc.h> |
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#include <sys/shm.h> |
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#include <math.h> |
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#ifdef HAVE_OPENGL |
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|
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namespace KWin |
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{ |
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|
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//**************************************** |
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// SceneOpenGL |
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//**************************************** |
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|
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// the configs used for the destination |
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GLXFBConfig SceneOpenGL::fbcbuffer_db; |
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GLXFBConfig SceneOpenGL::fbcbuffer_nondb; |
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// the configs used for windows |
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SceneOpenGL::FBConfigInfo SceneOpenGL::fbcdrawableinfo[ 32 + 1 ]; |
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// GLX content |
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GLXContext SceneOpenGL::ctxbuffer; |
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GLXContext SceneOpenGL::ctxdrawable; |
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// the destination drawable where the compositing is done |
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GLXDrawable SceneOpenGL::glxbuffer = None; |
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GLXDrawable SceneOpenGL::last_pixmap = None; |
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bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap) |
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bool SceneOpenGL::db; // destination drawable is double-buffered |
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bool SceneOpenGL::shm_mode; |
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#ifdef HAVE_XSHM |
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XShmSegmentInfo SceneOpenGL::shm; |
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#endif |
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SceneOpenGL::SceneOpenGL( Workspace* ws ) |
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: Scene( ws ) |
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, init_ok( false ) |
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{ |
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if( !Extensions::glxAvailable()) |
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{ |
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kDebug( 1212 ) << "No glx extensions available"; |
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return; // error |
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} |
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initGLX(); |
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// check for FBConfig support |
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if( !hasGLXVersion( 1, 3 ) && !hasGLExtension( "GLX_SGIX_fbconfig" )) |
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{ |
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kDebug( 1212 ) << "GLX1.3 or GLX_SGIX_fbconfig missing"; |
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return; // error |
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} |
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if( !selectMode()) |
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return; // error |
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if( !initBuffer()) // create destination buffer |
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return; // error |
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if( !initRenderingContext()) |
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return; // error |
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|
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// Initialize OpenGL |
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initGL(); |
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if( db ) |
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glDrawBuffer( GL_BACK ); |
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// Check whether certain features are supported |
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has_waitSync = glXGetVideoSync ? true : false; |
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int vis_buffer, vis_drawable; |
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glXGetFBConfigAttrib( display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer ); |
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XVisualInfo* visinfo_buffer = glXGetVisualFromFBConfig( display(), fbcbuffer ); |
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kDebug( 1212 ) << "Buffer visual (depth " << visinfo_buffer->depth << "): 0x" << QString::number( vis_buffer, 16 ); |
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XFree( visinfo_buffer ); |
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for( int i = 0; i <= 32; i++ ) |
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{ |
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if( fbcdrawableinfo[ i ].fbconfig == NULL ) |
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continue; |
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glXGetFBConfigAttrib( display(), fbcdrawableinfo[ i ].fbconfig, GLX_VISUAL_ID, &vis_drawable ); |
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kDebug( 1212 ) << "Drawable visual (depth " << i << "): 0x" << QString::number( vis_drawable, 16 ); |
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} |
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// OpenGL scene setup |
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glMatrixMode( GL_PROJECTION ); |
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glLoadIdentity(); |
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// swap top and bottom to have OpenGL coordinate system match X system |
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glOrtho( 0, displayWidth(), displayHeight(), 0, 0, 65535 ); |
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glMatrixMode( GL_MODELVIEW ); |
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glLoadIdentity(); |
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checkGLError( "Init" ); |
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kDebug( 1212 ) << "DB:" << db << ", TFP:" << tfp_mode << ", SHM:" << shm_mode |
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<< ", Direct:" << bool( glXIsDirect( display(), ctxbuffer )) << endl; |
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init_ok = true; |
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} |
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SceneOpenGL::~SceneOpenGL() |
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{ |
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if( !init_ok ) |
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{ |
