1404 lines
38 KiB
C++
1404 lines
38 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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Copyright (C) 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "kwinglutils.h"
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// need to call GLTexturePrivate::initStatic()
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#include "kwingltexture_p.h"
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#include "kwinglobals.h"
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#include "kwineffects.h"
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#include "kwinglplatform.h"
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#include "kdebug.h"
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#include <kstandarddirs.h>
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#include <KDE/KConfig>
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#include <KDE/KConfigGroup>
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#include <QPixmap>
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#include <QImage>
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#include <QHash>
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#include <QFile>
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#include <QVector2D>
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#include <QVector3D>
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#include <QVector4D>
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#include <QMatrix4x4>
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#include <math.h>
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#define DEBUG_GLRENDERTARGET 0
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#define MAKE_GL_VERSION(major, minor, release) ( ((major) << 16) | ((minor) << 8) | (release) )
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namespace KWin
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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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// EGL version, use MAKE_GL_VERSION() macro for comparing with a specific version
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static int eglVersion;
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// List of all supported GL, EGL and GLX extensions
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static QStringList glExtensions;
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static QStringList glxExtensions;
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static QStringList eglExtension;
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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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#ifndef KWIN_HAVE_OPENGLES
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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
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glxExtensions = QString((const char*)glXQueryExtensionsString(
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display(), DefaultScreen(display()))).split(' ');
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glxResolveFunctions();
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#endif
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}
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void initEGL()
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{
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#ifdef KWIN_HAVE_EGL
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EGLDisplay dpy = eglGetCurrentDisplay();
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int major, minor;
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eglInitialize(dpy, &major, &minor);
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eglVersion = MAKE_GL_VERSION(major, minor, 0);
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eglExtension = QString((const char*)eglQueryString(dpy, EGL_EXTENSIONS)).split(' ');
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eglResolveFunctions();
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#endif
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}
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void initGL(OpenGLPlatformInterface platformInterface)
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{
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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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while (glversioninfo.count() < 3)
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glversioninfo << "0";
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#ifndef KWIN_HAVE_OPENGLES
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glVersion = MAKE_GL_VERSION(glversioninfo[0].toInt(), glversioninfo[1].toInt(), glversioninfo[2].toInt());
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#endif
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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(platformInterface);
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GLTexturePrivate::initStatic();
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GLRenderTarget::initStatic();
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GLVertexBuffer::initStatic();
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}
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void cleanupGL()
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{
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ShaderManager::cleanup();
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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 hasEGLVersion(int major, int minor, int release)
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{
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return eglVersion >= 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) || glxExtensions.contains(extension) || eglExtension.contains(extension);
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}
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static QString formatGLError(GLenum err)
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{
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switch(err) {
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case GL_NO_ERROR: return "GL_NO_ERROR";
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case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
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case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
