kwin: Add GLTexture::matrix()
This method returns a matrix that transforms normalized or un-normalized texture coordinates, taking the texture target and y-inversion flag into account.
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5 changed files with 54 additions and 1 deletions
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@ -376,6 +376,7 @@ bool EglTexture::loadTexture(const Pixmap &pix, const QSize &size, int depth)
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checkGLError("load texture");
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q->setYInverted(true);
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m_size = size;
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updateMatrix();
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return true;
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}
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@ -612,6 +612,9 @@ bool GlxTexture::loadTexture(const Pixmap& pix, const QSize& size, int depth)
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#ifdef CHECK_GL_ERROR
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checkGLError("TextureLoad0");
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#endif
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updateMatrix();
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unbind();
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return true;
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}
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@ -92,6 +92,8 @@ GLTexture::GLTexture(int width, int height)
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d->m_size = QSize(width, height);
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d->m_canUseMipmaps = true;
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d->updateMatrix();
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glGenTextures(1, &d->m_texture);
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bind();
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#ifdef KWIN_HAVE_OPENGLES
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@ -204,6 +206,8 @@ bool GLTexture::load(const QImage& image, GLenum target)
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d->m_size = img.size();
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d->m_yInverted = true;
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d->updateMatrix();
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img = d->convertToGLFormat(img);
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if (isNull()) {
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@ -526,6 +530,27 @@ QImage GLTexturePrivate::convertToGLFormat(const QImage& img) const
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return res;
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}
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void GLTexturePrivate::updateMatrix()
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{
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m_matrix[NormalizedCoordinates].setToIdentity();
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m_matrix[UnnormalizedCoordinates].setToIdentity();
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#ifndef KWIN_HAVE_OPENGLES
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if (m_target == GL_TEXTURE_RECTANGLE_ARB)
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m_matrix[NormalizedCoordinates].scale(m_size.width(), m_size.height());
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else
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#endif
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m_matrix[UnnormalizedCoordinates].scale(1.0 / m_size.width(), 1.0 / m_size.height());
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if (!m_yInverted) {
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m_matrix[NormalizedCoordinates].translate(0.0, 1.0);
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m_matrix[NormalizedCoordinates].scale(1.0, -1.0);
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m_matrix[UnnormalizedCoordinates].translate(0.0, m_size.height());
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m_matrix[UnnormalizedCoordinates].scale(1.0, -1.0);
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}
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}
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bool GLTexture::isYInverted() const
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{
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Q_D(const GLTexture);
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@ -536,6 +561,7 @@ void GLTexture::setYInverted(bool inverted)
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{
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Q_D(GLTexture);
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d->m_yInverted = inverted;
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d->updateMatrix();
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}
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int GLTexture::width() const
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@ -550,6 +576,12 @@ int GLTexture::height() const
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return d->m_size.height();
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}
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QMatrix4x4 GLTexture::matrix(TextureCoordinateType type) const
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{
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Q_D(const GLTexture);
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return d->m_matrix[type];
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}
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bool GLTexture::NPOTTextureSupported()
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{
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return GLTexturePrivate::sNPOTTextureSupported;
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@ -28,6 +28,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <QRegion>
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#include <QSharedPointer>
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#include <QExplicitlySharedDataPointer>
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#include <QtGui/QMatrix4x4>
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class QImage;
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class QPixmap;
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@ -41,6 +42,11 @@ namespace KWin
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class GLVertexBuffer;
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class GLTexturePrivate;
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enum TextureCoordinateType {
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NormalizedCoordinates = 0,
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UnnormalizedCoordinates
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};
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class KWIN_EXPORT GLTexture
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{
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public:
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@ -67,6 +73,14 @@ public:
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**/
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void setYInverted(bool inverted);
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/**
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* Returns a matrix that transforms texture coordinates of the given type,
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* taking the texture target and the y-inversion flag into account.
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*
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* @since 4.11
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*/
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QMatrix4x4 matrix(TextureCoordinateType type) const;
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virtual bool load(const QImage& image, GLenum target = GL_TEXTURE_2D);
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virtual bool load(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D);
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virtual bool load(const QString& fileName);
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@ -48,13 +48,16 @@ public:
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QImage convertToGLFormat(const QImage& img) const;
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void updateMatrix();
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GLuint m_texture;
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GLenum m_target;
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GLenum m_filter;
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GLenum m_wrapMode;
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QSize m_size;
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QSizeF m_scale; // to un-normalize GL_TEXTURE_2D
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bool m_yInverted; // texture has y inverted
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QMatrix4x4 m_matrix[2];
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bool m_yInverted; // texture is y-inverted
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bool m_canUseMipmaps;
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bool m_markedDirty;
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bool m_filterChanged;
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