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// TODO this probably needs to clean up whatever has been created until the failure |
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wspace->destroyOverlay(); |
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return; |
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} |
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foreach( Window* w, windows ) |
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delete w; |
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// do cleanup after initBuffer() |
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if( wspace->overlayWindow()) |
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{ |
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if( hasGLXVersion( 1, 3 )) |
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glXDestroyWindow( display(), glxbuffer ); |
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XDestroyWindow( display(), buffer ); |
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wspace->destroyOverlay(); |
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} |
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else |
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{ |
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glXDestroyPixmap( display(), glxbuffer ); |
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XFreeGC( display(), gcroot ); |
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XFreePixmap( display(), buffer ); |
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} |
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if( shm_mode ) |
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cleanupShm(); |
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if( !tfp_mode && !shm_mode ) |
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{ |
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if( last_pixmap != None ) |
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glXDestroyPixmap( display(), last_pixmap ); |
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glXDestroyContext( display(), ctxdrawable ); |
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} |
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glXDestroyContext( display(), ctxbuffer ); |
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checkGLError( "Cleanup" ); |
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} |
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bool SceneOpenGL::initFailed() const |
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{ |
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return !init_ok; |
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} |
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bool SceneOpenGL::selectMode() |
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{ |
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// select mode - try TFP first, then SHM, otherwise fallback mode |
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shm_mode = false; |
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tfp_mode = false; |
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if( options->glMode == Options::GLTFP ) |
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{ |
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if( initTfp()) |
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tfp_mode = true; |
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else if( initShm()) |
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shm_mode = true; |
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} |
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else if( options->glMode == Options::GLSHM ) |
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{ |
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if( initShm()) |
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shm_mode = true; |
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else if( initTfp()) |
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tfp_mode = true; |
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} |
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if( !initDrawableConfigs()) |
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return false; |
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return true; |
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} |
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bool SceneOpenGL::initTfp() |
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{ |
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if( glXBindTexImageEXT == NULL || glXReleaseTexImageEXT == NULL ) |
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return false; |
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return true; |
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} |
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bool SceneOpenGL::initShm() |
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{ |
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#ifdef HAVE_XSHM |
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int major, minor; |
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Bool pixmaps; |
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if( !XShmQueryVersion( display(), &major, &minor, &pixmaps ) || !pixmaps ) |
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return false; |
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if( XShmPixmapFormat( display()) != ZPixmap ) |
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return false; |
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const int MAXSIZE = 4096 * 2048 * 4; // TODO check there are not larger windows |
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// TODO check that bytes_per_line doesn't involve padding? |
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shm.readOnly = False; |
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shm.shmid = shmget( IPC_PRIVATE, MAXSIZE, IPC_CREAT | 0600 ); |
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if( shm.shmid < 0 ) |
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return false; |
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shm.shmaddr = ( char* ) shmat( shm.shmid, NULL, 0 ); |
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if( shm.shmaddr == ( void * ) -1 ) |
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{ |
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shmctl( shm.shmid, IPC_RMID, 0 ); |
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return false; |
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} |
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#ifdef __linux__ |
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// mark as deleted to automatically free the memory in case |
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// of a crash (but this doesn't work e.g. on Solaris ... oh well) |
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shmctl( shm.shmid, IPC_RMID, 0 ); |
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#endif |
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KXErrorHandler errs; |
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XShmAttach( display(), &shm ); |
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if( errs.error( true )) |
