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1435 lines
52 KiB
1435 lines
52 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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|
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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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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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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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|
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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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|
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#include "scene_opengl.h" |
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#include "kwinglplatform.h" |
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|
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#include <kxerrorhandler.h> |
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|
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// TODO: use <> |
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#include "lib/kwinglplatform.h" |
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|
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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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|
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#include <math.h> |
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|
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// turns on checks for opengl errors in various places (for easier finding of them) |
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// normally only few of them are enabled |
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//#define CHECK_GL_ERROR |
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|
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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#include <X11/extensions/Xcomposite.h> |
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|
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#include <qpainter.h> |
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#include <QVector2D> |
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#include <QVector4D> |
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#include <QMatrix4x4> |
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|
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namespace KWin |
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{ |
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|
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extern int currentRefreshRate(); |
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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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bool SceneOpenGL::db; // destination drawable is double-buffered |
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|
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#ifdef KWIN_HAVE_OPENGLES |
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#include "scene_opengl_egl.cpp" |
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#else |
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#include "scene_opengl_glx.cpp" |
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#endif |
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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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|
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bool SceneOpenGL::selectMode() |
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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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|
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// Test if compositing actually _really_ works, by creating a texture from a testing |
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// window, drawing it on the screen, reading the contents back and comparing. This |
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// should test whether compositing really works. |
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// This function does the whole selfcheck, it can be done also in two parts |
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// during actual drawing (to avoid flicker, see selfCheck() call from the ctor). |
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bool SceneOpenGL::selfCheck() |
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{ |
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QRegion reg = selfCheckRegion(); |
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if (wspace->overlayWindow()) { |
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// avoid covering the whole screen too soon |
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wspace->setOverlayShape(reg); |
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wspace->showOverlay(); |
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} |
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selfCheckSetup(); |
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flushBuffer(PAINT_SCREEN_REGION, reg); |
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bool ok = selfCheckFinish(); |
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if (wspace->overlayWindow()) |
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wspace->hideOverlay(); |
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return ok; |
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} |
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|
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void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data) |
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{ |
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const bool useShader = ShaderManager::instance()->isValid(); |
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if (mask & PAINT_SCREEN_TRANSFORMED) { |
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// apply screen transformations |
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QMatrix4x4 screenTransformation; |
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screenTransformation.translate(data.xTranslate, data.yTranslate, data.zTranslate); |
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if (data.rotation) { |
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screenTransformation.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint); |
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// translate to rotation point, rotate, translate back |
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qreal xAxis = 0.0; |
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qreal yAxis = 0.0; |
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qreal zAxis = 0.0; |
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switch(data.rotation->axis) { |
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case RotationData::XAxis: |
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xAxis = 1.0; |
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break; |
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case RotationData::YAxis: |
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yAxis = 1.0; |
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break; |
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case RotationData::ZAxis: |
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zAxis = 1.0; |
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break; |
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} |
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screenTransformation.rotate(data.rotation->angle, xAxis, yAxis, zAxis); |
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screenTransformation.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint); |
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} |
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screenTransformation.scale(data.xScale, data.yScale, data.zScale); |
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if (useShader) { |
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GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader); |
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shader->setUniform("screenTransformation", screenTransformation); |
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} else { |
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pushMatrix(screenTransformation); |
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} |
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} else if (useShader && ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) || (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS))) { |
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GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader); |
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shader->setUniform("screenTransformation", QMatrix4x4()); |
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} |
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Scene::paintGenericScreen(mask, data); |
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if (mask & PAINT_SCREEN_TRANSFORMED) { |
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if (useShader) { |
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ShaderManager::instance()->popShader(); |
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} else { |
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popMatrix(); |
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} |
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} else if (useShader && ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) || |