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case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
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#ifndef KWIN_HAVE_OPENGLES
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case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW";
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case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW";
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#endif
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case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
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default: return QString("0x") + QString::number(err, 16);
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}
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}
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bool checkGLError(const char* txt)
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{
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GLenum err = glGetError();
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bool hasError = false;
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while (err != GL_NO_ERROR) {
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kWarning(1212) << "GL error (" << txt << "): " << formatGLError(err);
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hasError = true;
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err = glGetError();
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}
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return hasError;
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}
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int nearestPowerOfTwo(int x)
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{
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// This method had been copied from Qt's nearest_gl_texture_size()
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int n = 0, last = 0;
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for (int s = 0; s < 32; ++s) {
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if (((x >> s) & 1) == 1) {
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++n;
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last = s;
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}
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}
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if (n > 1)
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return 1 << (last + 1);
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return 1 << last;
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}
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void pushMatrix()
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{
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#ifdef KWIN_HAVE_OPENGL_1
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if (ShaderManager::instance()->isValid()) {
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return;
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}
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glPushMatrix();
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#endif
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}
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void pushMatrix(const QMatrix4x4 &matrix)
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{
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#ifndef KWIN_HAVE_OPENGL_1
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Q_UNUSED(matrix)
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#else
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if (ShaderManager::instance()->isValid()) {
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return;
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}
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glPushMatrix();
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multiplyMatrix(matrix);
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#endif
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}
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void multiplyMatrix(const QMatrix4x4 &matrix)
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{
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#ifndef KWIN_HAVE_OPENGL_1
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Q_UNUSED(matrix)
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#else
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if (ShaderManager::instance()->isValid()) {
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return;
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}
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GLfloat m[16];
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const qreal *data = matrix.constData();
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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m[i*4+j] = data[i*4+j];
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}
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}
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glMultMatrixf(m);
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#endif
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}
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void loadMatrix(const QMatrix4x4 &matrix)
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{
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#ifndef KWIN_HAVE_OPENGL_1
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Q_UNUSED(matrix)
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#else
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if (ShaderManager::instance()->isValid()) {
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return;
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}
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GLfloat m[16];
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const qreal *data = matrix.constData();
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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m[i*4+j] = data[i*4+j];
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}
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}
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glLoadMatrixf(m);
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#endif
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}
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void popMatrix()
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{