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{ |
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#ifndef __linux__ |
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shmctl( shm.shmid, IPC_RMID, 0 ); |
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#endif |
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shmdt( shm.shmaddr ); |
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return false; |
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} |
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return true; |
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#else |
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return false; |
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#endif |
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} |
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void SceneOpenGL::cleanupShm() |
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{ |
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#ifdef HAVE_XSHM |
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shmdt( shm.shmaddr ); |
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#ifndef __linux__ |
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shmctl( shm.shmid, IPC_RMID, 0 ); |
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#endif |
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#endif |
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} |
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bool SceneOpenGL::initRenderingContext() |
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{ |
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bool direct_rendering = options->glDirect; |
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if( !tfp_mode && !shm_mode ) |
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direct_rendering = false; // fallback doesn't seem to work with direct rendering |
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KXErrorHandler errs; |
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ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL, |
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direct_rendering ? GL_TRUE : GL_FALSE ); |
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if( ctxbuffer == NULL || !glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer ) |
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|| errs.error( true )) |
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{ // failed |
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if( !direct_rendering ) |
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{ |
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kDebug( 1212 ) << "Couldn't initialize rendering context"; |
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return false; |
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} |
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glXDestroyContext( display(), ctxbuffer ); |
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direct_rendering = false; // try again |
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ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE ); |
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if( ctxbuffer == NULL || !glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer )) |
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{ |
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kDebug( 1212 ) << "Couldn't initialize rendering context"; |
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return false; |
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} |
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} |
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if( !tfp_mode && !shm_mode ) |
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{ |
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ctxdrawable = glXCreateNewContext( display(), fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig, GLX_RGBA_TYPE, ctxbuffer, |
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direct_rendering ? GL_TRUE : GL_FALSE ); |
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} |
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return true; |
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} |
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// create destination buffer |
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bool SceneOpenGL::initBuffer() |
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{ |
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if( !initBufferConfigs()) |
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return false; |
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if( fbcbuffer_db != NULL && wspace->createOverlay()) |
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{ // we have overlay, try to create double-buffered window in it |
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fbcbuffer = fbcbuffer_db; |
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XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer ); |
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XSetWindowAttributes attrs; |
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attrs.colormap = XCreateColormap( display(), rootWindow(), visual->visual, AllocNone ); |
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buffer = XCreateWindow( display(), wspace->overlayWindow(), 0, 0, displayWidth(), displayHeight(), |
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0, visual->depth, InputOutput, visual->visual, CWColormap, &attrs ); |
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if( hasGLXVersion( 1, 3 )) |
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glxbuffer = glXCreateWindow( display(), fbcbuffer, buffer, NULL ); |
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else |
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glxbuffer = buffer; |
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wspace->setupOverlay( buffer ); |
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db = true; |
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XFree( visual ); |
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} |
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else if( fbcbuffer_nondb != NULL ) |
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{ // cannot get any double-buffered drawable, will double-buffer using a pixmap |
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fbcbuffer = fbcbuffer_nondb; |
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XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer ); |
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XGCValues gcattr; |
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gcattr.subwindow_mode = IncludeInferiors; |
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gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr ); |
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buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(), |
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visual->depth ); |
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glxbuffer = glXCreatePixmap( display(), fbcbuffer, buffer, NULL ); |
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db = false; |
