OpenGL part of ARGB decorations. See revision 957680 for more information.
svn path=/trunk/KDE/kdebase/workspace/; revision=957681
This commit is contained in:
parent
e92aab0518
commit
dabc9f0353
2 changed files with 274 additions and 47 deletions
295
scene_opengl.cpp
295
scene_opengl.cpp
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@ -1290,6 +1290,10 @@ void SceneOpenGL::Texture::unbind()
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SceneOpenGL::Window::Window( Toplevel* c )
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: Scene::Window( c )
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, texture()
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, topTexture()
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, leftTexture()
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, rightTexture()
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, bottomTexture()
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{
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}
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@ -1314,7 +1318,7 @@ bool SceneOpenGL::Window::bindTexture()
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bool success = texture.load( pix, toplevel->size(), toplevel->depth(),
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toplevel->damage());
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if( success )
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toplevel->resetDamage( toplevel->rect());
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toplevel->resetDamage( QRect( toplevel->clientPos(), toplevel->clientSize() ) );
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else
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kDebug( 1212 ) << "Failed to bind window";
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return success;
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@ -1323,6 +1327,10 @@ bool SceneOpenGL::Window::bindTexture()
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void SceneOpenGL::Window::discardTexture()
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{
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texture.discard();
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topTexture.discard();
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leftTexture.discard();
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rightTexture.discard();
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bottomTexture.discard();
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}
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// This call is used in SceneOpenGL::windowGeometryShapeChanged(),
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@ -1433,29 +1441,178 @@ void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintDat
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texture.bind();
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texture.enableUnnormalizedTexCoords();
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WindowQuadList decoration = data.quads.select( WindowQuadDecoration );
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if( data.contents_opacity != data.decoration_opacity && !decoration.isEmpty())
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{
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prepareStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
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renderQuads( mask, region, data.quads.select( WindowQuadContents ));
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restoreStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
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prepareStates( data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
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renderQuads( mask, region, decoration );
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restoreStates( data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
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}
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else
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{
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prepareStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
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renderQuads( mask, region, data.quads.select( WindowQuadContents ));
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renderQuads( mask, region, data.quads.select( WindowQuadDecoration ));
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restoreStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
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}
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WindowQuadList decoration = data.quads.select( WindowQuadDecoration );
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// paint the content
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prepareStates( Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
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renderQuads( mask, region, data.quads.select( WindowQuadContents ));
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restoreStates( Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
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texture.disableUnnormalizedTexCoords();
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texture.unbind();
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// decorations
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if( Client *client = dynamic_cast<Client*>(toplevel) )
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{
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if (!client->noBorder())
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{
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bool updateDeco = client->decorationPixmapRequiresRepaint();
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client->ensureDecorationPixmapsPainted();
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const QPixmap *left = client->leftDecoPixmap();
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const QPixmap *top = client->topDecoPixmap();
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const QPixmap *right = client->rightDecoPixmap();
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const QPixmap *bottom = client->bottomDecoPixmap();
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WindowQuadList topList, leftList, rightList, bottomList;
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QRect topRect( QPoint(0, 0), top->size() );
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QRect leftRect( QPoint(0, client->clientPos().y()), left->size() );
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QRect rightRect( QPoint(client->width() - right->width(), client->clientPos().y()), right->size() );
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QRect bottomRect( QPoint(0, client->height()-bottom->height()), bottom->size() );
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foreach( WindowQuad quad, decoration )
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{
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if( topRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
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{
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topList.append( quad );
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continue;
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}
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if( bottomRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
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{
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bottomList.append( quad );
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continue;
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}
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if( leftRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
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{
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leftList.append( quad );
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continue;
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}
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if( rightRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
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{
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rightList.append( quad );
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continue;
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}
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}
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paintDecoration( top, DecorationTop, region, topRect, data, topList, updateDeco );
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paintDecoration( left, DecorationLeft, region, leftRect, data, leftList, updateDeco );
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paintDecoration( right, DecorationRight, region, rightRect, data, rightList, updateDeco );
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paintDecoration( bottom, DecorationBottom, region, bottomRect, data, bottomList, updateDeco );
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}
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}
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glPopMatrix();
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}
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void SceneOpenGL::Window::paintDecoration( const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco )
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{
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if( quads.isEmpty())
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return;
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SceneOpenGL::Texture* decorationTexture;
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switch( decorationType )
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{
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case DecorationTop:
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decorationTexture = &topTexture;
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break;
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case DecorationLeft:
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decorationTexture = &leftTexture;
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break;
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case DecorationRight:
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decorationTexture = &rightTexture;
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break;
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case DecorationBottom:
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decorationTexture = &bottomTexture;
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break;
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default:
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return;
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}
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if( decorationTexture->texture() != None && !updateDeco )
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{
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// texture doesn't need updating, just bind it
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glBindTexture( decorationTexture->target(), decorationTexture->texture());
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}
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else
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{
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if( decorationTexture->texture() != None )
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decorationTexture->release();
