OpenGL part of ARGB decorations. See revision 957680 for more information.

svn path=/trunk/KDE/kdebase/workspace/; revision=957681
This commit is contained in:
Martin Gräßlin 2009-04-22 17:30:49 +00:00
parent e92aab0518
commit dabc9f0353
2 changed files with 274 additions and 47 deletions

View file

@ -1290,6 +1290,10 @@ void SceneOpenGL::Texture::unbind()
SceneOpenGL::Window::Window( Toplevel* c )
: Scene::Window( c )
, texture()
, topTexture()
, leftTexture()
, rightTexture()
, bottomTexture()
{
}
@ -1314,7 +1318,7 @@ bool SceneOpenGL::Window::bindTexture()
bool success = texture.load( pix, toplevel->size(), toplevel->depth(),
toplevel->damage());
if( success )
toplevel->resetDamage( toplevel->rect());
toplevel->resetDamage( QRect( toplevel->clientPos(), toplevel->clientSize() ) );
else
kDebug( 1212 ) << "Failed to bind window";
return success;
@ -1323,6 +1327,10 @@ bool SceneOpenGL::Window::bindTexture()
void SceneOpenGL::Window::discardTexture()
{
texture.discard();
topTexture.discard();
leftTexture.discard();
rightTexture.discard();
bottomTexture.discard();
}
// This call is used in SceneOpenGL::windowGeometryShapeChanged(),
@ -1434,28 +1442,177 @@ void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintDat
texture.enableUnnormalizedTexCoords();
WindowQuadList decoration = data.quads.select( WindowQuadDecoration );
if( data.contents_opacity != data.decoration_opacity && !decoration.isEmpty())
{
prepareStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
// paint the content
prepareStates( Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
renderQuads( mask, region, data.quads.select( WindowQuadContents ));
restoreStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
prepareStates( data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
renderQuads( mask, region, decoration );
restoreStates( data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
}
else
{
prepareStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
renderQuads( mask, region, data.quads.select( WindowQuadContents ));
renderQuads( mask, region, data.quads.select( WindowQuadDecoration ));
restoreStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
}
restoreStates( Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
texture.disableUnnormalizedTexCoords();
texture.unbind();
// decorations
if( Client *client = dynamic_cast<Client*>(toplevel) )
{
if (!client->noBorder())
{
bool updateDeco = client->decorationPixmapRequiresRepaint();
client->ensureDecorationPixmapsPainted();
const QPixmap *left = client->leftDecoPixmap();
const QPixmap *top = client->topDecoPixmap();
const QPixmap *right = client->rightDecoPixmap();
const QPixmap *bottom = client->bottomDecoPixmap();
WindowQuadList topList, leftList, rightList, bottomList;
QRect topRect( QPoint(0, 0), top->size() );
QRect leftRect( QPoint(0, client->clientPos().y()), left->size() );
QRect rightRect( QPoint(client->width() - right->width(), client->clientPos().y()), right->size() );
QRect bottomRect( QPoint(0, client->height()-bottom->height()), bottom->size() );
foreach( WindowQuad quad, decoration )
{
if( topRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
{
topList.append( quad );
continue;
}
if( bottomRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
{
bottomList.append( quad );
continue;
}
if( leftRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
{
leftList.append( quad );
continue;
}
if( rightRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
{
rightList.append( quad );
continue;
}
}
paintDecoration( top, DecorationTop, region, topRect, data, topList, updateDeco );
paintDecoration( left, DecorationLeft, region, leftRect, data, leftList, updateDeco );
paintDecoration( right, DecorationRight, region, rightRect, data, rightList, updateDeco );
paintDecoration( bottom, DecorationBottom, region, bottomRect, data, bottomList, updateDeco );
}
}
glPopMatrix();
}
void SceneOpenGL::Window::paintDecoration( const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco )
{
if( quads.isEmpty())
return;
SceneOpenGL::Texture* decorationTexture;
switch( decorationType )
{
case DecorationTop:
decorationTexture = &topTexture;
break;
case DecorationLeft:
decorationTexture = &leftTexture;
break;
case DecorationRight:
decorationTexture = &rightTexture;
break;
case DecorationBottom:
decorationTexture = &bottomTexture;
break;
default:
return;
}
if( decorationTexture->texture() != None && !updateDeco )
{
// texture doesn't need updating, just bind it
