/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. Based on glcompmgr code by Felix Bellaby. Using code from Compiz and Beryl. ******************************************************************/ /* This is the OpenGL-based compositing code. It is the primary and most powerful compositing backend. Sources and other compositing managers: ======================================= - http://opengl.org - documentation - OpenGL Redbook (http://opengl.org/documentation/red_book/) - GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf) - extensions docs (http://www.opengl.org/registry/) - glcompmgr - http://lists.freedesktop.org/archives/xorg/2006-July/017006.html , - http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html - simple and easy to understand - works even without texture_from_pixmap extension - claims to support several different gfx cards - compile with something like "gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib" - compiz - git clone git://anongit.freedesktop.org/git/xorg/app/compiz - the ultimate - glxcompmgr - git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr - a rather old version of compiz, but also simpler and as such simpler to understand - beryl - the community fork of Compiz - http://beryl-project.org - svn co http://svn.beryl-project.org/trunk/ - libcm (metacity) - cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm - not much idea about it, the model differs a lot from KWin/Compiz/Beryl - does not seem to be very powerful or with that much development going on */ #include "scene_opengl.h" #include "utils.h" #include "client.h" #include "effects.h" #include #include #include #include /* ** 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 { //**************************************** // SceneOpenGL //**************************************** // the config used for windows GLXFBConfig SceneOpenGL::fbcdrawable; // GLX content GLXContext SceneOpenGL::ctxbuffer; GLXContext SceneOpenGL::ctxdrawable; // the destination drawable where the compositing is done GLXDrawable SceneOpenGL::glxbuffer; bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap) bool SceneOpenGL::db; // destination drawable is double-buffered bool SceneOpenGL::copy_buffer_hack; // workaround for nvidia < 1.0-9xxx drivers bool SceneOpenGL::supports_saturation; // finding of OpenGL extensions functions typedef void (*glXFuncPtr)(); typedef glXFuncPtr (*glXGetProcAddress_func)( const GLubyte* ); glXGetProcAddress_func glXGetProcAddress; static glXFuncPtr getProcAddress( const char* name ) { glXFuncPtr ret = NULL; if( glXGetProcAddress != NULL ) ret = glXGetProcAddress( ( const GLubyte* ) name ); if( ret == NULL ) ret = ( glXFuncPtr ) dlsym( RTLD_DEFAULT, name ); return ret; } // texture_from_pixmap extension functions typedef void (*glXBindTexImageEXT_func)( Display* dpy, GLXDrawable drawable, int buffer, const int* attrib_list ); typedef void (*glXReleaseTexImageEXT_func)( Display* dpy, GLXDrawable drawable, int buffer ); glXReleaseTexImageEXT_func glXReleaseTexImageEXT; 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) static void checkGLError( const char* txt ) { GLenum err = glGetError(); if( err != GL_NO_ERROR ) kWarning() << "GL error (" << txt << "): 0x" << QString::number( err, 16 ) << endl; } // attributes for finding a double-buffered root window config const int root_db_attrs[] = { GLX_CONFIG_CAVEAT, GLX_NONE, GLX_DOUBLEBUFFER, True, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT, None }; // attributes for finding a double-buffered destination window config static const int buffer_db_attrs[] = { GLX_CONFIG_CAVEAT, GLX_NONE, GLX_DOUBLEBUFFER, True, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT, None }; // attributes for finding a non-double-buffered destination pixmap config static const int buffer_nondb_attrs[] = { GLX_CONFIG_CAVEAT, GLX_NONE, GLX_DOUBLEBUFFER, False, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT, None }; // attributes for finding config for windows const int drawable_attrs[] = { GLX_CONFIG_CAVEAT, GLX_NONE, GLX_DOUBLEBUFFER, False, GLX_DEPTH_SIZE, 0, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_ALPHA_SIZE, 1, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT, None }; // attributes for finding config for windows when using tfp const int drawable_tfp_attrs[] = { GLX_CONFIG_CAVEAT, GLX_NONE, GLX_DOUBLEBUFFER, False, GLX_DEPTH_SIZE, 0, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_ALPHA_SIZE, 1, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT, GLX_BIND_TO_TEXTURE_RGBA_EXT, True, // additional for tfp None }; SceneOpenGL::SceneOpenGL( Workspace* ws ) : Scene( ws ) { // TODO add checks where needed int dummy; if( !glXQueryExtension( display(), &dummy, &dummy )) return; // handle OpenGL extensions functions glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glxGetProcAddress" ); if( glXGetProcAddress == NULL ) glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glxGetProcAddressARB" ); glXBindTexImageEXT = (glXBindTexImageEXT_func) getProcAddress( "glXBindTexImageEXT" ); glXReleaseTexImageEXT = (glXReleaseTexImageEXT_func) getProcAddress( "glXReleaseTexImageEXT" ); tfp_mode = ( glXBindTexImageEXT != NULL && glXReleaseTexImageEXT != NULL ); // use copy buffer hack from glcompmgr (called COPY_BUFFER there) - nvidia drivers older than // 1.0-9xxx don't update pixmaps properly, so do a copy first copy_buffer_hack = !tfp_mode; // TODO detect that it's nvidia < 1.0-9xxx driver initBuffer(); // create destination buffer if( tfp_mode ) { if( !findConfig( drawable_tfp_attrs, &fbcdrawable )) { tfp_mode = false; if( !findConfig( drawable_attrs, &fbcdrawable )) assert( false ); } } else if( !findConfig( drawable_attrs, &fbcdrawable )) assert( false ); int vis_buffer, vis_drawable; glXGetFBConfigAttrib( display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer ); glXGetFBConfigAttrib( display(), fbcdrawable, GLX_VISUAL_ID, &vis_drawable ); kDebug() << "Buffer visual: 0x" << QString::number( vis_buffer, 16 ) << ", drawable visual: 0x" << QString::number( vis_drawable, 16 ) << endl; ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE ); ctxdrawable = glXCreateNewContext( display(), fbcdrawable, GLX_RGBA_TYPE, ctxbuffer, GL_FALSE ); glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer ); if( db ) 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 glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho( 0, displayWidth(), 0, displayHeight(), 0, 65535 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); checkGLError( "Init" ); kDebug() << "DB:" << db << ", TFP:" << tfp_mode << endl; } SceneOpenGL::~SceneOpenGL() { for( QMap< Toplevel*, Window >::Iterator it = windows.begin(); it != windows.end(); ++it ) (*it).free(); // do cleanup after initBuffer() if( buffer == rootWindow()) glXDestroyWindow( display(), glxbuffer ); else if( wspace->overlayWindow()) { glXDestroyWindow( display(), glxbuffer ); XDestroyWindow( display(), buffer ); wspace->destroyOverlay(); } else { glXDestroyPixmap( display(), glxbuffer ); XFreeGC( display(), gcroot ); XFreePixmap( display(), buffer ); } glXDestroyContext( display(), ctxbuffer ); glXDestroyContext( display(), ctxdrawable ); checkGLError( "Cleanup" ); } // create destination buffer void SceneOpenGL::initBuffer() { XWindowAttributes attrs; XGetWindowAttributes( display(), rootWindow(), &attrs ); if( false && findConfig( root_db_attrs, &fbcbuffer, XVisualIDFromVisual( attrs.visual ))) { // root window is double-buffered, paint directly to it // TODO no need to use overlay? db = true; buffer = rootWindow(); glxbuffer = glXCreateWindow( display(), fbcbuffer, buffer, NULL ); } else if( false && findConfig( buffer_db_attrs, &fbcbuffer ) && wspace->createOverlay()) { // we have overlay, try to create double-buffered window in it XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer ); kDebug() << "Using overlay visual 0x" << QString::number( visual->visualid ) << endl; XSetWindowAttributes attrs; attrs.colormap = XCreateColormap( display(), rootWindow(), visual->visual, AllocNone ); buffer = XCreateWindow( display(), wspace->overlayWindow(), 0, 0, displayWidth(), displayHeight(), 0, QX11Info::appDepth(), InputOutput, visual->visual, CWColormap, &attrs ); glxbuffer = glXCreateWindow( display(), fbcbuffer, buffer, NULL ); wspace->setupOverlay( buffer ); db = true; XFree( visual ); } else if( findConfig( buffer_nondb_attrs, &fbcbuffer )) { // cannot get any double-buffered drawable, will double-buffer using a pixmap db = false; XGCValues gcattr; gcattr.subwindow_mode = IncludeInferiors; gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr ); buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(), QX11Info::appDepth()); glxbuffer = glXCreatePixmap( display(), fbcbuffer, buffer, NULL ); } else assert( false ); } // print info about found configs static void debugFBConfig( GLXFBConfig* fbconfigs, int i, const int* attrs ) { int pos = 0; while( attrs[ pos ] != (int)None ) { int value; if( glXGetFBConfigAttrib( display(), fbconfigs[ i ], attrs[ pos ], &value ) == Success ) kDebug() << "ATTR: 0x" << QString::number( attrs[ pos ], 16 ) << ": 0x" << QString::number( attrs[ pos + 1 ], 16 ) << ": 0x" << QString::number( value, 16 ) << endl; else kDebug() << "ATTR FAIL: 0x" << QString::number( attrs[ pos ], 16 ) << endl; pos += 2; } } // find config matching the given attributes and possibly the given X visual bool SceneOpenGL::findConfig( const int* attrs, GLXFBConfig* config, VisualID visual ) { int cnt; GLXFBConfig* fbconfigs = glXChooseFBConfig( display(), DefaultScreen( display()), attrs, &cnt ); if( fbconfigs != NULL ) { if( visual == None ) { *config = fbconfigs[ 0 ]; kDebug() << "Found FBConfig" << endl; debugFBConfig( fbconfigs, 0, attrs ); XFree( fbconfigs ); return true; } else { for( int i = 0; i < cnt; ++i ) { int value; glXGetFBConfigAttrib( display(), fbconfigs[ i ], GLX_VISUAL_ID, &value ); if( value == (int)visual ) { kDebug() << "Found FBConfig" << endl; *config = fbconfigs[ i ]; debugFBConfig( fbconfigs, i, attrs ); XFree( fbconfigs ); return true; } } } } #if 0 // for debug fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display()), &cnt ); for( int i = 0; i < cnt; ++i ) { kDebug() << "Listing FBConfig:" << i << endl; debugFBConfig( fbconfigs, i, attrs ); } if( fbconfigs != NULL ) XFree( fbconfigs ); #endif return false; } // the entry function for painting void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels ) { foreach( Toplevel* c, toplevels ) { assert( windows.contains( c )); stacking_order.append( &windows[ c ] ); } grabXServer(); glXWaitX(); glPushMatrix(); glClearColor( 0, 0, 0, 1 ); glClear( GL_COLOR_BUFFER_BIT ); // OpenGL has (0,0) in the bottom-left corner while X has it in the top-left corner, // which is annoying and confusing. Therefore flip the whole OpenGL scene upside down // and move it up, so that it actually uses the same coordinate system like X. glScalef( 1, -1, 1 ); glTranslatef( 0, -displayHeight(), 0 ); int mask = 0; paintScreen( &mask, &damage ); // call generic implementation glPopMatrix(); // TODO only partial repaint for mask & PAINT_SCREEN_REGION if( db ) { glXSwapBuffers( display(), glxbuffer ); glXWaitGL(); XFlush( display()); } else { glFlush(); glXWaitGL(); XCopyArea( display(), buffer, rootWindow(), gcroot, 0, 0, displayWidth(), displayHeight(), 0, 0 ); XFlush( display()); } ungrabXServer(); } void SceneOpenGL::paintGenericScreen( int mask, ScreenPaintData data ) { if( mask & PAINT_SCREEN_TRANSFORMED ) { // apply screen transformations glPushMatrix(); glTranslatef( data.xTranslate, data.yTranslate, 0 ); } Scene::paintGenericScreen( mask, data ); if( mask & PAINT_SCREEN_TRANSFORMED ) glPopMatrix(); } // the optimized case without any transformations at all void SceneOpenGL::paintSimpleScreen( int mask, QRegion region ) { // TODO repaint only damaged areas (means also don't do glXSwapBuffers and similar) // For now always force redrawing of the whole area. region = QRegion( 0, 0, displayWidth(), displayHeight()); Scene::paintSimpleScreen( mask, region ); } void SceneOpenGL::paintBackground( QRegion ) { // TODO? } void SceneOpenGL::postPaint() { checkGLError( "PostPaint" ); Scene::postPaint(); } void SceneOpenGL::windowAdded( Toplevel* c ) { assert( !windows.contains( c )); windows[ c ] = Window( c ); } void SceneOpenGL::windowDeleted( Toplevel* c ) { assert( windows.contains( c )); windows[ c ].free(); windows.remove( c ); } void