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(mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS))) { |
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ShaderManager::instance()->popShader(); |
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} |
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} |
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|
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void SceneOpenGL::paintBackground(QRegion region) |
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{ |
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PaintClipper pc(region); |
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if (!PaintClipper::clip()) { |
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glClearColor(0, 0, 0, 1); |
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glClear(GL_COLOR_BUFFER_BIT); |
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return; |
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} |
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if (pc.clip() && pc.paintArea().isEmpty()) |
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return; // no background to paint |
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QVector<float> verts; |
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for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) { |
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QRect r = iterator.boundingRect(); |
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verts << r.x() + r.width() << r.y(); |
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verts << r.x() << r.y(); |
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verts << r.x() << r.y() + r.height(); |
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verts << r.x() << r.y() + r.height(); |
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verts << r.x() + r.width() << r.y() + r.height(); |
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verts << r.x() + r.width() << r.y(); |
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} |
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); |
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vbo->reset(); |
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vbo->setUseColor(true); |
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vbo->setData(verts.count() / 2, 2, verts.data(), NULL); |
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const bool useShader = ShaderManager::instance()->isValid(); |
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if (useShader) { |
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GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::ColorShader); |
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shader->setUniform("offset", QVector2D(0, 0)); |
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} |
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vbo->render(GL_TRIANGLES); |
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if (useShader) { |
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ShaderManager::instance()->popShader(); |
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} |
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} |
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void SceneOpenGL::windowAdded(Toplevel* c) |
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{ |
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assert(!windows.contains(c)); |
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windows[ c ] = new Window(c); |
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c->effectWindow()->setSceneWindow(windows[ c ]); |
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} |
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|
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void SceneOpenGL::windowClosed(Toplevel* c, Deleted* deleted) |
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{ |
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assert(windows.contains(c)); |
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if (deleted != NULL) { |
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// replace c with deleted |
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Window* w = windows.take(c); |
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w->updateToplevel(deleted); |
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windows[ deleted ] = w; |
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} else { |
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delete windows.take(c); |
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c->effectWindow()->setSceneWindow(NULL); |
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} |
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} |
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void SceneOpenGL::windowDeleted(Deleted* c) |
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{ |
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assert(windows.contains(c)); |
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delete windows.take(c); |
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c->effectWindow()->setSceneWindow(NULL); |
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} |
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void SceneOpenGL::windowGeometryShapeChanged(Toplevel* c) |
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{ |
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if (!windows.contains(c)) // this is ok, shape is not valid |
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return; // by default |
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Window* w = windows[ c ]; |
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w->discardShape(); |
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w->checkTextureSize(); |
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} |
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|
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void SceneOpenGL::windowOpacityChanged(Toplevel*) |
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{ |
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#if 0 // not really needed, windows are painted on every repaint |
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// and opacity is used when applying texture, not when |
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// creating it |
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if (!windows.contains(c)) // this is ok, texture is created |
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return; // on demand |
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Window* w = windows[ c ]; |
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w->discardTexture(); |
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#endif |
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} |
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//**************************************** |
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// SceneOpenGL::Texture |
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//**************************************** |
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SceneOpenGL::Texture::Texture() : GLTexture() |
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{ |
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init(); |
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} |
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SceneOpenGL::Texture::Texture(const Pixmap& pix, const QSize& size, int depth) : GLTexture() |
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{ |
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init(); |
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load(pix, size, depth); |
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} |
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SceneOpenGL::Texture::~Texture() |
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{ |
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discard(); |
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} |
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void SceneOpenGL::Texture::createTexture() |
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{ |
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glGenTextures(1, &mTexture); |
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} |
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void SceneOpenGL::Texture::discard() |
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{ |
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if (mTexture != None) |
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release(); |
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GLTexture::discard(); |
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} |
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QRegion SceneOpenGL::Texture::optimizeBindDamage(const QRegion& reg, int limit) |
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{ |
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if (reg.rects().count() <= 1) |
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return reg; |
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// try to reduce the number of rects, as especially with SHM mode every rect |
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// causes X roundtrip, even for very small areas - so, when the size difference |
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// between all the areas and the bounding rectangle is small, simply use |
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// only the bounding rectangle |
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int size = 0; |
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foreach (const QRect & r, reg.rects()) |
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size += r.width() * r.height(); |
