Add support for changing saturation. Patch by Rivo Laks.

svn path=/branches/work/kwin_composite/; revision=603145
This commit is contained in:
Luboš Luňák 2006-11-07 23:33:23 +00:00
parent 368c97ac96
commit d3fc0bbc09
4 changed files with 134 additions and 4 deletions

View file

@ -138,6 +138,7 @@ XRender TODO
- XRenderSetPictureTransform() should be capable of doing this - XRenderSetPictureTransform() should be capable of doing this
- note that the matrix used seems to be weird (it doesn't act like the normal transformation - note that the matrix used seems to be weird (it doesn't act like the normal transformation
matrix as far as I can tell) matrix as far as I can tell)
+ SceneXrender::Window::performPaint() doesn't use saturation
Effects framework TODO Effects framework TODO

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@ -30,6 +30,7 @@ class WindowPaintData
double yScale; double yScale;
int xTranslate; int xTranslate;
int yTranslate; int yTranslate;
float saturation;
}; };
class ScreenPaintData class ScreenPaintData
@ -90,6 +91,7 @@ WindowPaintData::WindowPaintData()
, yScale( 1 ) , yScale( 1 )
, xTranslate( 0 ) , xTranslate( 0 )
, yTranslate( 0 ) , yTranslate( 0 )
, saturation( 1 )
{ {
} }