SceneOpenGL::windowGeometryShapeChanged( Toplevel* c ) { if( !windows.contains( c )) // this is ok, shape is not valid return; // by default Window& w = windows[ c ]; w.discardShape(); w.discardTexture(); } void SceneOpenGL::windowOpacityChanged( Toplevel* ) { #if 0 // not really needed, windows are painted on every repaint // and opacity is used when applying texture, not when // creating it if( !windows.contains( c )) // this is ok, texture is created return; // on demand Window& w = windows[ c ]; w.discardTexture(); #endif } //**************************************** // SceneOpenGL::Window //**************************************** SceneOpenGL::Window::Window( Toplevel* c ) : Scene::Window( c ) , texture( 0 ) , texture_y_inverted( false ) , bound_pixmap( None ) , bound_glxpixmap( None ) { } void SceneOpenGL::Window::free() { discardTexture(); } // Bind the window pixmap to an OpenGL texture. void SceneOpenGL::Window::bindTexture() { if( texture != 0 && toplevel->damage().isEmpty() && !tfp_mode ) // TODO interestingly this makes tfp slower with some gfx cards { // texture doesn't need updating, just bind it glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture ); return; } // Get the pixmap with the window contents Pixmap window_pix = toplevel->createWindowPixmap(); Pixmap pix = window_pix; // HACK // When a window uses ARGB visual and has a decoration, the decoration // does use ARGB visual. When converting such window to a texture // the alpha for the decoration part is broken for some reason (undefined?). // I wasn't lucky converting KWin to use ARGB visuals for decorations, // so instead simply set alpha in those parts to opaque. // Without alpha_clear_copy the setting is done directly in the window // pixmap, which seems to be ok, but let's not risk trouble right now. // TODO check if this isn't a performance problem and how it can be done better Client* c = dynamic_cast< Client* >( toplevel ); bool alpha_clear = c != NULL && c->hasAlpha() && !c->noBorder(); bool alpha_clear_copy = true; bool copy_buffer = (( alpha_clear && alpha_clear_copy ) || copy_buffer_hack ); if( copy_buffer ) { Pixmap p2 = XCreatePixmap( display(), pix, toplevel->width(), toplevel->height(), toplevel->depth()); GC gc = XCreateGC( display(), pix, 0, NULL ); XCopyArea( display(), pix, p2, gc, 0, 0, toplevel->width(), toplevel->height(), 0, 0 ); pix = p2; XFreeGC( display(), gc ); } if( alpha_clear ) { XGCValues gcv; gcv.foreground = 0xff000000; gcv.plane_mask = 0xff000000; GC gc = XCreateGC( display(), pix, GCPlaneMask | GCForeground, &gcv ); XFillRectangle( display(), pix, gc, 0, 0, c->width(), c->clientPos().y()); XFillRectangle( display(), pix, gc, 0, 0, c->clientPos().x(), c->height()); int tw = c->clientPos().x() + c->clientSize().width(); int th = c->clientPos().y() + c->clientSize().height(); XFillRectangle( display(), pix, gc, 0, th, c->width(), c->height() - th ); XFillRectangle( display(), pix, gc, tw, 0, c->width() - tw, c->height()); XFreeGC( display(), gc ); } if( copy_buffer || alpha_clear ) glXWaitX(); if( tfp_mode ) { // tfp mode, simply bind the pixmap to texture if( texture == None ) glGenTextures( 1, &texture ); if( bound_pixmap != None ) { // release old if needed glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT ); glXDestroyGLXPixmap( display(), bound_glxpixmap ); XFreePixmap( display(), bound_pixmap ); } static const int attrs[] = { GLX_TEXTURE_FORMAT_EXT, GLX_TEXTURE_FORMAT_RGBA_EXT, None }; bound_pixmap = pix; bound_glxpixmap = glXCreatePixmap( display(), fbcdrawable, pix, attrs ); int value; glXGetFBConfigAttrib( display(), fbcdrawable, GLX_Y_INVERTED_EXT, &value ); texture_y_inverted = value ? true : false; glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture ); glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL ); } else { // non-tfp case, copy pixmap contents to a texture GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable, pix, NULL ); glXMakeContextCurrent( display(), pixmap, pixmap, ctxdrawable ); glReadBuffer( GL_FRONT ); glDrawBuffer( GL_FRONT ); if( texture == None ) { glGenTextures( 1, &texture ); glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture ); texture_y_inverted = false; glCopyTexImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, toplevel->hasAlpha() ? GL_RGBA : GL_RGB, 0, 0, toplevel->width(), toplevel->height(), 0 ); } else { glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture ); if( !toplevel->damage().isEmpty()) { foreach( QRect r, toplevel->damage().rects()) { // convert to OpenGL coordinates (this is mapping // the pixmap to a texture, this is not affected // by transforming the OpenGL scene) int gly = toplevel->height() - r.y() - r.height(); texture_y_inverted = false; glCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, r.x(), gly, r.x(), gly, r.width(), r.height()); } } } // the pixmap is no longer needed, the texture will be updated // only when the window changes anyway, so no need to cache // the pixmap glXWaitGL(); glXDestroyPixmap( display(), pixmap ); XFreePixmap( display(), pix ); if( db ) glDrawBuffer( GL_BACK ); glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer ); glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture ); } if( copy_buffer ) XFreePixmap( display(), window_pix ); } void SceneOpenGL::Window::discardTexture() { if( texture != 0 ) { if( tfp_mode ) { glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT ); glXDestroyGLXPixmap( display(), bound_glxpixmap ); XFreePixmap( display(), bound_pixmap ); bound_pixmap = None; bound_glxpixmap = None; } glDeleteTextures( 1, &texture ); } texture = 0; } // paint a quad (rectangle), ty1/ty2 are texture coordinates (for handling // swapped y coordinate, see below) static void quadPaint( int x1, int y1, int x2, int y2, int ty1, int ty2 ) { glTexCoord2i( x1, ty1 ); glVertex2i( x1, y1 ); glTexCoord2i( x2, ty1 ); glVertex2i( x2, y1 ); glTexCoord2i( x2, ty2 ); glVertex2i( x2, y2 ); glTexCoord2i( x1, ty2 ); glVertex2i( x1, y2 ); } // paint the window void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintData data ) { // check if there is something to paint (e.g. don't paint if the window // is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested) bool opaque = isOpaque() && data.opacity == 1.0; if( mask & ( PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT )) {} else if( mask & PAINT_WINDOW_OPAQUE ) { if( !opaque ) return; } else if( mask & PAINT_WINDOW_TRANSLUCENT ) { if( opaque ) return; } // paint only requested areas if( region != infiniteRegion()) // avoid integer overflow region.translate( -x(), -y()); region &= shape(); if( region.isEmpty()) return; bindTexture(); glPushMatrix(); // do required transformations int x = toplevel->x(); int y = toplevel->y(); if( mask & PAINT_WINDOW_TRANSFORMED ) { x += data.xTranslate; y += data.yTranslate; } glTranslatef( x, y, 0 ); if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 )) glScalef( data.xScale, data.yScale, 1 ); // setup blending of transparent windows bool was_blend = glIsEnabled( GL_BLEND ); if( !opaque ) { glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); } 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, // do it if( toplevel->hasAlpha()) { glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); glColor4f( data.opacity, data.opacity, data.opacity, data.opacity); } else { float constant_alpha[] = { 0, 0, 0, data.opacity }; glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT ); glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant_alpha ); } } glEnable( GL_TEXTURE_RECTANGLE_ARB ); // actually paint the window glBegin( GL_QUADS ); foreach( QRect r, region.rects()) { int y1 = r.y(); int y2 = r.y() + r.height(); int ty1 = y1; int ty2 = y2; // tfp can result in the texture having y coordinate inverted (because // of the internal format), so do the inversion if needed if( !texture_y_inverted ) // "!" because of converting to OpenGL coords { ty1 = height() - y1; ty2 = height() - y2; } quadPaint( r.x(), y1, r.x() + r.width(), y2, ty1, ty2 ); } glEnd(); glPopMatrix(); 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 ); glColor4f( 0, 0, 0, 0 ); } if( !was_blend ) glDisable( GL_BLEND ); glDisable( GL_TEXTURE_RECTANGLE_ARB ); glBindTexture( GL_TEXTURE_RECTANGLE_ARB, 0 ); } } // namespace