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if (reg.boundingRect().width() * reg.boundingRect().height() - size < limit) |
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return reg.boundingRect(); |
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return reg; |
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} |
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bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size, |
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int depth) |
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{ |
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return load(pix, size, depth, |
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QRegion(0, 0, size.width(), size.height())); |
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} |
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bool SceneOpenGL::Texture::load(const QImage& image, GLenum target) |
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{ |
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if (image.isNull()) |
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return false; |
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return load(QPixmap::fromImage(image), target); |
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} |
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bool SceneOpenGL::Texture::load(const QPixmap& pixmap, GLenum target) |
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{ |
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Q_UNUSED(target); // SceneOpenGL::Texture::findTarget() detects the target |
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if (pixmap.isNull()) |
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return false; |
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return load(pixmap.handle(), pixmap.size(), pixmap.depth()); |
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} |
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//**************************************** |
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// SceneOpenGL::Window |
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//**************************************** |
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SceneOpenGL::Window::Window(Toplevel* c) |
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: Scene::Window(c) |
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, texture() |
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, topTexture() |
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, leftTexture() |
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, rightTexture() |
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, bottomTexture() |
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{ |
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} |
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SceneOpenGL::Window::~Window() |
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{ |
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discardTexture(); |
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} |
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|
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// Bind the window pixmap to an OpenGL texture. |
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bool SceneOpenGL::Window::bindTexture() |
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{ |
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#ifndef KWIN_HAVE_OPENGLES |
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if (texture.texture() != None && toplevel->damage().isEmpty()) { |
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// texture doesn't need updating, just bind it |
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glBindTexture(texture.target(), texture.texture()); |
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return true; |
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} |
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#endif |
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// Get the pixmap with the window contents |
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Pixmap pix = toplevel->windowPixmap(); |
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if (pix == None) |
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return false; |
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bool success = texture.load(pix, toplevel->size(), toplevel->depth(), |
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toplevel->damage()); |
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if (success) |
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toplevel->resetDamage(QRect(toplevel->clientPos(), toplevel->clientSize())); |
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else |
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kDebug(1212) << "Failed to bind window"; |
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return success; |
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} |
|
|
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void SceneOpenGL::Window::discardTexture() |
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{ |
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texture.discard(); |
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topTexture.discard(); |
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leftTexture.discard(); |
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rightTexture.discard(); |
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bottomTexture.discard(); |
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} |
|
|
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// This call is used in SceneOpenGL::windowGeometryShapeChanged(), |
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// which originally called discardTexture(), however this was causing performance |
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// problems with the launch feedback icon - large number of texture rebinds. |
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// Since the launch feedback icon does not resize, only changes shape, it |
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// is not necessary to rebind the texture (with no strict binding), therefore |
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// discard the texture only if size changes. |
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void SceneOpenGL::Window::checkTextureSize() |
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{ |
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if (texture.size() != size()) |
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discardTexture(); |
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} |
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|
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// when the window's composite pixmap is discarded, undo binding it to the texture |
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void SceneOpenGL::Window::pixmapDiscarded() |
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{ |
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texture.release(); |
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} |
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|
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// paint the window |
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void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData data) |
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{ |
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// check if there is something to paint (e.g. don't paint if the window |
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// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested) |
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/* HACK: It seems this causes painting glitches, disable temporarily |
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bool opaque = isOpaque() && data.opacity == 1.0; |
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if (( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT )) |
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{ // We are only painting either opaque OR translucent windows, not both |
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if ( mask & PAINT_WINDOW_OPAQUE && !opaque ) |
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return; // Only painting opaque and window is translucent |
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if ( mask & PAINT_WINDOW_TRANSLUCENT && opaque ) |
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return; // Only painting translucent and window is opaque |
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}*/ |
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// paint only requested areas |
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if (region != infiniteRegion()) // avoid integer overflow |
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region.translate(-x(), -y()); |
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if (region.isEmpty()) |
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return; |
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if (!bindTexture()) |
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return; |
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// set texture filter |
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if (options->glSmoothScale != 0) { // default to yes |
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if (mask & PAINT_WINDOW_TRANSFORMED) |
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filter = ImageFilterGood; |
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else if (mask & PAINT_SCREEN_TRANSFORMED) |
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filter = ImageFilterGood; |
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else |