glBindTexture( decorationTexture->target(), decorationTexture->texture());
}
else
{
if( decorationTexture->texture() != None )
decorationTexture->release();
bool success = decorationTexture->load( decoration->handle(), decoration->size(), decoration->depth() );
if( success )
toplevel->resetDamage( rect );
else
{
kDebug( 1212 ) << "Failed to bind decoartion";
return;
}
}
if( filter == ImageFilterGood )
{
// avoid unneeded mipmap generation by only using trilinear
// filtering when it actually makes a difference, that is with
// minification or changed vertices
if( options->smoothScale == 2
&& ( data.quads.smoothNeeded() || data.xScale < 1 || data.yScale < 1 ))
{
decorationTexture->setFilter( GL_LINEAR_MIPMAP_LINEAR );
}
else
decorationTexture->setFilter( GL_LINEAR );
}
else
decorationTexture->setFilter( GL_NEAREST );
decorationTexture->bind();
decorationTexture->enableUnnormalizedTexCoords();
prepareStates( decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
float* vertices;
float* texcoords;
makeDecorationArrays( &vertices, &texcoords, quads, rect );
if( data.shader )
{
int texw = decoration->width();
int texh = decoration->height();
if( !GLTexture::NPOTTextureSupported() )
{
kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
texw = nearestPowerOfTwo(texw);
texh = nearestPowerOfTwo(texh);
}
data.shader->setUniform("textureWidth", (float)texw);
data.shader->setUniform("textureHeight", (float)texh);
}
renderGLGeometry( region, quads.count() * 4,
vertices, texcoords, NULL, 2, 0 );
delete[] vertices;
delete[] texcoords;
restoreStates( decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
decorationTexture->disableUnnormalizedTexCoords();
decorationTexture->unbind();
}
void SceneOpenGL::Window::makeDecorationArrays( float** vertices, float** texcoords, const WindowQuadList& quads, const QRect& rect ) const
{
*vertices = new float[ quads.count() * 4 * 2 ];
*texcoords = new float[ quads.count() * 4 * 2 ];
float* vpos = *vertices;
float* tpos = *texcoords;
foreach( WindowQuad quad, quads )
{
*vpos++ = quad[ 0 ].x();
*vpos++ = quad[ 0 ].y();
*vpos++ = quad[ 1 ].x();
*vpos++ = quad[ 1 ].y();
*vpos++ = quad[ 2 ].x();
*vpos++ = quad[ 2 ].y();
*vpos++ = quad[ 3 ].x();
*vpos++ = quad[ 3 ].y();
*tpos++ = quad.originalLeft()-rect.x();
*tpos++ = quad.originalTop()-rect.y();
*tpos++ = quad.originalRight()-rect.x();
*tpos++ = quad.originalTop()-rect.y();
*tpos++ = quad.originalRight()-rect.x();
*tpos++ = quad.originalBottom()-rect.y();
*tpos++ = quad.originalLeft()-rect.x();
*tpos++ = quad.originalBottom()-rect.y();
}
}
void SceneOpenGL::Window::renderQuads( int, const QRegion& region, const WindowQuadList& quads )
{
if( quads.isEmpty())
@ -1470,19 +1627,21 @@ void SceneOpenGL::Window::renderQuads( int, const QRegion& region, const WindowQ
delete[] texcoords;
}
void SceneOpenGL::Window::prepareStates( double opacity, double brightness, double saturation, GLShader* shader )
void SceneOpenGL::Window::prepareStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
if(shader)
prepareShaderRenderStates( opacity, brightness, saturation, shader );
prepareShaderRenderStates( type, opacity, brightness, saturation, shader );
else
prepareRenderStates( opacity, brightness, saturation );
prepareRenderStates( type, opacity, brightness, saturation );
}
void SceneOpenGL::Window::prepareShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader )
void SceneOpenGL::Window::prepareShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
// setup blending of transparent windows
glPushAttrib( GL_ENABLE_BIT );
bool opaque = isOpaque() && opacity == 1.0;
if( type != Content )
opaque = false;
if( !opaque )
{
glEnable( GL_BLEND );
@ -1493,17 +1652,49 @@ void SceneOpenGL::Window::prepareShaderRenderStates( double opacity, double brig
shader->setUniform("brightness", (float)brightness);
}
void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness, double saturation )
void SceneOpenGL::Window::prepareRenderStates( TextureType type, double opacity, double brightness, double saturation )
{
Texture* tex;
bool alpha = false;
bool opaque = true;
switch( type )
{
case Content:
tex = &texture;
alpha = toplevel->hasAlpha();
opaque = isOpaque() && opacity == 1.0;
break;
case DecorationTop:
tex = &topTexture;
alpha = true;
opaque = false;
break;
case DecorationLeft:
tex = &leftTexture;
alpha = true;
opaque = false;
break;
case DecorationRight:
tex = &rightTexture;
alpha = true;
opaque = false;
break;