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XFree( visual ); |
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} |
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else |
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{ |
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kDebug( 1212 ) << "Couldn't create output buffer (failed to create overlay window?) !"; |
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return false; // error |
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} |
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return true; |
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} |
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|
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// choose the best configs for the destination buffer |
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bool SceneOpenGL::initBufferConfigs() |
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{ |
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int cnt; |
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GLXFBConfig *fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display() ), &cnt ); |
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fbcbuffer_db = NULL; |
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fbcbuffer_nondb = NULL; |
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|
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for( int i = 0; i < 2; i++ ) |
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{ |
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int back, stencil, depth, caveat, alpha; |
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back = i > 0 ? INT_MAX : 1; |
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stencil = INT_MAX; |
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depth = INT_MAX; |
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caveat = INT_MAX; |
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alpha = 0; |
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for( int j = 0; j < cnt; j++ ) |
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{ |
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XVisualInfo *vi; |
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int visual_depth; |
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vi = glXGetVisualFromFBConfig( display(), fbconfigs[ j ] ); |
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if( vi == NULL ) |
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continue; |
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visual_depth = vi->depth; |
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XFree( vi ); |
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if( visual_depth != DefaultDepth( display(), DefaultScreen( display()))) |
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continue; |
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int value; |
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glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_ALPHA_SIZE, &alpha ); |
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glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_BUFFER_SIZE, &value ); |
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if( value != visual_depth && ( value - alpha ) != visual_depth ) |
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continue; |
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int back_value; |
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glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_DOUBLEBUFFER, &back_value ); |
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if( i > 0 ) |
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{ |
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if( back_value > back ) |
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continue; |
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} |
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else |
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{ |
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if( back_value < back ) |
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continue; |
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} |
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int stencil_value; |
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glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_STENCIL_SIZE, &stencil_value ); |
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if( stencil_value > stencil ) |
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continue; |
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int depth_value; |
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glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_DEPTH_SIZE, &depth_value ); |
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if( depth_value > depth ) |
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continue; |
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int caveat_value; |
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glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_CONFIG_CAVEAT, &caveat_value ); |
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if( caveat_value > caveat ) |
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continue; |
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back = back_value; |
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stencil = stencil_value; |
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depth = depth_value; |
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caveat = caveat_value; |
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if( i > 0 ) |
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fbcbuffer_nondb = fbconfigs[ j ]; |
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else |
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fbcbuffer_db = fbconfigs[ j ]; |
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} |
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} |
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if( cnt ) |
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XFree( fbconfigs ); |
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if( fbcbuffer_db == NULL && fbcbuffer_nondb == NULL ) |
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{ |
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kDebug( 1212 ) << "Couldn't find framebuffer configuration for buffer!"; |
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return false; |
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} |
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return true; |
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} |
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|
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// make a list of the best configs for windows by depth |
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bool SceneOpenGL::initDrawableConfigs() |
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{ |
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int cnt; |
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GLXFBConfig *fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display() ), &cnt ); |
|
|
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for( int i = 0; i <= 32; i++ ) |