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filter = ImageFilterFast; |
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} else |
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filter = ImageFilterFast; |
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if (filter == ImageFilterGood) |
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texture.setFilter(GL_LINEAR); |
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else |
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texture.setFilter(GL_NEAREST); |
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// do required transformations |
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int x = toplevel->x(); |
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int y = toplevel->y(); |
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double z = 0.0; |
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bool sceneShader = false; |
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if (!data.shader && ShaderManager::instance()->isValid()) { |
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// set the shader for uniform initialising in paint decoration |
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if ((mask & PAINT_WINDOW_TRANSFORMED) || (mask & PAINT_SCREEN_TRANSFORMED)) { |
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data.shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader); |
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} else { |
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data.shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader); |
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data.shader->setUniform("offset", QVector2D(x, y)); |
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} |
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sceneShader = true; |
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} |
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QMatrix4x4 windowTransformation; |
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windowTransformation.translate(x, y); |
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if ((mask & PAINT_WINDOW_TRANSFORMED) || (mask & PAINT_SCREEN_TRANSFORMED)) { |
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windowTransformation.translate(data.xTranslate, data.yTranslate, data.zTranslate); |
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if ((mask & PAINT_WINDOW_TRANSFORMED) && (data.xScale != 1 || data.yScale != 1 || data.zScale != 1)) { |
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windowTransformation.scale(data.xScale, data.yScale, data.zScale); |
|
} |
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if ((mask & PAINT_WINDOW_TRANSFORMED) && data.rotation) { |
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windowTransformation.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint); |
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qreal xAxis = 0.0; |
|
qreal yAxis = 0.0; |
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qreal zAxis = 0.0; |
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switch(data.rotation->axis) { |
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case RotationData::XAxis: |
|
xAxis = 1.0; |
|
break; |
|
case RotationData::YAxis: |
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yAxis = 1.0; |
|
break; |
|
case RotationData::ZAxis: |
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zAxis = 1.0; |
|
break; |
|
} |
|
windowTransformation.rotate(data.rotation->angle, xAxis, yAxis, zAxis); |
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windowTransformation.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint); |
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} |
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if (data.shader) { |
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data.shader->setUniform("windowTransformation", windowTransformation); |
|
} |
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} |
|
if (!sceneShader) { |
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pushMatrix(windowTransformation); |
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} |
|
region.translate(toplevel->x(), toplevel->y()); // Back to screen coords |
|
|
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WindowQuadList decoration = data.quads.select(WindowQuadDecoration); |
|
|
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); |
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vbo->reset(); |
|
|
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// decorations |
|
Client *client = dynamic_cast<Client*>(toplevel); |
|
Deleted *deleted = dynamic_cast<Deleted*>(toplevel); |
|
if (client || deleted) { |
|
bool noBorder = true; |
|
bool updateDeco = false; |
|
const QPixmap *left = NULL; |
|
const QPixmap *top = NULL; |
|
const QPixmap *right = NULL; |
|
const QPixmap *bottom = NULL; |
|
QRect topRect, leftRect, rightRect, bottomRect; |
|
if (client && !client->noBorder()) { |
|
noBorder = false; |
|
updateDeco = client->decorationPixmapRequiresRepaint(); |
|
client->ensureDecorationPixmapsPainted(); |
|
|
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client->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect, Client::WindowRelative); |
|
|
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left = client->leftDecoPixmap(); |
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top = client->topDecoPixmap(); |
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right = client->rightDecoPixmap(); |
|
bottom = client->bottomDecoPixmap(); |
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} |
|
if (deleted && !deleted->noBorder()) { |
|
noBorder = false; |
|
left = deleted->leftDecoPixmap(); |
|
top = deleted->topDecoPixmap(); |
|
right = deleted->rightDecoPixmap(); |
|
bottom = deleted->bottomDecoPixmap(); |
|
deleted->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect); |
|
} |
|
if (!noBorder) { |
|
WindowQuadList topList, leftList, rightList, bottomList; |
|
|
|
foreach (const WindowQuad & quad, decoration) { |
|
if (topRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) { |
|
topList.append(quad); |
|
continue; |
|
} |
|
if (bottomRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) { |
|
bottomList.append(quad); |
|
continue; |
|
} |
|
if (leftRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) { |
|
leftList.append(quad); |
|
continue; |
|
} |
|
if (rightRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) { |
|
rightList.append(quad); |
|
continue; |
|
} |
|
} |
|
|
|
paintDecoration(top, DecorationTop, region, topRect, data, topList, updateDeco); |
|
paintDecoration(left, DecorationLeft, region, leftRect, data, leftList, updateDeco); |
|
paintDecoration(right, DecorationRight, region, rightRect, data, rightList, updateDeco); |
|
paintDecoration(bottom, DecorationBottom, region, bottomRect, data, bottomList, updateDeco); |
|
} |
|
} |
|
|
|
// paint the content |
|
if (!(mask & PAINT_DECORATION_ONLY)) { |
|
texture.bind(); |
|
texture.enableUnnormalizedTexCoords(); |
|
prepareStates(Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader); |
|
renderQuads(mask, region, data.quads.select(WindowQuadContents)); |
|
restoreStates(Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader); |
|
texture.disableUnnormalizedTexCoords(); |
|
texture.unbind(); |
|
#ifndef KWIN_HAVE_OPENGLES |
|
if (static_cast<SceneOpenGL*>(scene)->debug) { |
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
|
renderQuads(mask, region, data.quads.select(WindowQuadContents)); |
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
|
} |
|
#endif |
|
} |
|
|
|
if (sceneShader) { |
|
ShaderManager::instance()->popShader(); |
|
data.shader = NULL; |
|
} else { |
|
popMatrix(); |
|
} |
|
} |
|
|
|
void SceneOpenGL::Window::paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco) |
|
{ |
|
if (quads.isEmpty()) |
|
return; |
|
SceneOpenGL::Texture* decorationTexture; |
|
switch(decorationType) { |
|
case DecorationTop: |
|
decorationTexture = &topTexture; |
|
break; |
|
case DecorationLeft: |
|
decorationTexture = &leftTexture; |
|
break; |
|
case DecorationRight: |
|
decorationTexture = &rightTexture; |
|
break; |
|
case DecorationBottom: |
|
decorationTexture = &bottomTexture; |
|
break; |
|
default: |
|
return; |
|
} |
|
if (decorationTexture->texture() != None && !updateDeco) { |
|
// texture doesn't need updating, just bind it |
|
glBindTexture(decorationTexture->target(), decorationTexture->texture()); |
|
} else if (!decoration->isNull()) { |
|
bool success = decorationTexture->load(decoration->handle(), decoration->size(), decoration->depth()); |
|
if (!success) { |
|
kDebug(1212) << "Failed to bind decoartion"; |
|
return; |
|
} |
|
} else |
|
return; |
|
if (filter == ImageFilterGood) |
|
decorationTexture->setFilter(GL_LINEAR); |
|
else |
|
decorationTexture->setFilter(GL_NEAREST); |
|
decorationTexture->setWrapMode(GL_CLAMP_TO_EDGE); |
|
decorationTexture->bind(); |
|
|
|
prepareStates(decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader); |
|
makeDecorationArrays(quads, rect); |
|
if (data.shader) { |
|
data.shader->setUniform("textureWidth", 1.0f); |
|
data.shader->setUniform("textureHeight", 1.0f); |
|
} |
|
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES); |
|
restoreStates(decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader); |
|
decorationTexture->unbind(); |
|
#ifndef KWIN_HAVE_OPENGLES |
|
if (static_cast<SceneOpenGL*>(scene)->debug) { |
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
|
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES); |
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
|
} |
|
#endif |
|
} |
|
|
|
void SceneOpenGL::Window::makeDecorationArrays(const WindowQuadList& quads, const QRect& rect) const |
|
{ |
|
QVector<float> vertices; |
|
QVector<float> texcoords; |
|
vertices.reserve(quads.count() * 6 * 2); |
