Merge together paintBackground and paintGenericScreen
This commit is contained in:
parent
e5eed55c51
commit
4c8c3060bf
3 changed files with 86 additions and 138 deletions
|
@ -218,6 +218,92 @@ bool SceneOpenGL::selfCheck()
|
|||
return ok;
|
||||
}
|
||||
|
||||
void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data)
|
||||
{
|
||||
const bool useShader = ShaderManager::instance()->isValid();
|
||||
if (mask & PAINT_SCREEN_TRANSFORMED) {
|
||||
// apply screen transformations
|
||||
QMatrix4x4 screenTransformation;
|
||||
screenTransformation.translate(data.xTranslate, data.yTranslate, data.zTranslate);
|
||||
if (data.rotation) {
|
||||
screenTransformation.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint);
|
||||
// translate to rotation point, rotate, translate back
|
||||
qreal xAxis = 0.0;
|
||||
qreal yAxis = 0.0;
|
||||
qreal zAxis = 0.0;
|
||||
switch (data.rotation->axis) {
|
||||
case RotationData::XAxis:
|
||||
xAxis = 1.0;
|
||||
break;
|
||||
case RotationData::YAxis:
|
||||
yAxis = 1.0;
|
||||
break;
|
||||
case RotationData::ZAxis:
|
||||
zAxis = 1.0;
|
||||
break;
|
||||
}
|
||||
screenTransformation.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
|
||||
screenTransformation.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint);
|
||||
}
|
||||
screenTransformation.scale(data.xScale, data.yScale, data.zScale);
|
||||
if (useShader) {
|
||||
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
|
||||
shader->setUniform("screenTransformation", screenTransformation);
|
||||
} else {
|
||||
pushMatrix(screenTransformation);
|
||||
}
|
||||
} else if (useShader && ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) || (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS))) {
|
||||
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
|
||||
shader->setUniform("screenTransformation", QMatrix4x4());
|
||||
}
|
||||
Scene::paintGenericScreen(mask, data);
|
||||
if (mask & PAINT_SCREEN_TRANSFORMED) {
|
||||
if (useShader) {
|
||||
ShaderManager::instance()->popShader();
|
||||
} else {
|
||||
popMatrix();
|
||||
}
|
||||
} else if (useShader && ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) ||
|
||||
(mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS))) {
|
||||
ShaderManager::instance()->popShader();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneOpenGL::paintBackground(QRegion region)
|
||||
{
|
||||
PaintClipper pc(region);
|
||||
if (!PaintClipper::clip()) {
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
return;
|
||||
}
|
||||
if (pc.clip() && pc.paintArea().isEmpty())
|
||||
return; // no background to paint
|
||||
QVector<float> verts;
|
||||
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
|
||||
QRect r = iterator.boundingRect();
|
||||
verts << r.x() + r.width() << r.y();
|
||||
verts << r.x() << r.y();
|
||||
verts << r.x() << r.y() + r.height();
|
||||
verts << r.x() << r.y() + r.height();
|
||||
verts << r.x() + r.width() << r.y() + r.height();
|
||||
verts << r.x() + r.width() << r.y();
|
||||
}
|
||||
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
||||
vbo->reset();
|
||||
vbo->setUseColor(true);
|
||||
vbo->setData(verts.count() / 2, 2, verts.data(), NULL);
|
||||
const bool useShader = ShaderManager::instance()->isValid();
|
||||
if (useShader) {
|
||||
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
|
||||
shader->setUniform("offset", QVector2D(0, 0));
|
||||
}
|
||||
vbo->render(GL_TRIANGLES);
|
||||
if (useShader) {
|
||||
ShaderManager::instance()->popShader();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneOpenGL::windowAdded( Toplevel* c )
|
||||
{
|
||||
assert( !windows.contains( c ));
|
||||
|
|
|
@ -215,77 +215,6 @@ void SceneOpenGL::flushBuffer( int mask, QRegion damage )
|
|||
XFlush( display());
|
||||
}
|
||||
|
||||
void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data)
|
||||
{
|
||||
if (mask & PAINT_SCREEN_TRANSFORMED) {
|
||||
// apply screen transformations
|
||||
QMatrix4x4 screenTransformation;
|
||||
screenTransformation.translate(data.xTranslate, data.yTranslate, data.zTranslate);
|
||||
if (data.rotation) {
|
||||
screenTransformation.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint);
|
||||
// translate to rotation point, rotate, translate back
|
||||
qreal xAxis = 0.0;
|
||||
qreal yAxis = 0.0;
|
||||
qreal zAxis = 0.0;
|
||||
switch (data.rotation->axis) {
|
||||
case RotationData::XAxis:
|
||||
xAxis = 1.0;
|
||||
break;
|
||||
case RotationData::YAxis:
|
||||
yAxis = 1.0;
|
||||
break;
|
||||
case RotationData::ZAxis:
|
||||
zAxis = 1.0;