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{ |
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int back, stencil, depth, caveat, alpha, mipmap, rgba; |
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back = INT_MAX; |
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stencil = INT_MAX; |
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depth = INT_MAX; |
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caveat = INT_MAX; |
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mipmap = 0; |
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rgba = 0; |
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fbcdrawableinfo[ i ].fbconfig = NULL; |
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fbcdrawableinfo[ i ].bind_texture_format = 0; |
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fbcdrawableinfo[ i ].y_inverted = 0; |
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fbcdrawableinfo[ i ].mipmap = 0; |
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for( int j = 0; j < cnt; j++ ) |
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{ |
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XVisualInfo *vi; |
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int visual_depth; |
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vi = glXGetVisualFromFBConfig( display(), fbconfigs[ j ] ); |
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if( vi == NULL ) |
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continue; |
|
visual_depth = vi->depth; |
|
XFree( vi ); |
|
if( visual_depth != i ) |
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continue; |
|
int value; |
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_ALPHA_SIZE, &alpha ); |
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glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_BUFFER_SIZE, &value ); |
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if( value != i && ( value - alpha ) != i ) |
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continue; |
|
if( tfp_mode ) |
|
{ |
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value = 0; |
|
if( i == 32 ) |
|
{ |
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_BIND_TO_TEXTURE_RGBA_EXT, &value ); |
|
if( value ) |
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{ |
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// TODO I think this should be set only after the config passes all tests |
|
rgba = 1; |
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fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGBA_EXT; |
|
} |
|
} |
|
if( !value ) |
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{ |
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if( rgba ) |
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continue; |
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_BIND_TO_TEXTURE_RGB_EXT, &value ); |
|
if( !value ) |
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continue; |
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fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGB_EXT; |
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} |
|
} |
|
int back_value; |
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_DOUBLEBUFFER, &back_value ); |
|
if( back_value > back ) |
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continue; |
|
int stencil_value; |
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_STENCIL_SIZE, &stencil_value ); |
|
if( stencil_value > stencil ) |
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continue; |
|
int depth_value; |
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_DEPTH_SIZE, &depth_value ); |
|
if( depth_value > depth ) |
|
continue; |
|
int mipmap_value = -1; |
|
if( tfp_mode && GLTexture::framebufferObjectSupported()) |
|
{ |
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
|
GLX_BIND_TO_MIPMAP_TEXTURE_EXT, &mipmap_value ); |
|
if( mipmap_value < mipmap ) |
|
continue; |
|
} |
|
int caveat_value; |
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_CONFIG_CAVEAT, &caveat_value ); |
|
if( caveat_value > caveat ) |
|
continue; |
|
// ok, config passed all tests, it's the best one so far |
|
fbcdrawableinfo[ i ].fbconfig = fbconfigs[ j ]; |
|
caveat = caveat_value; |
|
back = back_value; |
|
stencil = stencil_value; |
|
depth = depth_value; |
|
mipmap = mipmap_value; |
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ], |
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GLX_Y_INVERTED_EXT, &value ); |
|
fbcdrawableinfo[ i ].y_inverted = value; |
|
fbcdrawableinfo[ i ].mipmap = mipmap; |
|
} |
|
} |
|
if( cnt ) |
|
XFree( fbconfigs ); |
|
if( fbcdrawableinfo[ DefaultDepth( display(), DefaultScreen( display())) ].fbconfig == NULL ) |
|
{ |
|
kDebug( 1212 ) << "Couldn't find framebuffer configuration for default depth!"; |
|
return false; |
|
} |
|
return true; |
|
} |
|
|
|
// the entry function for painting |
|
void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels ) |
|
{ |
|
foreach( Toplevel* c, toplevels ) |
|
{ |
|
assert( windows.contains( c )); |
|
stacking_order.append( windows[ c ] ); |
|
} |
|
grabXServer(); |
|
glXWaitX(); |
|
glPushMatrix(); |
|
int mask = 0; |
|
paintScreen( &mask, &damage ); // call generic implementation |
|
glPopMatrix(); |
|
ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync |
|
flushBuffer( mask, damage ); |
|
// do cleanup |
|
stacking_order.clear(); |
|
checkGLError( "PostPaint" ); |
|
} |
|
|
|
// wait for vblank signal before painting |
|
void SceneOpenGL::waitSync() |
|
{ // NOTE that vsync has no effect with indirect rendering |
|
if( waitSyncAvailable() && options->glVSync ) |
|
{ |
|
unsigned int sync; |
|
|
|
glFlush(); |
|
glXGetVideoSync( &sync ); |
|
glXWaitVideoSync( 2, ( sync + 1 ) % 2, &sync ); |
|
} |
|
} |
|
|
|
// actually paint to the screen (double-buffer swap or copy from pixmap buffer) |
|
void SceneOpenGL::flushBuffer( int mask, QRegion damage ) |
|
{ |
|
if( db ) |
|
{ |
|
if( mask & PAINT_SCREEN_REGION ) |
|
{ |
|
waitSync(); |
|
if( glXCopySubBuffer ) |
|
{ |
|
foreach( QRect r, damage.rects()) |
|
{ |
|
// convert to OpenGL coordinates |
|
int y = displayHeight() - r.y() - r.height(); |
|
glXCopySubBuffer( display(), glxbuffer, r.x(), y, r.width(), r.height()); |
|
} |
|
} |
|
else |
|
{ // no idea why glScissor() is used, but Compiz has it and it doesn't seem to hurt |
|
glEnable( GL_SCISSOR_TEST ); |
|
glDrawBuffer( GL_FRONT ); |
|
int xpos = 0; |
|
int ypos = 0; |
|
foreach( QRect r, damage.rects()) |
|
{ |
|
// convert to OpenGL coordinates |
|
int y = displayHeight() - r.y() - r.height(); |
|
// Move raster position relatively using glBitmap() rather |
|
// than using glRasterPos2f() - the latter causes drawing |
|
// artefacts at the bottom screen edge with some gfx cards |
|
// glRasterPos2f( r.x(), r.y() + r.height()); |
|
glBitmap( 0, 0, 0, 0, r.x() - xpos, y - ypos, NULL ); |
|
xpos = r.x(); |
|
ypos = y; |
|
glScissor( r.x(), y, r.width(), r.height()); |
|
glCopyPixels( r.x(), y, r.width(), r.height(), GL_COLOR ); |
|
} |
|
glBitmap( 0, 0, 0, 0, -xpos, -ypos, NULL ); // move position back to 0,0 |
|
glDrawBuffer( GL_BACK ); |
|
glDisable( GL_SCISSOR_TEST ); |
|
} |
|
} |
|
else |
|
{ |
|
waitSync(); |
|
glXSwapBuffers( display(), glxbuffer ); |
|
} |
|
glXWaitGL(); |
|