|
texcoords.reserve(quads.count() * 6 * 2); |
|
float width = rect.width(); |
|
float height = rect.height(); |
|
foreach (const WindowQuad & quad, quads) { |
|
vertices << quad[ 1 ].x(); |
|
vertices << quad[ 1 ].y(); |
|
vertices << quad[ 0 ].x(); |
|
vertices << quad[ 0 ].y(); |
|
vertices << quad[ 3 ].x(); |
|
vertices << quad[ 3 ].y(); |
|
vertices << quad[ 3 ].x(); |
|
vertices << quad[ 3 ].y(); |
|
vertices << quad[ 2 ].x(); |
|
vertices << quad[ 2 ].y(); |
|
vertices << quad[ 1 ].x(); |
|
vertices << quad[ 1 ].y(); |
|
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width; |
|
texcoords << (float)(quad.originalTop() - rect.y()) / height; |
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width; |
|
texcoords << (float)(quad.originalTop() - rect.y()) / height; |
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width; |
|
texcoords << (float)(quad.originalBottom() - rect.y()) / height; |
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width; |
|
texcoords << (float)(quad.originalBottom() - rect.y()) / height; |
|
texcoords << (float)(quad.originalRight() - rect.x()) / width; |
|
texcoords << (float)(quad.originalBottom() - rect.y()) / height; |
|
texcoords << (float)(quad.originalRight() - rect.x()) / width; |
|
texcoords << (float)(quad.originalTop() - rect.y()) / height; |
|
} |
|
GLVertexBuffer::streamingBuffer()->setData(quads.count() * 6, 2, vertices.data(), texcoords.data()); |
|
} |
|
|
|
void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads) |
|
{ |
|
if (quads.isEmpty()) |
|
return; |
|
// Render geometry |
|
float* vertices; |
|
float* texcoords; |
|
quads.makeArrays(&vertices, &texcoords); |
|
GLVertexBuffer::streamingBuffer()->setData(quads.count() * 6, 2, vertices, texcoords); |
|
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES); |
|
delete[] vertices; |
|
delete[] texcoords; |
|
} |
|
|
|
void SceneOpenGL::Window::prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader) |
|
{ |
|
if (shader) |
|
prepareShaderRenderStates(type, opacity, brightness, saturation, shader); |
|
else |
|
prepareRenderStates(type, opacity, brightness, saturation); |
|
} |
|
|
|
void SceneOpenGL::Window::prepareShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader) |
|
{ |
|
// setup blending of transparent windows |
|
#ifndef KWIN_HAVE_OPENGLES |
|
glPushAttrib(GL_ENABLE_BIT); |
|
#endif |
|
bool opaque = isOpaque() && opacity == 1.0; |
|
bool alpha = toplevel->hasAlpha() || type != Content; |
|
if (type != Content) |
|
opaque = false; |
|
if (!opaque) { |
|
glEnable(GL_BLEND); |
|
if (alpha) { |
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
|
} else { |
|
glBlendColor((float)opacity, (float)opacity, (float)opacity, (float)opacity); |
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_CONSTANT_ALPHA); |
|
} |
|
} |
|
shader->setUniform("opacity", (float)opacity); |
|
shader->setUniform("saturation", (float)saturation); |
|
shader->setUniform("brightness", (float)brightness); |
|
shader->setUniform("u_forceAlpha", opaque ? 1 : 0); |
|
|
|
// setting texture width and heiht stored in shader |
|
// only set if it is set by an effect that is not negative |
|
float texw = shader->textureWidth(); |
|
if (texw >= 0.0f) |
|
shader->setUniform("textureWidth", texw); |
|
else |
|
shader->setUniform("textureWidth", (float)toplevel->width()); |
|
float texh = shader->textureHeight(); |
|
if (texh >= 0.0f) |
|
shader->setUniform("textureHeight", texh); |
|
else |
|
shader->setUniform("textureHeight", (float)toplevel->height()); |
|
} |
|
|
|
void SceneOpenGL::Window::prepareRenderStates(TextureType type, double opacity, double brightness, double saturation) |
|
{ |
|
#ifdef KWIN_HAVE_OPENGLES |
|
Q_UNUSED(type) |
|
Q_UNUSED(opacity) |
|
Q_UNUSED(brightness) |
|
Q_UNUSED(saturation) |
|
#else |
|
Texture* tex; |
|
bool alpha = false; |
|
bool opaque = true; |
|
switch(type) { |
|
case Content: |
|
tex = &texture; |
|
alpha = toplevel->hasAlpha(); |
|
opaque = isOpaque() && opacity == 1.0; |
|
break; |
|
case DecorationTop: |
|
tex = &topTexture; |
|
alpha = true; |
|
opaque = false; |
|
break; |
|
case DecorationLeft: |
|
tex = &leftTexture; |
|
alpha = true; |
|
opaque = false; |
|
break; |
|
case DecorationRight: |
|
tex = &rightTexture; |
|
alpha = true; |
|
opaque = false; |
|
break; |
|
case DecorationBottom: |
|
tex = &bottomTexture; |
|
alpha = true; |
|
opaque = false; |
|
break; |
|
default: |
|
return; |
|
} |
|
// setup blending of transparent windows |
|
glPushAttrib(GL_ENABLE_BIT); |
|
if (!opaque) { |
|
glEnable(GL_BLEND); |
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
|
} |
|
if (saturation != 1.0 && tex->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); |
|
tex->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); |
|
tex->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); |
|
tex->bind(); |
|
|
|
if (alpha || 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); |
|
// The color has to be multiplied by both opacity and brightness |
|
float opacityByBrightness = opacity * brightness; |
|
glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity); |
|
if (alpha) { |
|
// 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 { |
|
// 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); |
|
} |
|
tex->bind(); |
|
} |
|
|
|
glActiveTexture(GL_TEXTURE0); |
|
} else if (opacity != 1.0 || brightness != 1.0) { |
|
// the window is additionally configured to have its opacity adjusted, |
|
// do it |
|
float opacityByBrightness = opacity * brightness; |
|
if (alpha) { |
|
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[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, 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); |
|
} |
|
} else if (!alpha && opaque) { |
|
float constant[] = { 1.0, 1.0, 1.0, 1.0 }; |
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); |
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); |
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); |
|
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); |
|
} |
|
#endif |
|
} |
|
|
|
void SceneOpenGL::Window::restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader) |
|
{ |
|
if (shader) |
|
restoreShaderRenderStates(type, opacity, brightness, saturation, shader); |
|
else |
|
restoreRenderStates(type, opacity, brightness, saturation); |
|
} |
|
|
|
void SceneOpenGL::Window::restoreShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader) |
|
{ |
|
Q_UNUSED(brightness); |
|
Q_UNUSED(saturation); |
|
Q_UNUSED(shader); |
|
bool opaque = isOpaque() && opacity == 1.0; |
|
if (type != Content) |
|
opaque = false; |
|
if (!opaque) { |
|
glDisable(GL_BLEND); |
|
} |
|
ShaderManager::instance()->getBoundShader()->setUniform("u_forceAlpha", 0); |
|
#ifndef KWIN_HAVE_OPENGLES |
|
glPopAttrib(); // ENABLE_BIT |
|
#endif |
|
} |
|
|
|
void SceneOpenGL::Window::restoreRenderStates(TextureType type, double opacity, double brightness, double saturation) |
|
{ |
|
#ifdef KWIN_HAVE_OPENGLES |
|
Q_UNUSED(type) |
|
Q_UNUSED(opacity) |
|
Q_UNUSED(brightness) |
|
Q_UNUSED(saturation) |
|
#else |
|
Texture* tex; |
|
switch(type) { |
|
case Content: |
|
tex = &texture; |
|
break; |
|
case DecorationTop: |
|
tex = &topTexture; |
|
break; |
|
case DecorationLeft: |
|
tex = &leftTexture; |
|
break; |
|
case DecorationRight: |
|
tex = &rightTexture; |
|
break; |
|
case DecorationBottom: |
|
tex = &bottomTexture; |
|
break; |
|
default: |
|
return; |
|
} |
|
if (opacity != 1.0 || saturation != 1.0 || brightness != 1.0f) { |
|
if (saturation != 1.0 && tex->saturationSupported()) { |
|
glActiveTexture(GL_TEXTURE3); |
|
glDisable(tex->target()); |
|
glActiveTexture(GL_TEXTURE2); |
|
glDisable(tex->target()); |
|
glActiveTexture(GL_TEXTURE1); |
|
glDisable(tex->target()); |
|
glActiveTexture(GL_TEXTURE0); |
|
} |
|
} |
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
|
glColor4f(0, 0, 0, 0); |
|
|
|
glPopAttrib(); // ENABLE_BIT |
|
#endif |
|
} |
|
|
|
//**************************************** |
|
// SceneOpenGL::EffectFrame |
|
//**************************************** |
|
|
|
SceneOpenGL::Texture* SceneOpenGL::EffectFrame::m_unstyledTexture = NULL; |
|
QPixmap* SceneOpenGL::EffectFrame::m_unstyledPixmap = NULL; |
|
|
|
SceneOpenGL::EffectFrame::EffectFrame(EffectFrameImpl* frame) |
|
: Scene::EffectFrame(frame) |
|
, m_texture(NULL) |
|
, m_textTexture(NULL) |
|
, m_oldTextTexture(NULL) |
|
, m_textPixmap(NULL) |
|
, m_iconTexture(NULL) |
|
, m_oldIconTexture(NULL) |
|
, m_selectionTexture(NULL) |
|
, m_unstyledVBO(NULL) |
|
{ |
|
if (m_effectFrame->style() == EffectFrameUnstyled && !m_unstyledTexture) { |
|
updateUnstyledTexture(); |
|
} |
|
} |
|
|
|
SceneOpenGL::EffectFrame::~EffectFrame() |
|
{ |
|
delete m_texture; |
|
delete m_textTexture; |
|
delete m_textPixmap; |
|
delete m_oldTextTexture; |
|
delete m_iconTexture; |
|
delete m_oldIconTexture; |
|
delete m_selectionTexture; |
|
delete m_unstyledVBO; |
|
} |
|
|
|
void SceneOpenGL::EffectFrame::free() |
|
{ |
|
delete m_texture; |
|
m_texture = NULL; |
|
delete m_textTexture; |
|
m_textTexture = NULL; |
|
delete m_textPixmap; |
|
m_textPixmap = NULL; |
|
delete m_iconTexture; |
|
m_iconTexture = NULL; |
|
delete m_selectionTexture; |
|
m_selectionTexture = NULL; |
|
delete m_unstyledVBO; |
|
m_unstyledVBO = NULL; |
|
delete m_oldIconTexture; |
|
m_oldIconTexture = NULL; |
|
delete m_oldTextTexture; |
|
m_oldTextTexture = NULL; |
|
} |
|
|
|
void SceneOpenGL::EffectFrame::freeIconFrame() |
|
{ |
|
delete m_iconTexture; |
|
m_iconTexture = NULL; |
|
} |
|
|
|
void SceneOpenGL::EffectFrame::freeTextFrame() |
|
{ |
|
delete m_textTexture; |
|
m_textTexture = NULL; |
|
delete m_textPixmap; |
|
m_textPixmap = NULL; |
|
} |
|
|
|
void SceneOpenGL::EffectFrame::freeSelection() |
|
{ |
|
delete m_selectionTexture; |
|
m_selectionTexture = NULL; |
|
} |
|
|
|
void SceneOpenGL::EffectFrame::crossFadeIcon() |
