Use cap shader to render area between screens in cube

This fixes most of the rendering issues with cube in multi
screen setups and GLSL backend. For cylinder and sphere the
rendering of areas between screen is currently disabled if
using the GLSL backend. It needs adjustments to use another
vertex shader. Not sure if it is worth the effort.
This commit is contained in:
Martin Gräßlin 2011-05-01 11:24:46 +02:00
parent d396ce990b
commit 32adc59e4b

View file

@ -1503,14 +1503,32 @@ void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPa
}
}
}
bool capShader = false;
if (ShaderManager::instance()->isValid() && m_capShader->isValid()) {
capShader = true;
ShaderManager::instance()->pushShader(m_capShader);
m_capShader->setUniform("u_mirror", 0);
m_capShader->setUniform("u_untextured", 1);
if (reflectionPainting) {
m_capShader->setUniform("screenTransformation", m_reflectionMatrix * m_rotationMatrix * origMatrix);
} else {
m_capShader->setUniform("screenTransformation", m_rotationMatrix * origMatrix);
}
m_capShader->setUniform("windowTransformation", QMatrix4x4());
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
QColor color = capColor;
capColor.setAlphaF(cubeOpacity);
// TODO: use sphere and cylinder shaders
vbo->setColor(color);
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
vbo->render(GL_TRIANGLES);
if (!capShader || mode == Cube) {
// TODO: use sphere and cylinder shaders
vbo->render(GL_TRIANGLES);
}
if (capShader) {
ShaderManager::instance()->popShader();
}
glDisable(GL_BLEND);
#ifndef KWIN_HAVE_OPENGLES
glPopAttrib();