When rendering opaque (RGB-only) windows the alpha ends up to be 0
with blending disabled. This breaks subsequent rendering steps which
require blenden (e.g. Lanczos). Therefore a uniform is used to ensure
that the alpha channel is set to 1.
The vertex buffer implementation uses the shader manager to decide
whether core painting should be used or not. Shader manager is only
used by shaders using vertex attributes instead of gl_Vertex etc.
ShaderManager supports a new concept to load just a fragment shader from file
and use a built-in shader for the vertex shader. This allows an effect to use
a custom fragment shader.
The ShaderManager provides the built-in shaders for scene and effects.
Scene and effects can simply push one of those built-in shaders or a
custom one on a stack ensuring that the previously bound shader will be
rebound when the shader is poped again.
The class will be extended to not only have built-in shaders but also to
load custom shaders and being the only way to bind a shader at all.
A color can be specified to render the geometry of the VBO.
For legacy painting glColor is used, for shader a uniform is set.
In order to allow rendering without texcoords, it is possible to pass
a null pointer as texcoords.
Shader added to scene which just renders a colored geometry without texturing.
Adds a shader to render an untransformed scene. renderGLGeometry is not used any more and replaced by generated triangles stored in a GLVertexBuffer.
The GLVertexBuffer has a new attribute to decide whether a core profile compatible rendering has to be performed.
Currently windows and EffectFrames can make use of the new shader.
The shader contains a debug mode which colours all rendered fragments in green. It is currently enabled in scene_opengl.
Rendering transformed geometries (without shader) is currently broken.
This gives us one API for both legacy and modern painting.
All glRenderGeometry* calls are deprecated as they use quads and
legacy painting.
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effects that display text or boxes to use the class. Minor speed
increase in XRender mode for those effects and a massive increase in
OpenGL mode (Double framerate in present windows in my case).
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Plasma frame object. There are two ways to use this class: The first is
in "static" mode which gives the frame a set geometry and will not
change, the second is an automatic mode that creates the smallest
possible frame around the specified contents. Contents can either be
normal text and/or a QPixmap, useful for displaying the caption and icon
of the currently highlighed window.
Known bugs:
- Does not detect Plasma theme changes, known to be in the Plasma
library.
- Slight graphical glitches, known to be in Qt 4.5.0 RC1.
Untested:
- What happens when there is no Plasma theme installed.
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geometry actually stays the same. Avoids large number of rebinds (with no
strict binding) with the launch feedback icon.
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Also slightly redo the #define's for effects, now it's:
- #ifdef KWIN_HAVE_COMPOSITING to check whether there's any compositing support at all
- #ifdef KWIN_HAVE_OPENGL_COMPOSITING to check for OpenGL-based compositing
- #ifdef KWIN_HAVE_XRENDER_COMPOSITING the same for XRender
CCMAIL: kwin@kde.org
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being v2+ (right now it says just GPL, which according to GPL itself
means any GPL). Decoration clients will come later.
CCMAIL: kwin@kde.org
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array when rendering.
- Rearrange some renderGLGeometry() parameters.
- Don't use opengl arrays and glDrawArrays() when rendering a small number of vertices since in this
case overhead of enabling/disabling the array is too big. Use immediate mode instead in such case.
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