|
{ |
|
delete m_oldIconTexture; |
|
m_oldIconTexture = m_iconTexture; |
|
m_iconTexture = NULL; |
|
} |
|
|
|
void SceneOpenGL::EffectFrame::crossFadeText() |
|
{ |
|
delete m_oldTextTexture; |
|
m_oldTextTexture = m_textTexture; |
|
m_textTexture = NULL; |
|
} |
|
|
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void SceneOpenGL::EffectFrame::render(QRegion region, double opacity, double frameOpacity) |
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{ |
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if (m_effectFrame->geometry().isEmpty()) |
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return; // Nothing to display |
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region = infiniteRegion(); // TODO: Old region doesn't seem to work with OpenGL |
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GLShader* shader = m_effectFrame->shader(); |
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bool sceneShader = false; |
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if (!shader && ShaderManager::instance()->isValid()) { |
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shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader); |
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sceneShader = true; |
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} else if (shader) { |
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ShaderManager::instance()->pushShader(shader); |
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} |
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if (shader) { |
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if (sceneShader) |
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shader->setUniform("offset", QVector2D(0, 0)); |
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shader->setUniform("saturation", 1.0f); |
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shader->setUniform("brightness", 1.0f); |
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shader->setUniform("u_forceAlpha", 0); |
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shader->setUniform("textureWidth", 1.0f); |
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shader->setUniform("textureHeight", 1.0f); |
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} |
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#ifndef KWIN_HAVE_OPENGLES |
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glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT); |
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#endif |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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#ifndef KWIN_HAVE_OPENGLES |
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if (!shader) |
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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// TODO: drop the push matrix |
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glPushMatrix(); |
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#endif |
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// Render the actual frame |
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if (m_effectFrame->style() == EffectFrameUnstyled) { |
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if (!m_unstyledVBO) { |
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m_unstyledVBO = new GLVertexBuffer(GLVertexBuffer::Static); |
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QRect area = m_effectFrame->geometry(); |
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area.moveTo(0, 0); |
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area.adjust(-5, -5, 5, 5); |
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const int roundness = 5; |
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QVector<float> verts, texCoords; |
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verts.reserve(84); |
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texCoords.reserve(84); |
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// top left |
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verts << area.left() << area.top(); |
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texCoords << 0.0f << 0.0f; |
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verts << area.left() << area.top() + roundness; |
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texCoords << 0.0f << 0.5f; |
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verts << area.left() + roundness << area.top(); |
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texCoords << 0.5f << 0.0f; |
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verts << area.left() + roundness << area.top() + roundness; |
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texCoords << 0.5f << 0.5f; |
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verts << area.left() << area.top() + roundness; |
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texCoords << 0.0f << 0.5f; |
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verts << area.left() + roundness << area.top(); |
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texCoords << 0.5f << 0.0f; |
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// top |
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verts << area.left() + roundness << area.top(); |
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texCoords << 0.5f << 0.0f; |
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verts << area.left() + roundness << area.top() + roundness; |
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texCoords << 0.5f << 0.5f; |
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verts << area.right() - roundness << area.top(); |
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texCoords << 0.5f << 0.0f; |
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verts << area.left() + roundness << area.top() + roundness; |
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texCoords << 0.5f << 0.5f; |
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verts << area.right() - roundness << area.top() + roundness; |
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texCoords << 0.5f << 0.5f; |
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verts << area.right() - roundness << area.top(); |
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texCoords << 0.5f << 0.0f; |
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// top right |
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verts << area.right() - roundness << area.top(); |
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texCoords << 0.5f << 0.0f; |
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verts << area.right() - roundness << area.top() + roundness; |
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texCoords << 0.5f << 0.5f; |
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verts << area.right() << area.top(); |
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texCoords << 1.0f << 0.0f; |
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verts << area.right() - roundness << area.top() + roundness; |
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texCoords << 0.5f << 0.5f; |
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verts << area.right() << area.top() + roundness; |
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texCoords << 1.0f << 0.5f; |
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verts << area.right() << area.top(); |
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texCoords << 1.0f << 0.0f; |
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// bottom left |
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verts << area.left() << area.bottom() - roundness; |
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texCoords << 0.0f << 0.5f; |
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verts << area.left() << area.bottom(); |
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texCoords << 0.0f << 1.0f; |
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verts << area.left() + roundness << area.bottom() - roundness; |
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texCoords << 0.5f << 0.5f; |
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verts << area.left() + roundness << area.bottom(); |
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texCoords << 0.5f << 1.0f; |
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verts << area.left() << area.bottom(); |
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texCoords << 0.0f << 1.0f; |
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verts << area.left() + roundness << area.bottom() - roundness; |
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texCoords << 0.5f << 0.5f; |
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// bottom |
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verts << area.left() + roundness << area.bottom() - roundness; |
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texCoords << 0.5f << 0.5f; |
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verts << area.left() + roundness << area.bottom(); |
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texCoords << 0.5f << 1.0f; |
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verts << area.right() - roundness << area.bottom() - roundness; |
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texCoords << 0.5f << 0.5f; |
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verts << area.left() + roundness << area.bottom(); |
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texCoords << 0.5f << 1.0f; |
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verts << area.right() - roundness << area.bottom(); |
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texCoords << 0.5f << 1.0f; |
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verts << area.right() - roundness << area.bottom() - roundness; |