XFlush( display()); |
|
} |
|
else |
|
{ |
|
glFlush(); |
|
glXWaitGL(); |
|
waitSync(); |
|
if( mask & PAINT_SCREEN_REGION ) |
|
foreach( QRect r, damage.rects()) |
|
XCopyArea( display(), buffer, rootWindow(), gcroot, r.x(), r.y(), r.width(), r.height(), r.x(), r.y()); |
|
else |
|
XCopyArea( display(), buffer, rootWindow(), gcroot, 0, 0, displayWidth(), displayHeight(), 0, 0 ); |
|
XFlush( display()); |
|
} |
|
} |
|
|
|
void SceneOpenGL::paintGenericScreen( int mask, ScreenPaintData data ) |
|
{ |
|
if( mask & PAINT_SCREEN_TRANSFORMED ) |
|
{ // apply screen transformations |
|
glPushMatrix(); |
|
glTranslatef( data.xTranslate, data.yTranslate, 0 ); |
|
glScalef( data.xScale, data.yScale, 1 ); |
|
} |
|
Scene::paintGenericScreen( mask, data ); |
|
if( mask & PAINT_SCREEN_TRANSFORMED ) |
|
glPopMatrix(); |
|
} |
|
|
|
void SceneOpenGL::paintBackground( QRegion region ) |
|
{ |
|
if( region == infiniteRegion()) |
|
{ |
|
glClearColor( 1, 1, 1, 1 ); // white |
|
glClear( GL_COLOR_BUFFER_BIT ); |
|
} |
|
else |
|
{ |
|
glColor4f( 1, 1, 1, 1 ); // white |
|
glBegin( GL_QUADS ); |
|
foreach( QRect r, region.rects()) |
|
{ |
|
glVertex2i( r.x(), r.y()); |
|
glVertex2i( r.x() + r.width(), r.y()); |
|
glVertex2i( r.x() + r.width(), r.y() + r.height()); |
|
glVertex2i( r.x(), r.y() + r.height()); |
|
} |
|
glEnd(); |
|
} |
|
} |
|
|
|
void SceneOpenGL::windowAdded( Toplevel* c ) |
|
{ |
|
assert( !windows.contains( c )); |
|
windows[ c ] = new Window( c ); |
|
} |
|
|
|
void SceneOpenGL::windowClosed( Toplevel* c, Deleted* deleted ) |
|
{ |
|
assert( windows.contains( c )); |
|
if( deleted != NULL ) |
|
{ // replace c with deleted |
|
Window* w = windows.take( c ); |
|
w->updateToplevel( deleted ); |
|
windows[ deleted ] = w; |
|
} |
|
else |
|
{ |
|
delete windows.take( c ); |
|
c->effectWindow()->setSceneWindow( NULL ); |
|
} |
|
} |
|
|
|
void SceneOpenGL::windowDeleted( Deleted* c ) |
|
{ |
|
assert( windows.contains( c )); |
|
delete windows.take( c ); |
|
c->effectWindow()->setSceneWindow( NULL ); |
|
} |
|
|
|
void SceneOpenGL::windowGeometryShapeChanged( Toplevel* c ) |
|
{ |
|
if( !windows.contains( c )) // this is ok, shape is not valid |
|
return; // by default |
|
Window* w = windows[ c ]; |
|
w->discardShape(); |
|
w->discardTexture(); |
|
} |
|
|
|
void SceneOpenGL::windowOpacityChanged( Toplevel* ) |
|
{ |
|
#if 0 // not really needed, windows are painted on every repaint |
|
// and opacity is used when applying texture, not when |
|
// creating it |
|
if( !windows.contains( c )) // this is ok, texture is created |
|
return; // on demand |
|
Window* w = windows[ c ]; |
|
w->discardTexture(); |
|
#endif |
|
} |
|
|
|
//**************************************** |
|
// SceneOpenGL::Texture |
|
//**************************************** |
|
|
|
SceneOpenGL::Texture::Texture() : GLTexture() |
|
{ |
|
init(); |
|
} |
|
|
|
SceneOpenGL::Texture::Texture( const Pixmap& pix, const QSize& size, int depth ) : GLTexture() |
|
{ |
|
init(); |
|
load( pix, size, depth ); |
|
} |
|
|
|
SceneOpenGL::Texture::~Texture() |
|
{ |
|
} |
|
|
|
void SceneOpenGL::Texture::init() |
|
{ |
|
bound_glxpixmap = None; |
|
} |
|
|
|
void SceneOpenGL::Texture::createTexture() |
|
{ |
|
glGenTextures( 1, &mTexture ); |
|
glBindTexture( mTarget, mTexture ); |
|
if( hasGLVersion( 1, 4, 0 )) |
|
{ |
|
// Lod bias makes the trilinear-filtered texture look a bit sharper |
|
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0f ); |
|
} |
|
} |
|
|
|
void SceneOpenGL::Texture::discard() |
|
{ |
|
if( mTexture != None ) |
|
release(); |
|
GLTexture::discard(); |
|
} |
|
|
|
void SceneOpenGL::Texture::release() |
|
{ |
|
if( tfp_mode && bound_glxpixmap != None ) |
|
{ |
|
if( !options->glStrictBinding ) |
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT ); |
|
glXDestroyGLXPixmap( display(), bound_glxpixmap ); |
|
bound_glxpixmap = None; |
|
} |
|
} |
|
|
|
void SceneOpenGL::Texture::findTarget() |
|
{ |
|
unsigned int new_target = 0; |
|
if( tfp_mode && glXQueryDrawable && bound_glxpixmap != None ) |
|
glXQueryDrawable( display(), bound_glxpixmap, GLX_TEXTURE_TARGET_EXT, &new_target ); |
|
// Hack for XGL - this should not be a fallback for glXQueryDrawable() but instead the case |
|
// when glXQueryDrawable is not available. However this call fails with XGL, unless KWin |
|
// is compiled statically with the libGL that Compiz is built against (without which neither |
|
// Compiz works with XGL). Falling back to doing this manually makes this work. |
|
if( new_target == 0 ) |
|
{ |
|
if( NPOTTextureSupported() || |
|
( isPowerOfTwo( mSize.width()) && isPowerOfTwo( mSize.height()))) |
|
new_target = GLX_TEXTURE_2D_EXT; |
|
else |
|
new_target = GLX_TEXTURE_RECTANGLE_EXT; |
|
} |
|
switch( new_target ) |
|
{ |
|
case GLX_TEXTURE_2D_EXT: |
|
mTarget = GL_TEXTURE_2D; |
|
mScale.setWidth( 1.0f / mSize.width()); |
|
mScale.setHeight( 1.0f / mSize.height()); |
|
break; |
|
case GLX_TEXTURE_RECTANGLE_EXT: |
|
mTarget = GL_TEXTURE_RECTANGLE_ARB; |
|
mScale.setWidth( 1.0f ); |
|
mScale.setHeight( 1.0f ); |
|
break; |
|
default: |
|
assert( false ); |
|
} |
|
} |
|
|
|
QRegion SceneOpenGL::Texture::optimizeBindDamage( const QRegion& reg, int limit ) |
|
{ |
|
if( reg.rects().count() <= 1 ) |
|
return reg; |
|
// try to reduce the number of rects, as especially with SHM mode every rect |
|
// causes X roundtrip, even for very small areas - so, when the size difference |
|
// between all the areas and the bounding rectangle is small, simply use |
|
// only the bounding rectangle |
|
int size = 0; |
|
foreach( QRect r, reg.rects()) |
|
size += r.width() * r.height(); |
|
if( reg.boundingRect().width() * reg.boundingRect().height() - size < limit ) |
|
return reg.boundingRect(); |
|
return reg; |
|
} |
|
|
|
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size, |
|
int depth, QRegion region ) |
|
{ |
|
if( pix == None || size.isEmpty() || depth < 1 ) |
|
return false; |
|
if( tfp_mode ) |
|
{ |
|
if( fbcdrawableinfo[ depth ].fbconfig == NULL ) |
|
{ |
|
kDebug( 1212 ) << "No framebuffer configuration for depth " << depth |
|
<< "; not binding pixmap" << endl; |
|
return false; |
|
} |
|
} |
|
|
|
mSize = size; |
|
if( mTexture == None || !region.isEmpty()) |
|
{ // new texture, or texture contents changed; mipmaps now invalid |
|
setDirty(); |
|
} |
|
|
|
if( tfp_mode ) |
|
{ // tfp mode, simply bind the pixmap to texture |
|
if( mTexture == None ) |
|
createTexture(); |
|
// when the pixmap is bound to the texture, they share the same data, so the texture |
|
// updates automatically - no need to do anything in such case |
|
if( bound_glxpixmap == None ) |
|
{ |
|
int attrs[] = |
|
{ |
|
GLX_TEXTURE_FORMAT_EXT, fbcdrawableinfo[ depth ].bind_texture_format, |
|
GLX_MIPMAP_TEXTURE_EXT, fbcdrawableinfo[ depth ].mipmap, |
|
None |
|
}; |
|
// the GLXPixmap will reference the X pixmap, so it will be freed automatically |
|
// when no longer needed |
|
bound_glxpixmap = glXCreatePixmap( display(), fbcdrawableinfo[ depth ].fbconfig, pix, attrs ); |
|
findTarget(); |
|
y_inverted = fbcdrawableinfo[ depth ].y_inverted ? true : false; |
|
can_use_mipmaps = fbcdrawableinfo[ depth ].mipmap ? true : false; |
|
glBindTexture( mTarget, mTexture ); |
|
if( !options->glStrictBinding ) |
|
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL ); |
