Use a VBO for rendering an unstyled effect frame.
svn path=/trunk/KDE/kdebase/workspace/; revision=1153932
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6641ac5648
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20b711e2e8
3 changed files with 108 additions and 45 deletions
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@ -1800,6 +1800,7 @@ void EffectFrameImpl::setPosition( const QPoint& point )
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}
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m_point = point;
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autoResize();
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free();
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}
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const QString& EffectFrameImpl::text() const
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145
scene_opengl.cpp
145
scene_opengl.cpp
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@ -1921,6 +1921,7 @@ SceneOpenGL::EffectFrame::EffectFrame( EffectFrameImpl* frame )
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, m_texture( NULL )
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, m_textTexture( NULL )
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, m_iconTexture( NULL )
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, m_unstyledVBO( NULL )
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{
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if( m_effectFrame->style() == Unstyled && !m_unstyledTexture )
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{
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@ -1933,6 +1934,7 @@ SceneOpenGL::EffectFrame::~EffectFrame()
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delete m_texture;
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delete m_textTexture;
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delete m_iconTexture;
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delete m_unstyledVBO;
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}
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void SceneOpenGL::EffectFrame::free()
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@ -1943,6 +1945,8 @@ void SceneOpenGL::EffectFrame::free()
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m_textTexture = NULL;
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delete m_iconTexture;
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m_iconTexture = NULL;
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delete m_unstyledVBO;
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m_unstyledVBO = NULL;
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}
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void SceneOpenGL::EffectFrame::freeIconFrame()
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@ -1974,57 +1978,114 @@ void SceneOpenGL::EffectFrame::render( QRegion region, double opacity, double fr
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// Render the actual frame
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if( m_effectFrame->style() == Unstyled )
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{
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if( !m_unstyledVBO )
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{
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m_unstyledVBO = new GLVertexBuffer( GLVertexBuffer::Static );
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const QRect& area = m_effectFrame->geometry().adjusted( -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( 80 );
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texCoords.reserve( 80 );
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verts.reserve( 84 );
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texCoords.reserve( 84 );
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// Center
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addQuadVertices( verts, area.left() + roundness, area.top() + roundness,
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area.right() - roundness, area.bottom() - roundness );
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addQuadVertices( texCoords, 0.5, 0.5, 0.5, 0.5 );
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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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// Left
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addQuadVertices( verts, area.left(), area.top() + roundness,
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area.left() + roundness, area.bottom() - roundness );
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addQuadVertices( texCoords, 0.0, 0.5, 0.5, 0.5 );
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// Top
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addQuadVertices( verts, area.left() + roundness, area.top(),
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area.right() - roundness, area.top() + roundness );
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addQuadVertices( texCoords, 0.5, 0.0, 0.5, 0.5 );
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// Right
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addQuadVertices( verts, area.right() - roundness, area.top() + roundness,
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area.right(), area.bottom() - roundness );
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addQuadVertices( texCoords, 0.5, 0.5, 1.0, 0.5 );
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// Bottom
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addQuadVertices( verts, area.left() + roundness, area.bottom() - roundness,
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area.right() - roundness, area.bottom() );
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addQuadVertices( texCoords, 0.5, 0.5, 0.5, 1.0 );
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// Top-left
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addQuadVertices( verts, area.left(), area.top(),
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area.left() + roundness, area.top() + roundness );
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addQuadVertices( texCoords, 0.0, 0.0, 0.5, 0.5 );
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// Top-right
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addQuadVertices( verts, area.right() - roundness, area.top(),
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area.right(), area.top() + roundness );
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addQuadVertices( texCoords, 0.5, 0.0, 1.0, 0.5 );
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// Bottom-left
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addQuadVertices( verts, area.left(), area.bottom() - roundness,
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area.left() + roundness, area.bottom() );
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addQuadVertices( texCoords, 0.0, 0.5, 0.5, 1.0 );
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// Bottom-right
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addQuadVertices( verts, area.right() - roundness, area.bottom() - roundness,
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area.right(), area.bottom() );
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addQuadVertices( texCoords, 0.5, 0.5, 1.0, 1.0 );
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m_unstyledVBO->setData( verts.count() / 2, 2, verts.data(), texCoords.data() );
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}
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glColor4f( 0.0, 0.0, 0.0, opacity * frameOpacity );
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m_unstyledTexture->bind();
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m_unstyledTexture->enableNormalizedTexCoords();
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renderGLGeometry( verts.count() / 2, verts.data(), texCoords.data() );
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m_unstyledTexture->disableNormalizedTexCoords();
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m_unstyledVBO->render( region, GL_TRIANGLES );
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m_unstyledTexture->unbind();
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}
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else if( m_effectFrame->style() == Styled )
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@ -188,6 +188,7 @@ class SceneOpenGL::EffectFrame
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GLTexture* m_texture;
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GLTexture* m_textTexture;
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GLTexture* m_iconTexture;
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GLVertexBuffer* m_unstyledVBO;
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static GLTexture* m_unstyledTexture;
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static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture
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