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#ifdef KWIN_HAVE_OPENGL_1
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if (ShaderManager::instance()->isValid()) {
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return;
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}
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glPopMatrix();
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#endif
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}
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//****************************************
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// GLShader
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//****************************************
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GLShader::GLShader()
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: mProgram(0)
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, mValid(false)
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, mLocationsResolved(false)
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{
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}
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GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile)
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: mProgram(0)
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, mValid(false)
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, mLocationsResolved(false)
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{
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loadFromFiles(vertexfile, fragmentfile);
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}
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GLShader::~GLShader()
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{
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if (mProgram) {
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glDeleteProgram(mProgram);
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}
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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(QIODevice::ReadOnly)) {
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kError(1212) << "Couldn't open" << vertexFile << "for reading!" << endl;
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return false;
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}
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const QByteArray vertexSource = vf.readAll();
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QFile ff(fragmentFile);
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if (!ff.open(QIODevice::ReadOnly)) {
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kError(1212) << "Couldn't open" << fragmentFile << "for reading!" << endl;
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return false;
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}
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const QByteArray fragmentSource = ff.readAll();
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return load(vertexSource, fragmentSource);
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}
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bool GLShader::compile(GLuint program, GLenum shaderType, const QByteArray &source) const
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{
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GLuint shader = glCreateShader(shaderType);
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// Prepare the source code
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QByteArray ba;
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#ifdef KWIN_HAVE_OPENGLES
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ba.append("#ifdef GL_ES\nprecision highp float;\n#endif\n");
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#endif
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if (ShaderManager::instance()->isShaderDebug()) {
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ba.append("#define KWIN_SHADER_DEBUG 1\n");
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}
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ba.append(source);
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const char* src = ba.constData();
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glShaderSource(shader, 1, &src, NULL);
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// Compile the shader
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glCompileShader(shader);
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// Get the shader info log
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int maxLength, length;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
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QByteArray log(maxLength, 0);
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glGetShaderInfoLog(shader, maxLength, &length, log.data());
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// Check the status
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int status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == 0) {
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const char *typeName = (shaderType == GL_VERTEX_SHADER ? "vertex" : "fragment");
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kError(1212) << "Failed to compile" << typeName << "shader:" << endl << log << endl;
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} else if (length > 0)
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kDebug(1212) << "Shader compile log:" << log;
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if (status != 0)
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glAttachShader(program, shader);
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glDeleteShader(shader);
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return status != 0;
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}
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bool GLShader::load(const QByteArray &vertexSource, const QByteArray &fragmentSource)
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{
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#ifndef KWIN_HAVE_OPENGLES
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// Make sure shaders are actually supported
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if (!GLPlatform::instance()->supports(GLSL) || GLPlatform::instance()->supports(LimitedNPOT)) {
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kError(1212) << "Shaders are not supported";