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bool success = decorationTexture->load( decoration->handle(), decoration->size(), decoration->depth() );
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if( success )
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toplevel->resetDamage( rect );
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else
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{
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kDebug( 1212 ) << "Failed to bind decoartion";
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return;
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}
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}
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if( filter == ImageFilterGood )
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{
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// avoid unneeded mipmap generation by only using trilinear
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// filtering when it actually makes a difference, that is with
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// minification or changed vertices
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if( options->smoothScale == 2
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&& ( data.quads.smoothNeeded() || data.xScale < 1 || data.yScale < 1 ))
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{
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decorationTexture->setFilter( GL_LINEAR_MIPMAP_LINEAR );
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}
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else
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decorationTexture->setFilter( GL_LINEAR );
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}
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else
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decorationTexture->setFilter( GL_NEAREST );
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decorationTexture->bind();
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decorationTexture->enableUnnormalizedTexCoords();
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prepareStates( decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
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float* vertices;
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float* texcoords;
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makeDecorationArrays( &vertices, &texcoords, quads, rect );
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if( data.shader )
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{
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int texw = decoration->width();
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int texh = decoration->height();
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if( !GLTexture::NPOTTextureSupported() )
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{
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kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
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texw = nearestPowerOfTwo(texw);
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texh = nearestPowerOfTwo(texh);
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}
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data.shader->setUniform("textureWidth", (float)texw);
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data.shader->setUniform("textureHeight", (float)texh);
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}
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renderGLGeometry( region, quads.count() * 4,
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vertices, texcoords, NULL, 2, 0 );
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delete[] vertices;
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delete[] texcoords;
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restoreStates( decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
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decorationTexture->disableUnnormalizedTexCoords();
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decorationTexture->unbind();
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}
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void SceneOpenGL::Window::makeDecorationArrays( float** vertices, float** texcoords, const WindowQuadList& quads, const QRect& rect ) const
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{
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*vertices = new float[ quads.count() * 4 * 2 ];
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*texcoords = new float[ quads.count() * 4 * 2 ];
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float* vpos = *vertices;
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float* tpos = *texcoords;
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foreach( WindowQuad quad, quads )
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{
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*vpos++ = quad[ 0 ].x();
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*vpos++ = quad[ 0 ].y();
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*vpos++ = quad[ 1 ].x();
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*vpos++ = quad[ 1 ].y();
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*vpos++ = quad[ 2 ].x();
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*vpos++ = quad[ 2 ].y();
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*vpos++ = quad[ 3 ].x();
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*vpos++ = quad[ 3 ].y();
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*tpos++ = quad.originalLeft()-rect.x();
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*tpos++ = quad.originalTop()-rect.y();
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*tpos++ = quad.originalRight()-rect.x();
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*tpos++ = quad.originalTop()-rect.y();
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*tpos++ = quad.originalRight()-rect.x();
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*tpos++ = quad.originalBottom()-rect.y();
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*tpos++ = quad.originalLeft()-rect.x();
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*tpos++ = quad.originalBottom()-rect.y();
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}
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}
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void SceneOpenGL::Window::renderQuads( int, const QRegion& region, const WindowQuadList& quads )
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{
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if( quads.isEmpty())
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@ -1470,19 +1627,21 @@ void SceneOpenGL::Window::renderQuads( int, const QRegion& region, const WindowQ
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delete[] texcoords;
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}
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void SceneOpenGL::Window::prepareStates( double opacity, double brightness, double saturation, GLShader* shader )
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void SceneOpenGL::Window::prepareStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
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{
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if(shader)
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prepareShaderRenderStates( opacity, brightness, saturation, shader );
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prepareShaderRenderStates( type, opacity, brightness, saturation, shader );
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else
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prepareRenderStates( opacity, brightness, saturation );
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prepareRenderStates( type, opacity, brightness, saturation );
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}
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void SceneOpenGL::Window::prepareShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader )
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void SceneOpenGL::Window::prepareShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
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{
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// setup blending of transparent windows
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glPushAttrib( GL_ENABLE_BIT );
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bool opaque = isOpaque() && opacity == 1.0;
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if( type != Content )
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opaque = false;
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if( !opaque )
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{
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glEnable( GL_BLEND );
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@ -1493,17 +1652,49 @@ void SceneOpenGL::Window::prepareShaderRenderStates( double opacity, double brig
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shader->setUniform("brightness", (float)brightness);
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}
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void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness, double saturation )
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void SceneOpenGL::Window::prepareRenderStates( TextureType type, double opacity, double brightness, double saturation )
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{
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Texture* tex;
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bool alpha = false;
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bool opaque = true;
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switch( type )
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{
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case Content:
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tex = &texture;
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alpha = toplevel->hasAlpha();
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opaque = isOpaque() && opacity == 1.0;
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break;
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case DecorationTop:
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tex = &topTexture;
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alpha = true;
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opaque = false;
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break;
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case DecorationLeft:
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tex = &leftTexture;
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alpha = true;
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opaque = false;
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break;
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case DecorationRight:
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tex = &rightTexture;
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alpha = true;
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opaque = false;
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break;
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case DecorationBottom:
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tex = &bottomTexture;
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alpha = true;
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opaque = false;
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break;
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default:
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return;
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}
