8299541652
KWin should now build and run with/without any or all of the above. svn path=/branches/work/kwin_composite/; revision=633387
287 lines
8.1 KiB
C++
287 lines
8.1 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "glutils.h"
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#include <QHash>
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#include <QFile>
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#define MAKE_GL_VERSION(major, minor, release) ( ((major) << 16) | ((minor) << 8) | (release) )
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namespace KWinInternal
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{
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// Variables
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// GL version, use MAKE_GL_VERSION() macro for comparing with a specific version
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static int glVersion;
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// GLX version, use MAKE_GL_VERSION() macro for comparing with a specific version
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static int glXVersion;
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// List of all supported GL and GLX extensions
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static QStringList glExtensions;
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int glTextureUnitsCount;
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// Functions
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void initGLX()
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{
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#ifdef HAVE_OPENGL
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// Get GLX version
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int major, minor;
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glXQueryVersion( display(), &major, &minor );
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glXVersion = MAKE_GL_VERSION( major, minor, 0 );
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// Get list of supported GLX extensions. Simply add it to the list of OpenGL extensions.
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glExtensions += QString((const char*)glXQueryExtensionsString(
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display(), DefaultScreen( display()))).split(" ");
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glxResolveFunctions();
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#else
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glXVersion = MAKE_GL_VERSION( 0, 0, 0 );
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#endif
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}
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void initGL()
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{
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#ifdef HAVE_OPENGL
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// Get OpenGL version
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QString glversionstring = QString((const char*)glGetString(GL_VERSION));
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QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.');
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glVersion = MAKE_GL_VERSION(glversioninfo[0].toInt(), glversioninfo[1].toInt(),
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glversioninfo.count() > 2 ? glversioninfo[2].toInt() : 0);
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// Get list of supported OpenGL extensions
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glExtensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(" ");
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// handle OpenGL extensions functions
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glResolveFunctions();
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#else
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glVersion = MAKE_GL_VERSION( 0, 0, 0 );
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#endif
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}
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bool hasGLVersion(int major, int minor, int release)
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{
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return glVersion >= MAKE_GL_VERSION(major, minor, release);
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}
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bool hasGLXVersion(int major, int minor, int release)
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{
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return glXVersion >= MAKE_GL_VERSION(major, minor, release);
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}
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bool hasGLExtension(const QString& extension)
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{
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return glExtensions.contains(extension);
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}
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#ifdef HAVE_OPENGL
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GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile)
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{
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mValid = false;
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mVariableLocations = 0;
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loadFromFiles(vertexfile, fragmentfile);
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}
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bool GLShader::loadFromFiles(const QString& vertexfile, const QString& fragmentfile)
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{
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QFile vf(vertexfile);
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if(!vf.open(IO_ReadOnly))
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{
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kError(1212) << k_funcinfo << "Couldn't open '" << vertexfile << "' for reading!" << endl;
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return false;
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}
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QString vertexsource(vf.readAll());
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QFile ff(fragmentfile);
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if(!ff.open(IO_ReadOnly))
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{
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kError(1212) << k_funcinfo << "Couldn't open '" << fragmentfile << "' for reading!" << endl;
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return false;
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}
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QString fragsource(ff.readAll());
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return load(vertexsource, fragsource);
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}
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bool GLShader::load(const QString& vertexsource, const QString& fragmentsource)
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{
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GLuint vertexshader;
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GLuint fragmentshader;
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GLsizei logsize, logarraysize;
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char* log = 0;
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// Create program object
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mProgram = glCreateProgram();
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if(!vertexsource.isEmpty())
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{
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// Create shader object
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vertexshader = glCreateShader(GL_VERTEX_SHADER);
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// Load it
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const QByteArray& srcba = vertexsource.toLatin1();
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const char* src = srcba.data();
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glShaderSource(vertexshader, 1, &src, NULL);
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// Compile the shader
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glCompileShader(vertexshader);
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// Make sure it compiled correctly
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int compiled;
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glGetShaderiv(fragmentshader, GL_COMPILE_STATUS, &compiled);
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// Get info log
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glGetShaderiv(vertexshader, GL_INFO_LOG_LENGTH, &logarraysize);
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log = new char[logarraysize];
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glGetShaderInfoLog(vertexshader, logarraysize, &logsize, log);
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if(!compiled)
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{
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kError(1212) << k_funcinfo << "Couldn't compile vertex shader! Log:" << endl << log << endl;
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delete[] log;
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return false;
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}