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return false;
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}
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#endif
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// Create the shader program
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mProgram = glCreateProgram();
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// Compile the vertex shader
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if (!vertexSource.isEmpty()) {
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bool success = compile(mProgram, GL_VERTEX_SHADER, vertexSource);
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if (!success) {
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glDeleteProgram(mProgram);
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mProgram = 0;
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return false;
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}
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}
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// Compile the fragment shader
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if (!fragmentSource.isEmpty()) {
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bool success = compile(mProgram, GL_FRAGMENT_SHADER, fragmentSource);
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if (!success) {
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glDeleteProgram(mProgram);
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mProgram = 0;
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return false;
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}
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}
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glLinkProgram(mProgram);
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// Get the program info log
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int maxLength, length;
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glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &maxLength);
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QByteArray log(maxLength, 0);
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glGetProgramInfoLog(mProgram, maxLength, &length, log.data());
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// Make sure the program linked successfully
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int status;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
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if (status == 0) {
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kError(1212) << "Failed to link shader:" << endl << log << endl;
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glDeleteProgram(mProgram);
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mProgram = 0;
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return false;
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} else if (length > 0)
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kDebug(1212) << "Shader link log:" << log;
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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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void GLShader::resolveLocations()
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{
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if (mLocationsResolved)
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return;
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mMatrixLocation[TextureMatrix] = uniformLocation("textureMatrix");
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mMatrixLocation[ProjectionMatrix] = uniformLocation("projection");
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mMatrixLocation[ModelViewMatrix] = uniformLocation("modelview");
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mMatrixLocation[WindowTransformation] = uniformLocation("windowTransformation");
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mMatrixLocation[ScreenTransformation] = uniformLocation("screenTransformation");
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mVec2Location[Offset] = uniformLocation("offset");
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mVec4Location[ModulationConstant] = uniformLocation("modulation");
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mFloatLocation[Saturation] = uniformLocation("saturation");
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mIntLocation[AlphaToOne] = uniformLocation("u_forceAlpha");
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mLocationsResolved = true;
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}
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int GLShader::uniformLocation(const char *name)
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{
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const int location = glGetUniformLocation(mProgram, name);
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return location;
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}
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bool GLShader::setUniform(GLShader::MatrixUniform uniform, const QMatrix4x4 &matrix)
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{
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resolveLocations();
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return setUniform(mMatrixLocation[uniform], matrix);
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}
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bool GLShader::setUniform(GLShader::Vec2Uniform uniform, const QVector2D &value)
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{
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resolveLocations();
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return setUniform(mVec2Location[uniform], value);
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}
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bool GLShader::setUniform(GLShader::Vec4Uniform uniform, const QVector4D &value)
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{
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resolveLocations();
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return setUniform(mVec4Location[uniform], value);
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}
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bool GLShader::setUniform(GLShader::FloatUniform uniform, float value)
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{