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// setup blending of transparent windows
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glPushAttrib( GL_ENABLE_BIT );
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bool opaque = isOpaque() && opacity == 1.0;
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if( !opaque )
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{
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glEnable( GL_BLEND );
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glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
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}
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if( saturation != 1.0 && texture.saturationSupported())
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if( saturation != 1.0 && tex->saturationSupported())
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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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@ -1517,7 +1708,7 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
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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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texture.bind();
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tex->bind();
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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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@ -1533,7 +1724,7 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
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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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texture.bind();
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tex->bind();
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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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@ -1553,9 +1744,9 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
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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( opacity, opacity, opacity, opacity );
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texture.bind();
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tex->bind();
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if( toplevel->hasAlpha() || brightness != 1.0f )
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if( alpha || brightness != 1.0f )
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{
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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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@ -1567,7 +1758,7 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
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// The color has to be multiplied by both opacity and brightness
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float opacityByBrightness = opacity * brightness;
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glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity );
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if( toplevel->hasAlpha() )
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if( alpha )
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{
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// 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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@ -1583,7 +1774,7 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
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}
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texture.bind();
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tex->bind();
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}
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glActiveTexture(GL_TEXTURE0 );
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@ -1593,7 +1784,7 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
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// the window is additionally configured to have its opacity adjusted,
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// do it
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float opacityByBrightness = opacity * brightness;
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if( toplevel->hasAlpha())
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if( alpha)
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{
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
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@ -1616,16 +1807,17 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
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}
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}
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void SceneOpenGL::Window::restoreStates( double opacity, double brightness, double saturation, GLShader* shader )
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void SceneOpenGL::Window::restoreStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
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{
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if(shader)
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restoreShaderRenderStates( opacity, brightness, saturation, shader );
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restoreShaderRenderStates( type, opacity, brightness, saturation, shader );
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else
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restoreRenderStates( opacity, brightness, saturation );
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restoreRenderStates( type, opacity, brightness, saturation );
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}
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void SceneOpenGL::Window::restoreShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader )
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void SceneOpenGL::Window::restoreShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
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{
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Q_UNUSED( type );
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Q_UNUSED( opacity );
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Q_UNUSED( brightness );
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Q_UNUSED( saturation );
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@ -1633,18 +1825,39 @@ void SceneOpenGL::Window::restoreShaderRenderStates( double opacity, double brig
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glPopAttrib(); // ENABLE_BIT
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}
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void SceneOpenGL::Window::restoreRenderStates( double opacity, double brightness, double saturation )
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void SceneOpenGL::Window::restoreRenderStates( TextureType type, double opacity, double brightness, double saturation )
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{
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Texture* tex;
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switch( type )
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{
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case Content:
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tex = &texture;
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break;
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case DecorationTop:
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tex = &topTexture;
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break;
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case DecorationLeft:
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tex = &leftTexture;
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break;
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case DecorationRight:
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tex = &rightTexture;
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break;
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case DecorationBottom:
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tex = &bottomTexture;
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break;
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default:
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return;
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}
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if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0f )
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{
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if( saturation != 1.0 && texture.saturationSupported())
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if( saturation != 1.0 && tex->saturationSupported())
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{
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glActiveTexture(GL_TEXTURE3);
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glDisable( texture.target());
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glDisable( tex->target());
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glActiveTexture(GL_TEXTURE2);
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glDisable( texture.target());
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glDisable( tex->target());
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glActiveTexture(GL_TEXTURE1);
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glDisable( texture.target());
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glDisable( tex->target());
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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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@ -139,16 +139,30 @@ class SceneOpenGL::Window
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void checkTextureSize();
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protected:
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enum TextureType
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{
|
||||
Content,
|
||||
DecorationTop,
|
||||
DecorationLeft,
|
||||
DecorationRight,
|
||||
DecorationBottom
|
||||
};
|
||||
void paintDecoration( const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco );
|
||||
void makeDecorationArrays( float** vertices, float** texcoords, const WindowQuadList& quads, const QRect& rect ) const;
|
||||
void renderQuads( int mask, const QRegion& region, const WindowQuadList& quads );
|
||||
void prepareStates( double opacity, double brightness, double saturation, GLShader* shader );
|
||||
void prepareRenderStates( double opacity, double brightness, double saturation );
|
||||
void prepareShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader );
|
||||
void restoreStates( double opacity, double brightness, double saturation, GLShader* shader );
|
||||
void restoreRenderStates( double opacity, double brightness, double saturation );
|
||||
void restoreShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader );
|
||||
void prepareStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
|
||||
void prepareRenderStates( TextureType type, double opacity, double brightness, double saturation );
|
||||
void prepareShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
|
||||
void restoreStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
|
||||
void restoreRenderStates( TextureType type, double opacity, double brightness, double saturation );
|
||||
void restoreShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
|
||||
|
||||
private:
|
||||
Texture texture;
|
||||
Texture topTexture;
|
||||
Texture leftTexture;
|
||||
Texture rightTexture;
|
||||
Texture bottomTexture;
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
|
Loading…
Reference in a new issue