Martin Gräßlin
0a7e48f7aa
KWin uses kdelibs coding style.
2011-01-31 20:07:03 +01:00
Martin Gräßlin
4c8c3060bf
Merge together paintBackground and paintGenericScreen
2011-01-30 14:12:04 +01:00
Martin Gräßlin
7adc29efd7
Remove warnings when building with GLES
2011-01-30 14:12:03 +01:00
Martin Gräßlin
990001c5d7
Drop GLVertexBuffer::useShader.
...
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.
2011-01-30 14:12:02 +01:00
Martin Gräßlin
cab9154723
Simple vertex shaders use projection matrix and offset
2011-01-30 14:12:01 +01:00
Martin Gräßlin
a7dd31ef00
Use shared VBO for paintBackground
2011-01-30 14:12:00 +01:00
Martin Gräßlin
d2cfeef8ae
Scene uses ShaderManager
2011-01-30 14:12:00 +01:00
Martin Gräßlin
70fefbbbae
Adding an initEGL method and check for required extension
2011-01-30 14:11:59 +01:00
Martin Gräßlin
e5932ff214
Make it compile again after rebasing on current trunk
2011-01-30 14:11:58 +01:00
Martin Gräßlin
c20adefb82
Less warnings please
2011-01-30 14:11:58 +01:00
Martin Gräßlin
2703a23abf
Use color shader to render the background
2011-01-30 14:11:58 +01:00
Martin Gräßlin
ae95ab0c43
Adding color to VBO.
...
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.
2011-01-30 14:11:58 +01:00
Martin Gräßlin
9b37fc580d
Support screen transformations in ES.
...
paintGenericScreen should be merged back to scene_opengl
2011-01-30 14:11:58 +01:00
Martin Gräßlin
eb7d06d22f
Adding a generic scene shader able to handle transformation
...
Currently only window transformations are supported.
2011-01-30 14:11:57 +01:00
Martin Gräßlin
a2e214d326
Enable PaintClipper on core VBO again.
...
Need to disable clearing screen on EGL for that.
With Mesa swapping buffer is sufficient, though a better solution will be required for other drivers
2011-01-30 14:11:57 +01:00
Martin Gräßlin
5804417acc
And here comes the working OpenGL ES backend
2011-01-30 14:11:57 +01:00
Martin Gräßlin
537b06a9ee
Move glx and egl code into own files
2011-01-30 14:11:57 +01:00