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resolveLocations();
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return setUniform(mFloatLocation[uniform], value);
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}
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bool GLShader::setUniform(GLShader::IntUniform uniform, int value)
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{
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resolveLocations();
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return setUniform(mIntLocation[uniform], value);
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}
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bool GLShader::setUniform(const char *name, float value)
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{
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const int location = uniformLocation(name);
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return setUniform(location, value);
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}
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bool GLShader::setUniform(const char *name, int value)
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{
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const int location = uniformLocation(name);
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return setUniform(location, value);
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}
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bool GLShader::setUniform(const char *name, const QVector2D& value)
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{
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const int location = uniformLocation(name);
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return setUniform(location, value);
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}
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bool GLShader::setUniform(const char *name, const QVector3D& value)
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{
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const int location = uniformLocation(name);
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return setUniform(location, value);
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}
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bool GLShader::setUniform(const char *name, const QVector4D& value)
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{
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const int location = uniformLocation(name);
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return setUniform(location, value);
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}
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bool GLShader::setUniform(const char *name, const QMatrix4x4& value)
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{
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const int location = uniformLocation(name);
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return setUniform(location, value);
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}
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bool GLShader::setUniform(const char *name, const QColor& color)
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{
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const int location = uniformLocation(name);
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return setUniform(location, color);
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}
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bool GLShader::setUniform(int location, float value)
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{
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if (location >= 0) {
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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(int location, int value)
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{
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if (location >= 0) {
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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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bool GLShader::setUniform(int location, const QVector2D &value)
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{
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if (location >= 0) {
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glUniform2fv(location, 1, (const GLfloat*)&value);
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}
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return (location >= 0);
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}
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bool GLShader::setUniform(int location, const QVector3D &value)
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{
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if (location >= 0) {
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glUniform3fv(location, 1, (const GLfloat*)&value);
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}
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return (location >= 0);
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}
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bool GLShader::setUniform(int location, const QVector4D &value)
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{
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if (location >= 0) {
|
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glUniform4fv(location, 1, (const GLfloat*)&value);
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}
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return (location >= 0);
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}
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bool GLShader::setUniform(int location, const QMatrix4x4 &value)
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{
|
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if (location >= 0) {
|
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GLfloat m[16];
|
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const qreal *data = value.constData();
|
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// i is column, j is row for m
|
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for (int i = 0; i < 16; ++i) {
|
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m[i] = data[i];
|
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}
|
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glUniformMatrix4fv(location, 1, GL_FALSE, m);