|
} |
|
} |
|
else if( shm_mode ) |
|
{ // copy pixmap contents to a texture via shared memory |
|
#ifdef HAVE_XSHM |
|
GLenum pixfmt, type; |
|
if( depth >= 24 ) |
|
{ |
|
pixfmt = GL_BGRA; |
|
type = GL_UNSIGNED_BYTE; |
|
} |
|
else |
|
{ // depth 16 |
|
pixfmt = GL_RGB; |
|
type = GL_UNSIGNED_SHORT_5_6_5; |
|
} |
|
findTarget(); |
|
if( mTexture == None ) |
|
{ |
|
createTexture(); |
|
y_inverted = false; |
|
glTexImage2D( mTarget, 0, depth == 32 ? GL_RGBA : GL_RGB, |
|
mSize.width(), mSize.height(), 0, |
|
pixfmt, type, NULL ); |
|
} |
|
else |
|
glBindTexture( mTarget, mTexture ); |
|
if( !region.isEmpty()) |
|
{ |
|
XGCValues xgcv; |
|
xgcv.graphics_exposures = False; |
|
xgcv.subwindow_mode = IncludeInferiors; |
|
GC gc = XCreateGC( display(), pix, GCGraphicsExposures | GCSubwindowMode, &xgcv ); |
|
Pixmap p = XShmCreatePixmap( display(), rootWindow(), shm.shmaddr, &shm, |
|
mSize.width(), mSize.height(), depth ); |
|
QRegion damage = optimizeBindDamage( region, 100 * 100 ); |
|
glPixelStorei( GL_UNPACK_ROW_LENGTH, mSize.width()); |
|
foreach( QRect r, damage.rects()) |
|
{ // TODO for small areas it might be faster to not use SHM to avoid the XSync() |
|
XCopyArea( display(), pix, p, gc, r.x(), r.y(), r.width(), r.height(), 0, 0 ); |
|
glXWaitX(); |
|
glTexSubImage2D( mTarget, 0, |
|
r.x(), r.y(), r.width(), r.height(), |
|
pixfmt, type, shm.shmaddr ); |
|
glXWaitGL(); |
|
} |
|
glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 ); |
|
XFreePixmap( display(), p ); |
|
XFreeGC( display(), gc ); |
|
} |
|
y_inverted = true; |
|
can_use_mipmaps = true; |
|
#endif |
|
} |
|
else |
|
{ // fallback, copy pixmap contents to a texture |
|
// note that if depth is not QX11Info::appDepth(), this may |
|
// not work (however, it does seem to work with nvidia) |
|
findTarget(); |
|
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig, pix, NULL ); |
|
glXMakeContextCurrent( display(), pixmap, pixmap, ctxdrawable ); |
|
if( last_pixmap != None ) |
|
glXDestroyPixmap( display(), last_pixmap ); |
|
// workaround for ATI - it leaks/crashes when the pixmap is destroyed immediately |
|
// here (http://lists.kde.org/?l=kwin&m=116353772208535&w=2) |
|
last_pixmap = pixmap; |
|
glReadBuffer( GL_FRONT ); |
|
glDrawBuffer( GL_FRONT ); |
|
if( mTexture == None ) |
|
{ |
|
createTexture(); |
|
y_inverted = false; |
|
glCopyTexImage2D( mTarget, 0, |
|
depth == 32 ? GL_RGBA : GL_RGB, |
|
0, 0, mSize.width(), mSize.height(), 0 ); |
|
} |
|
else |
|
{ |
|
glBindTexture( mTarget, mTexture ); |
|
QRegion damage = optimizeBindDamage( region, 30 * 30 ); |
|
foreach( QRect r, damage.rects()) |
|
{ |
|
// convert to OpenGL coordinates (this is mapping |
|
// the pixmap to a texture, this is not affected |
|
// by using glOrtho() for the OpenGL scene) |
|
int gly = mSize.height() - r.y() - r.height(); |
|
glCopyTexSubImage2D( mTarget, 0, |
|
r.x(), gly, r.x(), gly, r.width(), r.height()); |
|
} |
|
} |
|
glXWaitGL(); |
|
if( db ) |
|
glDrawBuffer( GL_BACK ); |
|
glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer ); |
|
glBindTexture( mTarget, mTexture ); |
|
y_inverted = false; |
|
can_use_mipmaps = true; |
|
} |
|
return true; |
|
} |
|
|
|
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size, |
|
int depth ) |
|
{ |
|
return load( pix, size, depth, |
|
QRegion( 0, 0, size.width(), size.height())); |
|
} |
|
|
|
bool SceneOpenGL::Texture::load( const QImage& image, GLenum target ) |
|
{ |
|
if( image.isNull()) |
|
return false; |
|
return load( QPixmap::fromImage( image ), target ); |
|
} |
|
|
|
bool SceneOpenGL::Texture::load( const QPixmap& pixmap, GLenum target ) |
|
{ |
|
Q_UNUSED( target ); // SceneOpenGL::Texture::findTarget() detects the target |
|
if( pixmap.isNull()) |
|
return false; |
|
return load( pixmap.handle(), pixmap.size(), pixmap.depth()); |
|
} |
|
|
|
void SceneOpenGL::Texture::bind() |
|
{ |
|
glEnable( mTarget ); |
|
glBindTexture( mTarget, mTexture ); |
|
if( tfp_mode && options->glStrictBinding ) |
|
{ |
|
assert( bound_glxpixmap != None ); |
|
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL ); |
|
} |
|
enableFilter(); |
|
} |
|
|
|
void SceneOpenGL::Texture::unbind() |
|
{ |
|
if( tfp_mode && options->glStrictBinding ) |
|
{ |
|
assert( bound_glxpixmap != None ); |
|
glBindTexture( mTarget, mTexture ); |
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT ); |
|
} |
|
GLTexture::unbind(); |
|
} |
|
|
|
//**************************************** |
|
// SceneOpenGL::Window |
|
//**************************************** |
|
|
|
SceneOpenGL::Window::Window( Toplevel* c ) |
|
: Scene::Window( c ) |
|
, texture() |
|
{ |
|
} |
|
|
|
SceneOpenGL::Window::~Window() |
|
{ |
|
discardTexture(); |
|
} |
|
|
|
// Bind the window pixmap to an OpenGL texture. |
|
bool SceneOpenGL::Window::bindTexture() |
|
{ |
|
if( texture.texture() != None && toplevel->damage().isEmpty()) |
|
{ |
|
// texture doesn't need updating, just bind it |
|
glBindTexture( texture.target(), texture.texture()); |
|
return true; |
|
} |
|
// Get the pixmap with the window contents |
|
Pixmap pix = toplevel->windowPixmap(); |
|
if( pix == None ) |
|
return false; |
|
bool success = texture.load( pix, toplevel->size(), toplevel->depth(), |
|
toplevel->damage()); |
|
if( success ) |
|
toplevel->resetDamage( toplevel->rect()); |
|
else |
|
kDebug( 1212 ) << "Failed to bind window"; |
|
return success; |
|
} |
|
|
|
void SceneOpenGL::Window::discardTexture() |
|
{ |
|
texture.discard(); |
|
} |
|
|
|
// when the window's composite pixmap is discarded, undo binding it to the texture |
|
void SceneOpenGL::Window::pixmapDiscarded() |
|
{ |
|
texture.release(); |
|
} |
|
|
|
// paint the window |
|
void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintData data ) |
|
{ |
|
// check if there is something to paint (e.g. don't paint if the window |
|
// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested) |
|
bool opaque = isOpaque() && data.opacity == 1.0; |
|
if( mask & ( PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT )) |
|
{} |
|
else if( mask & PAINT_WINDOW_OPAQUE ) |
|
{ |
|
if( !opaque ) |
|
return; |
|
} |
|
else if( mask & PAINT_WINDOW_TRANSLUCENT ) |
|
{ |
|
if( opaque ) |
|
return; |
|
} |
|
// paint only requested areas |
|
if( region != infiniteRegion()) // avoid integer overflow |
|
region.translate( -x(), -y()); |
|
if(( mask & ( PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED )) == 0 ) |
|
region &= shape(); |
|
if( region.isEmpty()) |
|
return; |
|
if( !bindTexture()) |
|
return; |
|
glPushMatrix(); |
|
// set texture filter |
|
if( options->smoothScale != 0 ) // default to yes |
|
{ |
|
if( mask & PAINT_WINDOW_TRANSFORMED ) |
|
filter = ImageFilterGood; |
|
else if( mask & PAINT_SCREEN_TRANSFORMED ) |
|
filter = ImageFilterGood; |
|
else |
|
filter = ImageFilterFast; |
|
} |
|
else |
|
filter = ImageFilterFast; |
|
if( filter == ImageFilterGood ) |
|
{ |
|
// avoid unneeded mipmap generation by only using trilinear |
|
// filtering when it actually makes a difference, that is with |
|
// minification or changed vertices |
|
if( options->smoothScale == 2 |
|
&& ( data.quads.smoothNeeded() || data.xScale < 1 || data.yScale < 1 )) |
|
{ |
|
texture.setFilter( GL_LINEAR_MIPMAP_LINEAR ); |
|
} |
|
else |
|
texture.setFilter( GL_LINEAR ); |