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texCoords << 0.5f << 0.5f; |
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// bottom right |
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verts << area.right() - roundness << area.bottom() - roundness; |
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texCoords << 0.5f << 0.5f; |
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verts << area.right() - roundness << area.bottom(); |
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texCoords << 0.5f << 1.0f; |
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verts << area.right() << area.bottom() - roundness; |
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texCoords << 1.0f << 0.5f; |
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verts << area.right() - roundness << area.bottom(); |
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texCoords << 0.5f << 1.0f; |
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verts << area.right() << area.bottom(); |
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texCoords << 1.0f << 1.0f; |
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verts << area.right() << area.bottom() - roundness; |
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texCoords << 1.0f << 0.5f; |
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// center |
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verts << area.left() << area.top() + roundness; |
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texCoords << 0.0f << 0.5f; |
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verts << area.left() << area.bottom() - roundness; |
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texCoords << 0.0f << 0.5f; |
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verts << area.right() << area.top() + roundness; |
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texCoords << 1.0f << 0.5f; |
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verts << area.left() << area.bottom() - roundness; |
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texCoords << 0.0f << 0.5f; |
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verts << area.right() << area.bottom() - roundness; |
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texCoords << 1.0f << 0.5f; |
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verts << area.right() << area.top() + roundness; |
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texCoords << 1.0f << 0.5f; |
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m_unstyledVBO->setData(verts.count() / 2, 2, verts.data(), texCoords.data()); |
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} |
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if (shader) |
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shader->setUniform("opacity", (float)(opacity * frameOpacity)); |
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#ifndef KWIN_HAVE_OPENGLES |
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else |
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glColor4f(0.0, 0.0, 0.0, opacity * frameOpacity); |
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#endif |
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m_unstyledTexture->bind(); |
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const QPoint pt = m_effectFrame->geometry().topLeft(); |
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if (sceneShader) { |
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shader->setUniform("offset", QVector2D(pt.x(), pt.y())); |
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} else { |
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QMatrix4x4 translation; |
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translation.translate(pt.x(), pt.y()); |
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if (shader) { |
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shader->setUniform("windowTransformation", translation); |
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} else { |
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pushMatrix(translation); |
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} |
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} |
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m_unstyledVBO->render(region, GL_TRIANGLES); |
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if (!sceneShader) { |
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if (shader) { |
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shader->setUniform("windowTranslation", QMatrix4x4()); |
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} else { |
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popMatrix(); |
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} |
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} |
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m_unstyledTexture->unbind(); |
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} else if (m_effectFrame->style() == EffectFrameStyled) { |
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if (!m_texture) // Lazy creation |
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updateTexture(); |
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if (shader) |
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shader->setUniform("opacity", (float)(opacity * frameOpacity)); |
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#ifndef KWIN_HAVE_OPENGLES |
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else |
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glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity); |
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#endif |
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m_texture->bind(); |
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qreal left, top, right, bottom; |
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m_effectFrame->frame().getMargins(left, top, right, bottom); // m_geometry is the inner geometry |
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m_texture->render(region, m_effectFrame->geometry().adjusted(-left, -top, right, bottom)); |
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m_texture->unbind(); |
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if (!m_effectFrame->selection().isNull()) { |
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if (!m_selectionTexture) { // Lazy creation |
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QPixmap pixmap = m_effectFrame->selectionFrame().framePixmap(); |
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m_selectionTexture = new Texture(pixmap.handle(), pixmap.size(), pixmap.depth()); |
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m_selectionTexture->setYInverted(true); |
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} |
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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m_selectionTexture->bind(); |
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m_selectionTexture->render(region, m_effectFrame->selection()); |
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m_selectionTexture->unbind(); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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} |
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} |
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// Render icon |
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if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) { |
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QPoint topLeft(m_effectFrame->geometry().x(), |
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m_effectFrame->geometry().center().y() - m_effectFrame->iconSize().height() / 2); |
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if (m_effectFrame->isCrossFade() && m_oldIconTexture) { |
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if (shader) |
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shader->setUniform("opacity", (float)opacity *(1.0f - (float)m_effectFrame->crossFadeProgress())); |
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#ifndef KWIN_HAVE_OPENGLES |
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else |
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glColor4f(1.0, 1.0, 1.0, opacity *(1.0 - m_effectFrame->crossFadeProgress())); |
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#endif |
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m_oldIconTexture->bind(); |
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m_oldIconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize())); |
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m_oldIconTexture->unbind(); |
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if (shader) |
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shader->setUniform("opacity", (float)opacity *(float)m_effectFrame->crossFadeProgress()); |
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#ifndef KWIN_HAVE_OPENGLES |
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else |
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glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress()); |
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#endif |
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} else { |
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if (shader) |
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shader->setUniform("opacity", (float)opacity); |
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#ifndef KWIN_HAVE_OPENGLES |
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else |
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glColor4f(1.0, 1.0, 1.0, opacity); |
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#endif |
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} |
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if (!m_iconTexture) { // lazy creation |