|
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}
|
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return (location >= 0);
|
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}
|
|
|
|
bool GLShader::setUniform(int location, const QColor &color)
|
|
{
|
|
if (location >= 0) {
|
|
glUniform4f(location, color.redF(), color.greenF(), color.blueF(), color.alphaF());
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
int GLShader::attributeLocation(const char* name)
|
|
{
|
|
int location = glGetAttribLocation(mProgram, name);
|
|
return location;
|
|
}
|
|
|
|
bool GLShader::setAttribute(const char* name, float value)
|
|
{
|
|
int location = attributeLocation(name);
|
|
if (location >= 0) {
|
|
glVertexAttrib1f(location, value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
QMatrix4x4 GLShader::getUniformMatrix4x4(const char* name)
|
|
{
|
|
int location = uniformLocation(name);
|
|
if (location >= 0) {
|
|
GLfloat m[16];
|
|
glGetUniformfv(mProgram, location, m);
|
|
QMatrix4x4 matrix(m[0], m[4], m[8], m[12],
|
|
m[1], m[5], m[9], m[13],
|
|
m[2], m[6], m[10], m[14],
|
|
m[3], m[7], m[11], m[15]);
|
|
matrix.optimize();
|
|
return matrix;
|
|
} else {
|
|
return QMatrix4x4();
|
|
}
|
|
}
|
|
|
|
//****************************************
|
|
// ShaderManager
|
|
//****************************************
|
|
ShaderManager *ShaderManager::s_shaderManager = NULL;
|
|
|
|
ShaderManager *ShaderManager::instance()
|
|
{
|
|
if (!s_shaderManager) {
|
|
s_shaderManager = new ShaderManager();
|
|
s_shaderManager->initShaders();
|
|
s_shaderManager->m_inited = true;
|
|
}
|
|
return s_shaderManager;
|
|
}
|
|
|
|
void ShaderManager::disable()
|
|
{
|
|
// for safety do a Cleanup first
|
|
ShaderManager::cleanup();
|
|
// create a new ShaderManager and set it to inited without calling init
|
|
// that will ensure that the ShaderManager is not valid
|
|
s_shaderManager = new ShaderManager();
|
|
s_shaderManager->m_inited = true;
|
|
}
|
|
|
|
void ShaderManager::cleanup()
|
|
{
|
|
delete s_shaderManager;
|
|
s_shaderManager = NULL;
|
|
}
|
|
|
|
ShaderManager::ShaderManager()
|
|
: m_orthoShader(NULL)
|
|
, m_genericShader(NULL)
|
|
, m_colorShader(NULL)
|
|
, m_inited(false)
|
|
, m_valid(false)
|
|
{
|
|
m_debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
|
|
}
|
|
|
|
ShaderManager::~ShaderManager()
|
|
{
|
|
while (!m_boundShaders.isEmpty()) {
|
|
popShader();
|
|
}
|
|
delete m_orthoShader;
|
|
delete m_genericShader;
|
|
delete m_colorShader;
|
|
}
|
|
|
|
GLShader *ShaderManager::getBoundShader() const
|
|
{
|
|
if (m_boundShaders.isEmpty()) {
|
|
return NULL;
|
|
} else {
|
|
return m_boundShaders.top();
|
|
}
|
|
}
|
|
|
|
bool ShaderManager::isShaderBound() const
|
|
{
|
|
return !m_boundShaders.isEmpty();
|
|
}
|
|
|
|
bool ShaderManager::isValid() const
|
|
{
|
|
return m_valid;
|
|
}
|
|
|
|
bool ShaderManager::isShaderDebug() const
|
|
{
|
|
return m_debug;
|
|
}
|
|
|
|
GLShader *ShaderManager::pushShader(ShaderType type, bool reset)
|
|
{
|
|
if (m_inited && !m_valid) {
|
|
return NULL;
|
|
}
|
|
GLShader *shader;
|
|
switch(type) {
|
|
case SimpleShader:
|
|
shader = m_orthoShader;
|
|
break;
|
|
case GenericShader:
|
|
shader = m_genericShader;
|
|
break;
|
|
case ColorShader:
|
|
shader = m_colorShader;
|
|
break;
|
|
default:
|
|
return NULL;
|
|
}
|
|
|
|
pushShader(shader);
|
|
if (reset) {
|
|
resetShader(type);
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
void ShaderManager::resetAllShaders()
|
|
{
|
|
if (!m_inited || !m_valid) {
|
|
return;
|
|
}
|
|
pushShader(SimpleShader, true);
|
|
pushShader(GenericShader, true);
|
|
pushShader(ColorShader, true);
|
|
popShader();
|
|
popShader();
|
|
popShader();
|
|
}
|
|
|
|
|
|
void ShaderManager::pushShader(GLShader *shader)
|
|
{
|
|
// only bind shader if it is not already bound
|
|
if (shader != getBoundShader()) {
|
|
shader->bind();
|
|
}
|
|
m_boundShaders.push(shader);
|
|
}
|
|
|
|
void ShaderManager::popShader()
|
|
{
|
|
if (m_boundShaders.isEmpty()) {
|
|
return;
|
|
}
|
|
GLShader *shader = m_boundShaders.pop();
|
|
if (m_boundShaders.isEmpty()) {
|
|
// no more shader bound - unbind
|
|
shader->unbind();
|
|
} else if (shader != m_boundShaders.top()) {
|
|
// only rebind if a different shader is on top of stack
|
|
m_boundShaders.top()->bind();
|
|
}
|
|
}
|
|
|
|
GLShader *ShaderManager::loadFragmentShader(ShaderType vertex, const QString &fragmentFile)
|
|
{
|
|
QString vertexShader;
|
|
switch(vertex) {
|
|
case SimpleShader:
|
|
vertexShader = ":/resources/scene-vertex.glsl";
|
|
break;
|
|
case GenericShader:
|
|
vertexShader = ":/resources/scene-generic-vertex.glsl";
|
|
break;
|
|
case ColorShader:
|
|
vertexShader = ":/resources/scene-color-vertex.glsl";
|
|
break;
|
|
}
|
|
GLShader *shader = new GLShader(vertexShader, fragmentFile);
|
|
if (shader->isValid()) {
|
|
pushShader(shader);
|
|
resetShader(vertex);
|
|
popShader();
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
GLShader *ShaderManager::loadVertexShader(ShaderType fragment, const QString &vertexFile)
|
|
{
|
|
QString fragmentShader;
|
|
switch(fragment) {
|
|
// Simple and Generic Shader use same fragment Shader
|
|
case SimpleShader:
|
|
case GenericShader:
|
|
fragmentShader = ":/resources/scene-fragment.glsl";
|
|
break;
|
|
case ColorShader:
|
|
fragmentShader = ":/resources/scene-color-fragment.glsl";
|
|
break;
|
|
}
|
|
GLShader *shader = new GLShader(vertexFile, fragmentShader);
|
|
if (shader->isValid()) {
|
|
pushShader(shader);
|
|
resetShader(fragment);
|
|
popShader();
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
GLShader *ShaderManager::loadShaderFromCode(const QByteArray &vertexSource, const QByteArray &fragmentSource)
|
|
{
|
|
GLShader *shader = new GLShader();
|
|
shader->load(vertexSource, fragmentSource);
|
|
return shader;
|
|
}
|
|
|
|
void ShaderManager::initShaders()
|
|
{
|
|
m_orthoShader = new GLShader(":/resources/scene-vertex.glsl", ":/resources/scene-fragment.glsl");
|
|
if (m_orthoShader->isValid()) {
|
|
pushShader(SimpleShader, true);
|
|
popShader();
|
|
kDebug(1212) << "Ortho Shader is valid";
|
|
} else {
|
|
delete m_orthoShader;
|
|
m_orthoShader = NULL;
|
|
kDebug(1212) << "Orho Shader is not valid";
|
|
return;
|
|
}
|
|
m_genericShader = new GLShader(":/resources/scene-generic-vertex.glsl", ":/resources/scene-fragment.glsl");
|
|
if (m_genericShader->isValid()) {
|
|
pushShader(GenericShader, true);
|
|
popShader();
|
|