|
} |
|
else |
|
texture.setFilter( GL_NEAREST ); |
|
// do required transformations |
|
int x = toplevel->x(); |
|
int y = toplevel->y(); |
|
if( mask & PAINT_WINDOW_TRANSFORMED ) |
|
{ |
|
x += data.xTranslate; |
|
y += data.yTranslate; |
|
} |
|
glTranslatef( x, y, 0 ); |
|
if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 )) |
|
glScalef( data.xScale, data.yScale, 1 ); |
|
region.translate( toplevel->x(), toplevel->y() ); // Back to screen coords |
|
|
|
texture.bind(); |
|
texture.enableUnnormalizedTexCoords(); |
|
|
|
WindowQuadList decoration = data.quads.select( WindowQuadDecoration ); |
|
if( data.contents_opacity != data.decoration_opacity && !decoration.isEmpty()) |
|
{ |
|
prepareStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader ); |
|
renderQuads( mask, region, data.quads.select( WindowQuadContents )); |
|
restoreStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader ); |
|
prepareStates( data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader ); |
|
renderQuads( mask, region, decoration ); |
|
restoreStates( data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader ); |
|
} |
|
else |
|
{ |
|
prepareStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader ); |
|
renderQuads( mask, region, data.quads.select( WindowQuadContents )); |
|
renderQuads( mask, region, data.quads.select( WindowQuadDecoration )); |
|
restoreStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader ); |
|
} |
|
|
|
texture.disableUnnormalizedTexCoords(); |
|
texture.unbind(); |
|
glPopMatrix(); |
|
} |
|
|
|
void SceneOpenGL::Window::renderQuads( int mask, const QRegion& region, const WindowQuadList& quads ) |
|
{ |
|
if( quads.isEmpty()) |
|
return; |
|
// Render geometry |
|
float* vertices; |
|
float* texcoords; |
|
quads.makeArrays( &vertices, &texcoords ); |
|
renderGLGeometry( mask, region, quads.count() * 4, |
|
vertices, texcoords, NULL, 2, 0 ); |
|
delete[] vertices; |
|
delete[] texcoords; |
|
} |
|
|
|
void SceneOpenGL::Window::prepareStates( float opacity, float brightness, float saturation, GLShader* shader ) |
|
{ |
|
if(shader) |
|
prepareShaderRenderStates( opacity, brightness, saturation, shader ); |
|
else |
|
prepareRenderStates( opacity, brightness, saturation ); |
|
} |
|
|
|
void SceneOpenGL::Window::prepareShaderRenderStates( float opacity, float brightness, float saturation, GLShader* shader ) |
|
{ |
|
// setup blending of transparent windows |
|
glPushAttrib( GL_ENABLE_BIT ); |
|
bool opaque = isOpaque() && opacity == 1.0; |
|
if( !opaque ) |
|
{ |
|
glEnable( GL_BLEND ); |
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
|
} |
|
shader->setUniform("opacity", (float)opacity); |
|
shader->setUniform("saturation", (float)saturation); |
|
shader->setUniform("brightness", (float)brightness); |
|
} |
|
|
|
void SceneOpenGL::Window::prepareRenderStates( float opacity, float brightness, float saturation ) |
|
{ |
|
// setup blending of transparent windows |
|
glPushAttrib( GL_ENABLE_BIT ); |
|
bool opaque = isOpaque() && opacity == 1.0; |
|
if( !opaque ) |
|
{ |
|
glEnable( GL_BLEND ); |
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
|
} |
|
if( saturation != 1.0 && texture.saturationSupported()) |
|
{ |
|
// First we need to get the color from [0; 1] range to [0.5; 1] range |
|
glActiveTexture( GL_TEXTURE0 ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA ); |
|
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5}; |
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant ); |
|
texture.bind(); |
|
|
|
// Then we take dot product of the result of previous pass and |
|
// saturation_constant. This gives us completely unsaturated |
|
// (greyscale) image |
|
// Note that both operands have to be in range [0.5; 1] since opengl |
|
// automatically substracts 0.5 from them |
|
glActiveTexture( GL_TEXTURE1 ); |
|
float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, saturation }; |
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); |
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant ); |
|
texture.bind(); |
|
|
|
// Finally we need to interpolate between the original image and the |
|
// greyscale image to get wanted level of saturation |
|
glActiveTexture( GL_TEXTURE2 ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA ); |
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant ); |
|
// Also replace alpha by primary color's alpha here |
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ); |
|
// And make primary color contain the wanted opacity |
|
glColor4f( opacity, opacity, opacity, opacity ); |
|
texture.bind(); |
|
|
|
if( toplevel->hasAlpha() || brightness != 1.0f ) |
|
{ |
|
glActiveTexture( GL_TEXTURE3 ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); |
|
if( toplevel->hasAlpha() ) |
|
{ |
|
// The color has to be multiplied by both opacity and brightness |
|
float opacityByBrightness = opacity * brightness; |
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity ); |
|
// Also multiply original texture's alpha by our opacity |
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA ); |
|
} |
|
else |
|
{ |
|
// Color has to be multiplied only by brightness |
|
glColor4f( brightness, brightness, brightness, opacity ); |
|
// Alpha will be taken from previous stage |
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ); |
|
} |
|
texture.bind(); |
|
} |
|
|
|
glActiveTexture(GL_TEXTURE0 ); |
|
} |
|
else if( opacity != 1.0 || brightness != 1.0 ) |
|
{ |
|
// the window is additionally configured to have its opacity adjusted, |
|
// do it |
|
if( toplevel->hasAlpha()) |
|
{ |
|
float opacityByBrightness = opacity * brightness; |
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, |
|
opacity); |
|
} |
|
else |
|
{ |
|
// Multiply color by brightness and replace alpha by opacity |
|
float constant[] = { brightness, brightness, brightness, opacity }; |
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); |
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT ); |
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant ); |
|
} |
|
} |
|
} |
|
|
|
void SceneOpenGL::Window::restoreStates( float opacity, float brightness, float saturation, GLShader* shader ) |
|
{ |
|
if(shader) |
|
restoreShaderRenderStates( opacity, brightness, saturation, shader ); |
|
else |
|
restoreRenderStates( opacity, brightness, saturation ); |
|
} |
|
|
|
void SceneOpenGL::Window::restoreShaderRenderStates( float opacity, float brightness, float saturation, GLShader* shader ) |
|
{ |
|
Q_UNUSED( opacity ); |
|
Q_UNUSED( brightness ); |
|
Q_UNUSED( saturation ); |
|
Q_UNUSED( shader ); |
|
glPopAttrib(); // ENABLE_BIT |
|
} |
|
|
|
void SceneOpenGL::Window::restoreRenderStates( float opacity, float brightness, float saturation ) |
|
{ |
|
if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0f ) |
|
{ |
|
if( saturation != 1.0 && texture.saturationSupported()) |
|
{ |
|
glActiveTexture(GL_TEXTURE3); |
|
glDisable( texture.target()); |
|
glActiveTexture(GL_TEXTURE2); |
|
glDisable( texture.target()); |
|
glActiveTexture(GL_TEXTURE1); |
|
glDisable( texture.target()); |
|
glActiveTexture(GL_TEXTURE0); |
|
} |
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); |
|
glColor4f( 0, 0, 0, 0 ); |
|
} |
|
|
|
glPopAttrib(); // ENABLE_BIT |
|
} |
|
|
|
} // namespace |
|
|
|
#endif
|
|
|