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@ -61,9 +61,28 @@ Sources and other compositing managers:
#include <dlfcn.h> #include <dlfcn.h>
#include <GL/gl.h>
#include <GL/glext.h> #include <GL/glext.h>
#include <GL/glxext.h> #include <GL/glxext.h>
/*
** GLX_EXT_texture_from_pixmap
*/
#define GLX_BIND_TO_TEXTURE_RGB_EXT 0x20D0
#define GLX_BIND_TO_TEXTURE_RGBA_EXT 0x20D1
#define GLX_BIND_TO_MIPMAP_TEXTURE_EXT 0x20D2
#define GLX_BIND_TO_TEXTURE_TARGETS_EXT 0x20D3
#define GLX_Y_INVERTED_EXT 0x20D4
#define GLX_TEXTURE_FORMAT_EXT 0x20D5
#define GLX_TEXTURE_TARGET_EXT 0x20D6
#define GLX_MIPMAP_TEXTURE_EXT 0x20D7
#define GLX_TEXTURE_FORMAT_NONE_EXT 0x20D8
#define GLX_TEXTURE_FORMAT_RGB_EXT 0x20D9
#define GLX_TEXTURE_FORMAT_RGBA_EXT 0x20DA
namespace KWinInternal namespace KWinInternal
{ {
@ -81,6 +100,7 @@ GLXDrawable SceneOpenGL::glxbuffer;
bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap) bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
bool SceneOpenGL::db; // destination drawable is double-buffered bool SceneOpenGL::db; // destination drawable is double-buffered
bool SceneOpenGL::copy_buffer_hack; // workaround for nvidia < 1.0-9xxx drivers bool SceneOpenGL::copy_buffer_hack; // workaround for nvidia < 1.0-9xxx drivers
bool SceneOpenGL::supports_saturation;
// finding of OpenGL extensions functions // finding of OpenGL extensions functions
typedef void (*glXFuncPtr)(); typedef void (*glXFuncPtr)();
@ -103,6 +123,9 @@ typedef void (*glXBindTexImageEXT_func)( Display* dpy, GLXDrawable drawable,
typedef void (*glXReleaseTexImageEXT_func)( Display* dpy, GLXDrawable drawable, int buffer ); typedef void (*glXReleaseTexImageEXT_func)( Display* dpy, GLXDrawable drawable, int buffer );
glXReleaseTexImageEXT_func glXReleaseTexImageEXT; glXReleaseTexImageEXT_func glXReleaseTexImageEXT;
glXBindTexImageEXT_func glXBindTexImageEXT; glXBindTexImageEXT_func glXBindTexImageEXT;
// glActiveTexture
typedef void (*glActiveTexture_func)(GLenum);
glActiveTexture_func glActiveTexture;
// detect OpenGL error (add to various places in code to pinpoint the place) // detect OpenGL error (add to various places in code to pinpoint the place)
static void checkGLError( const char* txt ) static void checkGLError( const char* txt )
@ -222,6 +245,22 @@ SceneOpenGL::SceneOpenGL( Workspace* ws )
glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer ); glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer );
if( db ) if( db )
glDrawBuffer( GL_BACK ); glDrawBuffer( GL_BACK );
// Get OpenGL version
QString glversionstring = QString((const char*)glGetString(GL_VERSION));
QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.');
int glversionmajor = glversioninfo[0].toInt();
int glversionminor = glversioninfo[1].toInt();
int glversion = glversionmajor*100 + glversionminor;
// Get list of supported OpenGL extensions
QStringList extensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(" ");
// Get number of texture units
int textureUnitsCount;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &textureUnitsCount);
// Check whether certain features are supported
glActiveTexture = (glActiveTexture_func) getProcAddress( "glActiveTexture" );
supports_saturation = ((extensions.contains("GL_ARB_texture_env_crossbar")
&& extensions.contains("GL_ARB_texture_env_dot3")) || glversion >= 104)
&& (textureUnitsCount >= 4) && glActiveTexture != NULL;
// OpenGL scene setup // OpenGL scene setup
glMatrixMode( GL_PROJECTION ); glMatrixMode( GL_PROJECTION );
glLoadIdentity(); glLoadIdentity();
@ -683,7 +722,84 @@ void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintDat
glEnable( GL_BLEND ); glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
} }
if( data.opacity != 1.0 ) if( data.saturation != 1.0 && supports_saturation )
{
// First we need to get the color from [0; 1] range to [0.5; 1] range
glActiveTexture( GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant );
glEnable( GL_TEXTURE_RECTANGLE_ARB );
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
// Then we take dot product of the result of previous pass and
// saturation_constant. This gives us completely unsaturated
// (greyscale) image
// Note that both operands have to be in range [0.5; 1] since opengl
// automatically substracts 0.5 from them
glActiveTexture( GL_TEXTURE1 );
float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, data.saturation };
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
glEnable( GL_TEXTURE_RECTANGLE_ARB );
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
// Finally we need to interpolate between the original image and the
// greyscale image to get wanted level of saturation
glActiveTexture( GL_TEXTURE2 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
// Also replace alpha by primary color's alpha here
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
// And make primary color contain the wanted opacity
glColor4f( data.opacity, data.opacity, data.opacity, data.opacity );
glEnable( GL_TEXTURE_RECTANGLE_ARB );
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
if( toplevel->hasAlpha() )
{
// Modulate both color and alpha by window's opacity
glActiveTexture( GL_TEXTURE3 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
// Here we have to multiply original texture's alpha by our opacity
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
glEnable( GL_TEXTURE_RECTANGLE_ARB );
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
}
glActiveTexture(GL_TEXTURE0 );
}
else if( data.opacity != 1.0 )
{ {
// the window is additionally configured to have its opacity adjusted, // the window is additionally configured to have its opacity adjusted,
// do it // do it
@ -698,9 +814,9 @@ void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintDat
float constant_alpha[] = { 0, 0, 0, data.opacity }; float constant_alpha[] = { 0, 0, 0, data.opacity };
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_CONSTANT ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant_alpha ); glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant_alpha );
} }
} }
@ -724,8 +840,18 @@ void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintDat
} }
glEnd(); glEnd();
glPopMatrix(); glPopMatrix();
if( data.opacity != 1.0 ) if( data.opacity != 1.0 || data.saturation != 1.0 )
{ {
if( data.saturation != 1.0 && supports_saturation )
{
glActiveTexture(GL_TEXTURE3);
glDisable( GL_TEXTURE_RECTANGLE_ARB );
glActiveTexture(GL_TEXTURE2);
glDisable( GL_TEXTURE_RECTANGLE_ARB );
glActiveTexture(GL_TEXTURE1);
glDisable( GL_TEXTURE_RECTANGLE_ARB );
glActiveTexture(GL_TEXTURE0);
}
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glColor4f( 0, 0, 0, 0 ); glColor4f( 0, 0, 0, 0 );
} }

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@ -49,6 +49,7 @@ class SceneOpenGL
static GLXContext ctxdrawable; static GLXContext ctxdrawable;
static bool tfp_mode; static bool tfp_mode;
static bool copy_buffer_hack; static bool copy_buffer_hack;
static bool supports_saturation;
class Window; class Window;
QMap< Toplevel*, Window > windows; QMap< Toplevel*, Window > windows;
}; };