kDebug(1212) << "Generic Shader is valid";
|
|
} else {
|
|
delete m_genericShader;
|
|
m_genericShader = NULL;
|
|
delete m_orthoShader;
|
|
m_orthoShader = NULL;
|
|
kDebug(1212) << "Generic Shader is not valid";
|
|
return;
|
|
}
|
|
m_colorShader = new GLShader(":/resources/scene-color-vertex.glsl", ":/resources/scene-color-fragment.glsl");
|
|
if (m_colorShader->isValid()) {
|
|
pushShader(ColorShader, true);
|
|
popShader();
|
|
kDebug(1212) << "Color Shader is valid";
|
|
} else {
|
|
delete m_genericShader;
|
|
m_genericShader = NULL;
|
|
delete m_orthoShader;
|
|
m_orthoShader = NULL;
|
|
delete m_colorShader;
|
|
m_colorShader = NULL;
|
|
kDebug(1212) << "Color Scene Shader is not valid";
|
|
return;
|
|
}
|
|
m_valid = true;
|
|
}
|
|
|
|
void ShaderManager::resetShader(ShaderType type)
|
|
{
|
|
// resetShader is either called from init or from push, we know that a built-in shader is bound
|
|
const QMatrix4x4 identity;
|
|
|
|
QMatrix4x4 projection;
|
|
QMatrix4x4 modelView;
|
|
|
|
GLShader *shader = getBoundShader();
|
|
|
|
switch(type) {
|
|
case SimpleShader:
|
|
projection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
|
|
break;
|
|
|
|
case GenericShader: {
|
|
// Set up the projection matrix
|
|
float fovy = 60.0f;
|
|
float aspect = 1.0f;
|
|
float zNear = 0.1f;
|
|
float zFar = 100.0f;
|
|
float ymax = zNear * tan(fovy * M_PI / 360.0f);
|
|
float ymin = -ymax;
|
|
float xmin = ymin * aspect;
|
|
float xmax = ymax * aspect;
|
|
projection.frustum(xmin, xmax, ymin, ymax, zNear, zFar);
|
|
|
|
// Set up the model-view matrix
|
|
float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
|
|
modelView.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1);
|
|
modelView.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
|
|
break;
|
|
}
|
|
|
|
case ColorShader:
|
|
projection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
|
|
shader->setUniform("geometryColor", QVector4D(0, 0, 0, 1));
|
|
break;
|
|
}
|
|
|
|
shader->setUniform("sampler", 0);
|
|
|
|
shader->setUniform(GLShader::ProjectionMatrix, projection);
|
|
shader->setUniform(GLShader::ModelViewMatrix, modelView);
|
|
shader->setUniform(GLShader::ScreenTransformation, identity);
|
|
shader->setUniform(GLShader::WindowTransformation, identity);
|
|
|
|
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
|
|
|
|
shader->setUniform(GLShader::Saturation, 1.0f);
|
|
shader->setUniform(GLShader::AlphaToOne, 0);
|
|
}
|
|
|
|
/*** GLRenderTarget ***/
|
|
bool GLRenderTarget::sSupported = false;
|
|
bool GLRenderTarget::s_blitSupported = false;
|
|
QStack<GLRenderTarget*> GLRenderTarget::s_renderTargets = QStack<GLRenderTarget*>();
|
|
QSize GLRenderTarget::s_oldViewport;
|
|
|
|
void GLRenderTarget::initStatic()
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
sSupported = true;
|
|
s_blitSupported = false;
|
|
#else
|
|
sSupported = hasGLExtension("GL_EXT_framebuffer_object") && glFramebufferTexture2D;
|
|
s_blitSupported = hasGLExtension("GL_EXT_framebuffer_blit");
|
|
#endif
|
|
}
|
|
|
|
bool GLRenderTarget::isRenderTargetBound()
|
|
{
|
|
return !s_renderTargets.isEmpty();
|
|
}
|
|
|
|
bool GLRenderTarget::blitSupported()
|
|
{
|
|
return s_blitSupported;
|
|
}
|
|
|
|
void GLRenderTarget::pushRenderTarget(GLRenderTarget* target)
|
|
{
|
|
if (s_renderTargets.isEmpty()) {
|
|
GLint params[4];
|
|
glGetIntegerv(GL_VIEWPORT, params);
|
|
s_oldViewport = QSize(params[2], params[3]);
|
|
}
|
|
|
|
target->enable();
|
|
s_renderTargets.push(target);
|
|
}
|
|
|
|
GLRenderTarget* GLRenderTarget::popRenderTarget()
|
|
{
|
|
GLRenderTarget* ret = s_renderTargets.pop();
|
|
ret->disable();
|
|
if (!s_renderTargets.isEmpty()) {
|
|
s_renderTargets.top()->enable();
|
|
} else if (!s_oldViewport.isEmpty()) {
|
|
glViewport (0, 0, s_oldViewport.width(), s_oldViewport.height());
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
GLRenderTarget::GLRenderTarget(const GLTexture& color)
|
|
{
|
|
// Reset variables
|
|
mValid = false;
|
|
|
|
mTexture = color;
|
|
|
|
// Make sure FBO is supported
|
|
if (sSupported && !mTexture.isNull()) {
|
|
initFBO();
|
|
} else
|
|
kError(1212) << "Render targets aren't supported!" << endl;
|
|
}
|
|
|
|
GLRenderTarget::~GLRenderTarget()
|
|
{
|
|
if (mValid) {
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
}
|
|
}
|
|
|
|
bool GLRenderTarget::enable()
|
|
{
|
|
if (!valid()) {
|
|
kError(1212) << "Can't enable invalid render target!" << endl;
|
|
return false;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
|
|
glViewport(0, 0, mTexture.width(), mTexture.height());
|
|
mTexture.setDirty();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GLRenderTarget::disable()
|
|
{
|
|
if (!valid()) {
|
|
kError(1212) << "Can't disable invalid render target!" << endl;
|
|
return false;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
mTexture.setDirty();
|
|
|
|
return true;
|
|
}
|
|
|
|
static QString formatFramebufferStatus(GLenum status)
|
|
{
|
|
switch(status) {
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
|
// An attachment is the wrong type / is invalid / has 0 width or height
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
|
// There are no images attached to the framebuffer
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
|
|
case GL_FRAMEBUFFER_UNSUPPORTED:
|
|
// A format or the combination of formats of the attachments is unsupported
|
|
return "GL_FRAMEBUFFER_UNSUPPORTED";
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
|
|
// Not all attached images have the same width and height
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
|
|
// The color attachments don't have the same format
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:
|
|
// The attachments don't have the same number of samples
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
|
|
// The draw buffer is missing
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
|
|
// The read buffer is missing
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
|
|
#endif
|
|
default:
|
|
return "Unknown (0x" + QString::number(status, 16) + ')';
|
|
}
|
|
}
|
|
|
|
void GLRenderTarget::initFBO()
|
|
{
|
|
#if DEBUG_GLRENDERTARGET
|
|
GLenum err = glGetError();
|
|
if (err != GL_NO_ERROR)
|
|
kError(1212) << "Error status when entering GLRenderTarget::initFBO: " << formatGLError(err);
|
|
#endif
|
|
|
|
glGenFramebuffers(1, &mFramebuffer);
|
|
|
|
#if DEBUG_GLRENDERTARGET
|
|
if ((err = glGetError()) != GL_NO_ERROR) {
|
|
kError(1212) << "glGenFramebuffers failed: " << formatGLError(err);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