|
||||
break;
|
||||
}
|
||||
screenTransformation.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
|
||||
screenTransformation.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint);
|
||||
}
|
||||
screenTransformation.scale(data.xScale, data.yScale, data.zScale);
|
||||
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
|
||||
shader->setUniform("screenTransformation", screenTransformation);
|
||||
} else if ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) || (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS)) {
|
||||
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
|
||||
shader->setUniform("screenTransformation", QMatrix4x4());
|
||||
}
|
||||
Scene::paintGenericScreen(mask, data);
|
||||
if ((mask & PAINT_SCREEN_TRANSFORMED) ||
|
||||
(mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) ||
|
||||
(mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS)) {
|
||||
ShaderManager::instance()->popShader();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneOpenGL::paintBackground(QRegion region)
|
||||
{
|
||||
PaintClipper pc(region);
|
||||
if (!PaintClipper::clip()) {
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
return;
|
||||
}
|
||||
if (pc.clip() && pc.paintArea().isEmpty())
|
||||
return; // no background to paint
|
||||
QVector<float> verts;
|
||||
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
|
||||
QRect r = iterator.boundingRect();
|
||||
verts << r.x() + r.width() << r.y();
|
||||
verts << r.x() << r.y();
|
||||
verts << r.x() << r.y() + r.height();
|
||||
verts << r.x() << r.y() + r.height();
|
||||
verts << r.x() + r.width() << r.y() + r.height();
|
||||
verts << r.x() + r.width() << r.y();
|
||||
}
|
||||
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
||||
vbo->reset();
|
||||
vbo->setUseColor(true);
|
||||
vbo->setData(verts.count() / 2, 2, verts.data(), NULL);
|
||||
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
|
||||
shader->setUniform("offset", QVector2D(0, 0));
|
||||
vbo->render(GL_TRIANGLES);
|
||||
ShaderManager::instance()->popShader();
|
||||
}
|
||||
|
||||
//****************************************
|
||||
// SceneOpenGL::Texture
|
||||
//****************************************
|
||||
|
|
|
@ -702,73 +702,6 @@ void SceneOpenGL::flushBuffer( int mask, QRegion damage )
|
|||
}
|
||||
}
|
||||
|
||||
void SceneOpenGL::paintGenericScreen( int mask, ScreenPaintData data )
|
||||
{
|
||||
if( mask & PAINT_SCREEN_TRANSFORMED )
|
||||
{ // apply screen transformations
|
||||
glPushMatrix();
|
||||
glTranslatef( data.xTranslate, data.yTranslate, data.zTranslate );
|
||||
if( data.rotation )
|
||||
{
|
||||
// translate to rotation point, rotate, translate back
|
||||
glTranslatef( data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint );
|
||||
float xAxis = 0.0;
|
||||
float yAxis = 0.0;
|
||||
float zAxis = 0.0;
|
||||
switch( data.rotation->axis )
|
||||
{
|
||||
case RotationData::XAxis:
|
||||
xAxis = 1.0;
|
||||
break;
|
||||
case RotationData::YAxis:
|
||||
yAxis = 1.0;
|
||||
break;
|
||||
case RotationData::ZAxis:
|
||||
zAxis = 1.0;
|
||||
break;
|
||||
}
|
||||
glRotatef( data.rotation->angle, xAxis, yAxis, zAxis );
|
||||
glTranslatef( -data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint );
|
||||
}
|
||||
glScalef( data.xScale, data.yScale, data.zScale );
|
||||
}
|
||||
Scene::paintGenericScreen( mask, data );
|
||||
if( mask & PAINT_SCREEN_TRANSFORMED )
|
||||
{
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneOpenGL::paintBackground( QRegion region )
|
||||
{
|
||||
PaintClipper pc( region );
|
||||
if( !PaintClipper::clip())
|
||||
{
|
||||
glPushAttrib( GL_COLOR_BUFFER_BIT );
|
||||
glClearColor( 0, 0, 0, 1 ); // black
|
||||
glClear( GL_COLOR_BUFFER_BIT );
|
||||
glPopAttrib();
|
||||
return;
|
||||
}
|
||||
if( pc.clip() && pc.paintArea().isEmpty())
|
||||
return; // no background to paint
|
||||
glPushAttrib( GL_CURRENT_BIT );
|
||||
glColor4f( 0, 0, 0, 1 ); // black
|
||||
for( PaintClipper::Iterator iterator;
|
||||
!iterator.isDone();
|
||||
iterator.next())
|
||||
{
|
||||
glBegin( GL_QUADS );
|
||||
QRect r = iterator.boundingRect();
|
||||
glVertex2i( r.x(), r.y());
|
||||
glVertex2i( r.x() + r.width(), r.y());
|
||||
glVertex2i( r.x() + r.width(), r.y() + r.height());
|
||||
glVertex2i( r.x(), r.y() + r.height());
|
||||
glEnd();
|
||||
}
|
||||
glPopAttrib();
|
||||
}
|
||||
|
||||
//****************************************
|
||||
// SceneOpenGL::Texture
|
||||
//****************************************
|
||||
|
|
Loading…
Reference in a new issue