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else if(logsize > 0)
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kDebug(1212) << "Vertex shader compilation log:" << endl << log << endl;
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// Attach the shader to the program
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glAttachShader(mProgram, vertexshader);
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// Delete shader
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glDeleteShader(vertexshader);
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delete[] log;
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}
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if(!fragmentsource.isEmpty())
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{
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fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
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// Load it
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const QByteArray& srcba = fragmentsource.toLatin1();
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const char* src = srcba.data();
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glShaderSource(fragmentshader, 1, &src, NULL);
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//glShaderSource(fragmentshader, 1, &fragmentsrc.latin1(), NULL);
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// Compile the shader
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glCompileShader(fragmentshader);
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// Make sure it compiled correctly
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int compiled;
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glGetShaderiv(fragmentshader, GL_COMPILE_STATUS, &compiled);
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// Get info log
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glGetShaderiv(fragmentshader, GL_INFO_LOG_LENGTH, &logarraysize);
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log = new char[logarraysize];
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glGetShaderInfoLog(fragmentshader, logarraysize, &logsize, log);
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if(!compiled)
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{
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kError(1212) << k_funcinfo << "Couldn't compile fragment shader! Log:" << endl << log << endl;
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delete[] log;
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return false;
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}
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else if(logsize > 0)
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kDebug(1212) << "Fragment shader compilation log:" << endl << log << endl;
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// Attach the shader to the program
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glAttachShader(mProgram, fragmentshader);
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// Delete shader
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glDeleteShader(fragmentshader);
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delete[] log;
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}
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// Link the program
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glLinkProgram(mProgram);
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// Make sure it linked correctly
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int linked;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
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// Get info log
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glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &logarraysize);
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log = new char[logarraysize];
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glGetProgramInfoLog(mProgram, logarraysize, &logsize, log);
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if(!linked)
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{
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kError(1212) << k_funcinfo << "Couldn't link the program! Log" << endl << log << endl;
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delete[] log;
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return false;
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}
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else if(logsize > 0)
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kDebug(1212) << "Shader linking log:" << endl << log << endl;
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delete[] log;
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mVariableLocations = new QHash<QString, int>;
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mValid = true;
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return true;
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}
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void GLShader::bind()
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{
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glUseProgram(mProgram);
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}
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void GLShader::unbind()
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{
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glUseProgram(0);
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}
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int GLShader::uniformLocation(const QString& name)
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{
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if(!mVariableLocations)
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{
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return -1;
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}
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if(!mVariableLocations->contains(name))
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{
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int location = glGetUniformLocation(mProgram, name.toLatin1().data());
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mVariableLocations->insert(name, location);
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}
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return mVariableLocations->value(name);
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}
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bool GLShader::setUniform(const QString& name, float value)
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{
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int location = uniformLocation(name);
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if(location >= 0)
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{
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glUniform1f(location, value);
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}
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return (location >= 0);
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}
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bool GLShader::setUniform(const QString& name, int value)
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{
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int location = uniformLocation(name);
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if(location >= 0)
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{
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glUniform1i(location, value);
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}
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return (location >= 0);
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}
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int GLShader::attributeLocation(const QString& name)
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{
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if(!mVariableLocations)
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{
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return -1;
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}
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if(!mVariableLocations->contains(name))
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{
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int location = glGetAttribLocation(mProgram, name.toLatin1().data());
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mVariableLocations->insert(name, location);
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}
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return mVariableLocations->value(name);
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}
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bool GLShader::setAttribute(const QString& name, float value)
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{
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int location = attributeLocation(name);
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if(location >= 0)
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{
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glVertexAttrib1f(location, value);
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}
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return (location >= 0);
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}
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#endif
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} // namespace
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