case DecorationBottom:
tex = &bottomTexture;
alpha = true;
opaque = false;
break;
default:
return;
}
// setup blending of transparent windows
glPushAttrib( GL_ENABLE_BIT );
bool opaque = isOpaque() && opacity == 1.0;
if( !opaque )
{
glEnable( GL_BLEND );
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
}
if( saturation != 1.0 && texture.saturationSupported())
if( saturation != 1.0 && tex->saturationSupported())
{
// First we need to get the color from [0; 1] range to [0.5; 1] range
glActiveTexture( GL_TEXTURE0 );
@ -1517,7 +1708,7 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
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 );
texture.bind();
tex->bind();
// Then we take dot product of the result of previous pass and
// saturation_constant. This gives us completely unsaturated
@ -1533,7 +1724,7 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
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 );
texture.bind();
tex->bind();
// Finally we need to interpolate between the original image and the
// greyscale image to get wanted level of saturation
@ -1553,9 +1744,9 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
// And make primary color contain the wanted opacity
glColor4f( opacity, opacity, opacity, opacity );
texture.bind();
tex->bind();
if( toplevel->hasAlpha() || brightness != 1.0f )
if( alpha || brightness != 1.0f )
{
glActiveTexture( GL_TEXTURE3 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
@ -1567,7 +1758,7 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
// The color has to be multiplied by both opacity and brightness
float opacityByBrightness = opacity * brightness;
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity );
if( toplevel->hasAlpha() )
if( alpha )
{
// Multiply original texture's alpha by our opacity
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
@ -1583,7 +1774,7 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
}
texture.bind();
tex->bind();
}
glActiveTexture(GL_TEXTURE0 );
@ -1593,7 +1784,7 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
// the window is additionally configured to have its opacity adjusted,
// do it
float opacityByBrightness = opacity * brightness;
if( toplevel->hasAlpha())
if( alpha)
{
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
@ -1616,16 +1807,17 @@ void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness
}
}
void SceneOpenGL::Window::restoreStates( double opacity, double brightness, double saturation, GLShader* shader )
void SceneOpenGL::Window::restoreStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
if(shader)
restoreShaderRenderStates( opacity, brightness, saturation, shader );
restoreShaderRenderStates( type, opacity, brightness, saturation, shader );
else
restoreRenderStates( opacity, brightness, saturation );
restoreRenderStates( type, opacity, brightness, saturation );
}
void SceneOpenGL::Window::restoreShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader )
void SceneOpenGL::Window::restoreShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
Q_UNUSED( type );
Q_UNUSED( opacity );
Q_UNUSED( brightness );
Q_UNUSED( saturation );
@ -1633,18 +1825,39 @@ void SceneOpenGL::Window::restoreShaderRenderStates( double opacity, double brig
glPopAttrib(); // ENABLE_BIT
}
void SceneOpenGL::Window::restoreRenderStates( double opacity, double brightness, double saturation )
void SceneOpenGL::Window::restoreRenderStates( TextureType type, double opacity, double brightness, double saturation )
{
Texture* tex;
switch( type )
{
case Content:
tex = &texture;
break;
case DecorationTop:
tex = &topTexture;
break;
case DecorationLeft:
tex = &leftTexture;
break;
case DecorationRight:
tex = &rightTexture;
break;
case DecorationBottom:
tex = &bottomTexture;
break;
default:
return;
}
if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0f )
{
if( saturation != 1.0 && texture.saturationSupported())
if( saturation != 1.0 && tex->saturationSupported())
{
glActiveTexture(GL_TEXTURE3);
glDisable( texture.target());
glDisable( tex->target());
glActiveTexture(GL_TEXTURE2);
glDisable( texture.target());
glDisable( tex->target());
glActiveTexture(GL_TEXTURE1);
glDisable( texture.target());
glDisable( tex->target());
glActiveTexture(GL_TEXTURE0);
}
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );

View file

@ -139,16 +139,30 @@ class SceneOpenGL::Window
void checkTextureSize();
protected:
enum TextureType
{
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