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m_iconTexture = new Texture(m_effectFrame->icon().handle(), |
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m_effectFrame->icon().size(), |
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m_effectFrame->icon().depth()); |
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m_iconTexture->setYInverted(true); |
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} |
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m_iconTexture->bind(); |
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m_iconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize())); |
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m_iconTexture->unbind(); |
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} |
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// Render text |
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if (!m_effectFrame->text().isEmpty()) { |
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if (m_effectFrame->isCrossFade() && m_oldTextTexture) { |
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if (shader) |
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shader->setUniform("opacity", (float)opacity *(1.0f - (float)m_effectFrame->crossFadeProgress())); |
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#ifndef KWIN_HAVE_OPENGLES |
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else |
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glColor4f(1.0, 1.0, 1.0, opacity *(1.0 - m_effectFrame->crossFadeProgress())); |
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#endif |
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m_oldTextTexture->bind(); |
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m_oldTextTexture->render(region, m_effectFrame->geometry()); |
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m_oldTextTexture->unbind(); |
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if (shader) |
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shader->setUniform("opacity", (float)opacity *(float)m_effectFrame->crossFadeProgress()); |
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#ifndef KWIN_HAVE_OPENGLES |
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else |
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glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress()); |
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#endif |
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} else { |
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if (shader) |
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shader->setUniform("opacity", (float)opacity); |
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#ifndef KWIN_HAVE_OPENGLES |
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else |
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glColor4f(1.0, 1.0, 1.0, opacity); |
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#endif |
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} |
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if (!m_textTexture) // Lazy creation |
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updateTextTexture(); |
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m_textTexture->bind(); |
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m_textTexture->render(region, m_effectFrame->geometry()); |
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m_textTexture->unbind(); |
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} |
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if (shader) { |
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ShaderManager::instance()->popShader(); |
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} |
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glDisable(GL_BLEND); |
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#ifndef KWIN_HAVE_OPENGLES |
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glPopMatrix(); |
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glPopAttrib(); |
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#endif |
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} |
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void SceneOpenGL::EffectFrame::updateTexture() |
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{ |
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delete m_texture; |
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if (m_effectFrame->style() == EffectFrameStyled) { |
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QPixmap pixmap = m_effectFrame->frame().framePixmap(); |
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m_texture = new Texture(pixmap.handle(), pixmap.size(), pixmap.depth()); |
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m_texture->setYInverted(true); |
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} |
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} |
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void SceneOpenGL::EffectFrame::updateTextTexture() |
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{ |
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delete m_textTexture; |
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delete m_textPixmap; |
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if (m_effectFrame->text().isEmpty()) |
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return; |
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// Determine position on texture to paint text |
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QRect rect(QPoint(0, 0), m_effectFrame->geometry().size()); |
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if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) |
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rect.setLeft(m_effectFrame->iconSize().width()); |
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// If static size elide text as required |
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QString text = m_effectFrame->text(); |
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if (m_effectFrame->isStatic()) { |
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QFontMetrics metrics(m_effectFrame->font()); |
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text = metrics.elidedText(text, Qt::ElideRight, rect.width()); |
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} |
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m_textPixmap = new QPixmap(m_effectFrame->geometry().size()); |
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m_textPixmap->fill(Qt::transparent); |
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QPainter p(m_textPixmap); |
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p.setFont(m_effectFrame->font()); |
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if (m_effectFrame->style() == EffectFrameStyled) |
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p.setPen(m_effectFrame->styledTextColor()); |
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else // TODO: What about no frame? Custom color setting required |
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p.setPen(Qt::white); |
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p.drawText(rect, m_effectFrame->alignment(), text); |
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p.end(); |
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m_textTexture = new Texture(m_textPixmap->handle(), m_textPixmap->size(), m_textPixmap->depth()); |
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m_textTexture->setYInverted(true); |
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} |
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void SceneOpenGL::EffectFrame::updateUnstyledTexture() |
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{ |
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delete m_unstyledTexture; |
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delete m_unstyledPixmap; |
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// Based off circle() from kwinxrenderutils.cpp |
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#define CS 8 |
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m_unstyledPixmap = new QPixmap(2 * CS, 2 * CS); |
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m_unstyledPixmap->fill(Qt::transparent); |
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QPainter p(m_unstyledPixmap); |
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p.setRenderHint(QPainter::Antialiasing); |
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p.setPen(Qt::NoPen); |
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p.setBrush(Qt::black); |
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p.drawEllipse(m_unstyledPixmap->rect()); |
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p.end(); |
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#undef CS |
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m_unstyledTexture = new Texture(m_unstyledPixmap->handle(), m_unstyledPixmap->size(), m_unstyledPixmap->depth()); |
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m_unstyledTexture->setYInverted(true); |
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} |
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void SceneOpenGL::EffectFrame::cleanup() |
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{ |
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delete m_unstyledTexture; |
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m_unstyledTexture = NULL; |
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delete m_unstyledPixmap; |
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m_unstyledPixmap = NULL; |
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} |
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} // namespace |
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#endif
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