kwin/scene_opengl.cpp
Luboš Luňák 1cc603cf75 Abort if there are problems with setting up OpenGL context.
svn path=/branches/work/kwin_composite/; revision=603712
2006-11-09 20:38:14 +00:00

826 lines
31 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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 <whatever>
- 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 "glutils.h"
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;
// 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;
initGLX();
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 );
if( !glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer ) )
assert( false );
// Initialize OpenGL
initGL();
if( db )
glDrawBuffer( GL_BACK );
// Check whether certain features are supported
supports_saturation = ((hasGLExtension("GL_ARB_texture_env_crossbar")
&& hasGLExtension("GL_ARB_texture_env_dot3")) || hasGLVersion(1, 4))
&& (glTextureUnitsCount >= 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() || data.brightness != 1.0f )
{
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 );
if( toplevel->hasAlpha() )
{
// The color has to be multiplied by both opacity and brightness
float opacityByBrightness = data.opacity * data.brightness;
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, data.opacity );
// Also 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 );
}
else
{
// Color has to be multiplied only by brightness
glColor4f( data.brightness, data.brightness, data.brightness, data.opacity );
// Alpha will be taken from previous stage
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
}
glEnable( GL_TEXTURE_RECTANGLE_ARB );
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
}
glActiveTexture(GL_TEXTURE0 );
}
else if( data.opacity != 1.0 || data.brightness != 1.0 )
{
// the window is additionally configured to have its opacity adjusted,
// do it
if( toplevel->hasAlpha())
{
float opacityByBrightness = data.opacity * data.brightness;
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
data.opacity);
}
else
{
// Multiply color by brightness and replace alpha by opacity
float constant[] = { data.brightness, data.brightness, data.brightness, data.opacity };
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_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_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant );
}
}
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 || data.brightness != 1.0f )
{
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