kwin/src/cursordelegate_opengl.cpp
Vlad Zahorodnii d2fb4147fc Move multi-purpose code in its own directory
Things such as Output, InputDevice and so on are made to be
multi-purpose. In order to make this separation more clear, this change
moves that code in the core directory. Some things still link to the
abstraction level above (kwin), they can be tackled in future refactors.
Ideally code in core/ should depend either on other code in core/ or
system libs.
2022-09-06 11:21:40 +03:00

80 lines
2.4 KiB
C++

/*
SPDX-FileCopyrightText: 2022 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "cursordelegate_opengl.h"
#include "core/renderlayer.h"
#include "core/rendertarget.h"
#include "cursor.h"
#include "kwingltexture.h"
#include "kwinglutils.h"
namespace KWin
{
CursorDelegateOpenGL::CursorDelegateOpenGL(QObject *parent)
: RenderLayerDelegate(parent)
{
}
CursorDelegateOpenGL::~CursorDelegateOpenGL()
{
}
void CursorDelegateOpenGL::paint(RenderTarget *renderTarget, const QRegion &region)
{
if (!region.intersects(layer()->mapToGlobal(layer()->rect()))) {
return;
}
auto allocateTexture = [this]() {
const QImage img = Cursors::self()->currentCursor()->image();
if (img.isNull()) {
m_cursorTextureDirty = false;
return;
}
m_cursorTexture.reset(new GLTexture(img));
m_cursorTexture->setWrapMode(GL_CLAMP_TO_EDGE);
m_cursorTextureDirty = false;
};
// lazy init texture cursor only in case we need software rendering
if (!m_cursorTexture) {
allocateTexture();
// handle shape update on case cursor image changed
connect(Cursors::self(), &Cursors::currentCursorChanged, this, [this]() {
m_cursorTextureDirty = true;
});
} else if (m_cursorTextureDirty) {
const QImage image = Cursors::self()->currentCursor()->image();
if (image.size() == m_cursorTexture->size()) {
m_cursorTexture->update(image);
m_cursorTextureDirty = false;
} else {
allocateTexture();
}
}
const QRect cursorRect = layer()->mapToGlobal(layer()->rect());
QMatrix4x4 mvp;
mvp.ortho(QRect(QPoint(0, 0), renderTarget->size() / renderTarget->devicePixelRatio()));
mvp.translate(cursorRect.x(), cursorRect.y());
// Don't need to call GLVertexBuffer::beginFrame() and GLVertexBuffer::endOfFrame() because
// the GLVertexBuffer::streamingBuffer() is not being used when painting cursor.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_cursorTexture->bind();
ShaderBinder binder(ShaderTrait::MapTexture);
binder.shader()->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
m_cursorTexture->render(region, QRect(0, 0, cursorRect.width(), cursorRect.height()));
m_cursorTexture->unbind();
glDisable(GL_BLEND);
}
} // namespace KWin