Add support for changing saturation. Patch by Rivo Laks.
svn path=/branches/work/kwin_composite/; revision=603145
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368c97ac96
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4 changed files with 134 additions and 4 deletions
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@ -138,6 +138,7 @@ XRender TODO
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- XRenderSetPictureTransform() should be capable of doing this
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- note that the matrix used seems to be weird (it doesn't act like the normal transformation
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matrix as far as I can tell)
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+ SceneXrender::Window::performPaint() doesn't use saturation
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Effects framework TODO
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@ -30,6 +30,7 @@ class WindowPaintData
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double yScale;
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int xTranslate;
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int yTranslate;
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float saturation;
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};
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class ScreenPaintData
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@ -90,6 +91,7 @@ WindowPaintData::WindowPaintData()
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, yScale( 1 )
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, xTranslate( 0 )
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, yTranslate( 0 )
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, saturation( 1 )
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{
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}
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134
scene_opengl.cpp
134
scene_opengl.cpp
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@ -61,9 +61,28 @@ Sources and other compositing managers:
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#include <dlfcn.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <GL/glxext.h>
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/*
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** GLX_EXT_texture_from_pixmap
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*/
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#define GLX_BIND_TO_TEXTURE_RGB_EXT 0x20D0
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#define GLX_BIND_TO_TEXTURE_RGBA_EXT 0x20D1
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#define GLX_BIND_TO_MIPMAP_TEXTURE_EXT 0x20D2
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#define GLX_BIND_TO_TEXTURE_TARGETS_EXT 0x20D3
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#define GLX_Y_INVERTED_EXT 0x20D4
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#define GLX_TEXTURE_FORMAT_EXT 0x20D5
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#define GLX_TEXTURE_TARGET_EXT 0x20D6
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#define GLX_MIPMAP_TEXTURE_EXT 0x20D7
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#define GLX_TEXTURE_FORMAT_NONE_EXT 0x20D8
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#define GLX_TEXTURE_FORMAT_RGB_EXT 0x20D9
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#define GLX_TEXTURE_FORMAT_RGBA_EXT 0x20DA
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namespace KWinInternal
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{
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@ -81,6 +100,7 @@ GLXDrawable SceneOpenGL::glxbuffer;
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bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
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bool SceneOpenGL::db; // destination drawable is double-buffered
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bool SceneOpenGL::copy_buffer_hack; // workaround for nvidia < 1.0-9xxx drivers
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bool SceneOpenGL::supports_saturation;
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// finding of OpenGL extensions functions
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typedef void (*glXFuncPtr)();
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@ -103,6 +123,9 @@ typedef void (*glXBindTexImageEXT_func)( Display* dpy, GLXDrawable drawable,
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typedef void (*glXReleaseTexImageEXT_func)( Display* dpy, GLXDrawable drawable, int buffer );
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glXReleaseTexImageEXT_func glXReleaseTexImageEXT;
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glXBindTexImageEXT_func glXBindTexImageEXT;
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// glActiveTexture
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typedef void (*glActiveTexture_func)(GLenum);
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glActiveTexture_func glActiveTexture;
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// detect OpenGL error (add to various places in code to pinpoint the place)
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static void checkGLError( const char* txt )
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@ -222,6 +245,22 @@ SceneOpenGL::SceneOpenGL( Workspace* ws )
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glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer );
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if( db )
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glDrawBuffer( GL_BACK );
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// Get OpenGL version
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QString glversionstring = QString((const char*)glGetString(GL_VERSION));
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QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.');
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int glversionmajor = glversioninfo[0].toInt();
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int glversionminor = glversioninfo[1].toInt();
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int glversion = glversionmajor*100 + glversionminor;
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// Get list of supported OpenGL extensions
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QStringList extensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(" ");
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// Get number of texture units
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int textureUnitsCount;
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &textureUnitsCount);
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// Check whether certain features are supported
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glActiveTexture = (glActiveTexture_func) getProcAddress( "glActiveTexture" );
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supports_saturation = ((extensions.contains("GL_ARB_texture_env_crossbar")
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&& extensions.contains("GL_ARB_texture_env_dot3")) || glversion >= 104)
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&& (textureUnitsCount >= 4) && glActiveTexture != NULL;
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// OpenGL scene setup
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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@ -683,7 +722,84 @@ void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintDat
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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}
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if( data.opacity != 1.0 )
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if( data.saturation != 1.0 && supports_saturation )
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{
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// First we need to get the color from [0; 1] range to [0.5; 1] range
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glActiveTexture( GL_TEXTURE0 );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
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const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant );
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glEnable( GL_TEXTURE_RECTANGLE_ARB );
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glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
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// Then we take dot product of the result of previous pass and
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// saturation_constant. This gives us completely unsaturated
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// (greyscale) image
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// Note that both operands have to be in range [0.5; 1] since opengl
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// automatically substracts 0.5 from them
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glActiveTexture( GL_TEXTURE1 );
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float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, data.saturation };
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
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glEnable( GL_TEXTURE_RECTANGLE_ARB );
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glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
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// Finally we need to interpolate between the original image and the
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// greyscale image to get wanted level of saturation
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glActiveTexture( GL_TEXTURE2 );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
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// Also replace alpha by primary color's alpha here
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
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// And make primary color contain the wanted opacity
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glColor4f( data.opacity, data.opacity, data.opacity, data.opacity );
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glEnable( GL_TEXTURE_RECTANGLE_ARB );
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glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
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if( toplevel->hasAlpha() )
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{
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// Modulate both color and alpha by window's opacity
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glActiveTexture( GL_TEXTURE3 );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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// Here we have to multiply original texture's alpha by our opacity
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
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glEnable( GL_TEXTURE_RECTANGLE_ARB );
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glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
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}
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glActiveTexture(GL_TEXTURE0 );
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}
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else if( data.opacity != 1.0 )
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{
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// the window is additionally configured to have its opacity adjusted,
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// do it
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@ -698,9 +814,9 @@ void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintDat
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float constant_alpha[] = { 0, 0, 0, data.opacity };
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT );
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant_alpha );
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}
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}
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@ -724,8 +840,18 @@ void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintDat
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}
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glEnd();
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glPopMatrix();
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if( data.opacity != 1.0 )
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if( data.opacity != 1.0 || data.saturation != 1.0 )
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{
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if( data.saturation != 1.0 && supports_saturation )
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{
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glActiveTexture(GL_TEXTURE3);
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glDisable( GL_TEXTURE_RECTANGLE_ARB );
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glActiveTexture(GL_TEXTURE2);
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glDisable( GL_TEXTURE_RECTANGLE_ARB );
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glActiveTexture(GL_TEXTURE1);
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glDisable( GL_TEXTURE_RECTANGLE_ARB );
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glActiveTexture(GL_TEXTURE0);
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}
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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glColor4f( 0, 0, 0, 0 );
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}
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@ -49,6 +49,7 @@ class SceneOpenGL
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static GLXContext ctxdrawable;
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static bool tfp_mode;
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static bool copy_buffer_hack;
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static bool supports_saturation;
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class Window;
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QMap< Toplevel*, Window > windows;
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};
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