Port OffscreenEffect to use RenderGeometry for geometry

This makes the code more explicit and allows using some of the new
features of RenderGeometry in OffscreenEffect.
This commit is contained in:
Arjen Hiemstra 2023-01-12 14:09:29 +01:00
parent 622114dfb5
commit 2bff7c5c71

View file

@ -140,26 +140,22 @@ void OffscreenData::paint(EffectWindow *window, const QRegion &region,
GLShader *shader = m_shader ? m_shader : ShaderManager::instance()->shader(ShaderTrait::MapTexture | ShaderTrait::Modulate | ShaderTrait::AdjustSaturation);
ShaderBinder binder(shader);
const bool indexedQuads = GLVertexBuffer::supportsIndexedQuads();
const GLenum primitiveType = indexedQuads ? GL_QUADS : GL_TRIANGLES;
const int verticesPerQuad = indexedQuads ? 4 : 6;
const qreal scale = effects->renderTargetScale();
const GLVertexAttrib attribs[] = {
{VA_Position, 2, GL_FLOAT, offsetof(GLVertex2D, position)},
{VA_TexCoord, 2, GL_FLOAT, offsetof(GLVertex2D, texcoord)},
};
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setAttribLayout(attribs, 2, sizeof(GLVertex2D));
const size_t size = verticesPerQuad * quads.count() * sizeof(GLVertex2D);
GLVertex2D *map = static_cast<GLVertex2D *>(vbo->map(size));
vbo->setAttribLayout(GLVertexBuffer::GLVertex2DLayout, 2, sizeof(GLVertex2D));
quads.makeInterleavedArrays(primitiveType, map, m_texture->matrix(NormalizedCoordinates), scale);
RenderGeometry geometry;
for (auto &quad : quads) {
geometry.appendWindowQuad(quad, scale);
}
geometry.postProcessTextureCoordinates(m_texture->matrix(NormalizedCoordinates));
GLVertex2D *map = static_cast<GLVertex2D *>(vbo->map(geometry.count() * sizeof(GLVertex2D)));
geometry.copy(std::span(map, geometry.count()));
vbo->unmap();
vbo->bindArrays();
const qreal rgb = data.brightness() * data.opacity();
@ -185,7 +181,7 @@ void OffscreenData::paint(EffectWindow *window, const QRegion &region,
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
m_texture->bind();
vbo->draw(clipRegion, primitiveType, 0, verticesPerQuad * quads.count(), clipping);
vbo->draw(clipRegion, GL_TRIANGLES, 0, geometry.count(), clipping);
m_texture->unbind();
glDisable(GL_BLEND);