|
|
|
|
#if DEBUG_GLRENDERTARGET
|
|
if ((err = glGetError()) != GL_NO_ERROR) {
|
|
kError(1212) << "glBindFramebuffer failed: " << formatGLError(err);
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
mTexture.target(), mTexture.texture(), 0);
|
|
|
|
#if DEBUG_GLRENDERTARGET
|
|
if ((err = glGetError()) != GL_NO_ERROR) {
|
|
kError(1212) << "glFramebufferTexture2D failed: " << formatGLError(err);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
// We have an incomplete framebuffer, consider it invalid
|
|
if (status == 0)
|
|
kError(1212) << "glCheckFramebufferStatus failed: " << formatGLError(glGetError());
|
|
else
|
|
kError(1212) << "Invalid framebuffer status: " << formatFramebufferStatus(status);
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
return;
|
|
}
|
|
|
|
mValid = true;
|
|
}
|
|
|
|
void GLRenderTarget::blitFromFramebuffer(const QRect &source, const QRect &destination, GLenum filter)
|
|
{
|
|
if (!GLRenderTarget::blitSupported()) {
|
|
return;
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
Q_UNUSED(source)
|
|
Q_UNUSED(destination)
|
|
Q_UNUSED(filter)
|
|
#else
|
|
GLRenderTarget::pushRenderTarget(this);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
const QRect s = source.isNull() ? QRect(0, 0, displayWidth(), displayHeight()) : source;
|
|
const QRect d = destination.isNull() ? QRect(0, 0, mTexture.width(), mTexture.height()) : destination;
|
|
|
|
glBlitFramebuffer(s.x(), displayHeight() - s.y() - s.height(), s.x() + s.width(), displayHeight() - s.y(),
|
|
d.x(), mTexture.height() - d.y() - d.height(), d.x() + d.width(), mTexture.height() - d.y(),
|
|
GL_COLOR_BUFFER_BIT, filter);
|
|
GLRenderTarget::popRenderTarget();
|
|
#endif
|
|
}
|
|
|
|
void GLRenderTarget::attachTexture(const GLTexture& target)
|
|
{
|
|
if (!mValid || mTexture.texture() == target.texture()) {
|
|
return;
|
|
}
|
|
|
|
pushRenderTarget(this);
|
|
|
|
mTexture = target;
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
mTexture.target(), mTexture.texture(), 0);
|
|
|
|
popRenderTarget();
|
|
}
|
|
|
|
//*********************************
|
|
// GLVertexBufferPrivate
|
|
//*********************************
|
|
class GLVertexBufferPrivate
|
|
{
|
|
public:
|
|
GLVertexBufferPrivate(GLVertexBuffer::UsageHint usageHint)
|
|
: vertexCount(0)
|
|
, dimension(2)
|
|
, useColor(false)
|
|
, useTexCoords(true)
|
|
, color(0, 0, 0, 255) {
|
|
if (GLVertexBufferPrivate::supported) {
|
|
glGenBuffers(2, buffers);
|
|
}
|
|
|
|
switch(usageHint) {
|
|
case GLVertexBuffer::Dynamic:
|
|
usage = GL_DYNAMIC_DRAW;
|
|
break;
|
|
case GLVertexBuffer::Static:
|
|
usage = GL_STATIC_DRAW;
|
|
break;
|
|
default:
|
|
usage = GL_STREAM_DRAW;
|
|
break;
|
|
}
|
|
}
|
|
|
|
~GLVertexBufferPrivate() {
|
|
if (GLVertexBufferPrivate::supported) {
|
|
glDeleteBuffers(2, buffers);
|
|
}
|
|
}
|
|
|
|
GLuint buffers[2];
|
|
GLenum usage;
|
|
int vertexCount;
|
|
int dimension;
|
|
static bool supported;
|
|
static GLVertexBuffer *streamingBuffer;
|
|
QVector<float> legacyVertices;
|
|
QVector<float> legacyTexCoords;
|
|
bool useColor;
|
|
bool useTexCoords;
|
|
QColor color;
|
|
|
|
//! VBO is not supported
|
|
void legacyPainting(QRegion region, GLenum primitiveMode, bool hardwareClipping);
|
|
//! VBO and shaders are both supported
|
|
void corePainting(const QRegion& region, GLenum primitiveMode, bool hardwareClipping);
|
|
//! VBO is supported, but shaders are not supported
|
|
void fallbackPainting(const QRegion& region, GLenum primitiveMode, bool hardwareClipping);
|
|
};
|
|
bool GLVertexBufferPrivate::supported = false;
|
|
GLVertexBuffer *GLVertexBufferPrivate::streamingBuffer = NULL;
|
|
|
|
void GLVertexBufferPrivate::legacyPainting(QRegion region, GLenum primitiveMode, bool hardwareClipping)
|
|
{
|
|
#ifndef KWIN_HAVE_OPENGL_1
|
|
Q_UNUSED(region)
|
|
Q_UNUSED(primitiveMode)
|
|
Q_UNUSED(hardwareClipping)
|
|
#else
|
|
// Enable arrays
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(dimension, GL_FLOAT, 0, legacyVertices.constData());
|
|
if (!legacyTexCoords.isEmpty()) {
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, legacyTexCoords.constData());
|
|
}
|
|
|
|
if (useColor) {
|
|
glColor4f(color.redF(), color.greenF(), color.blueF(), color.alphaF());
|
|
}
|
|
|
|
if (!hardwareClipping) {
|
|
glDrawArrays(primitiveMode, 0, vertexCount);
|
|
} else {
|
|
foreach (const QRect& r, region.rects()) {
|
|
glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
|
|
glDrawArrays(primitiveMode, 0, vertexCount);
|
|
}
|
|
}
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
if (!legacyTexCoords.isEmpty()) {
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void GLVertexBufferPrivate::corePainting(const QRegion& region, GLenum primitiveMode, bool hardwareClipping)
|
|
{
|
|
GLShader *shader = ShaderManager::instance()->getBoundShader();
|
|
GLint vertexAttrib = shader->attributeLocation("vertex");
|
|
GLint texAttrib = shader->attributeLocation("texCoord");
|
|
|
|
glEnableVertexAttribArray(vertexAttrib);
|
|
if (useTexCoords) {
|
|
glEnableVertexAttribArray(texAttrib);
|
|
}
|
|
|
|
if (useColor) {
|
|
shader->setUniform("geometryColor", color);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[ 0 ]);
|
|
glVertexAttribPointer(vertexAttrib, dimension, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
|
if (texAttrib != -1 && useTexCoords) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[ 1 ]);
|
|
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|
}
|
|
|
|
if (!hardwareClipping) {
|
|
glDrawArrays(primitiveMode, 0, vertexCount);
|
|
} else {
|
|
foreach (const QRect& r, region.rects()) {
|
|
glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
|
|
glDrawArrays(primitiveMode, 0, vertexCount);
|
|
}
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
if (useTexCoords) {
|
|
glDisableVertexAttribArray(texAttrib);
|
|
}
|
|
glDisableVertexAttribArray(vertexAttrib);
|
|
}
|
|
|
|
void GLVertexBufferPrivate::fallbackPainting(const QRegion& region, GLenum primitiveMode, bool hardwareClipping)
|
|
{
|
|
#ifndef KWIN_HAVE_OPENGL_1
|
|
Q_UNUSED(region)
|
|
Q_UNUSED(primitiveMode)
|
|
Q_UNUSED(hardwareClipping)
|
|
#else
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[ 0 ]);
|
|
glVertexPointer(dimension, GL_FLOAT, 0, 0);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[ 1 ]);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, 0);
|
|
|
|
if (useColor) {
|
|
glColor4f(color.redF(), color.greenF(), color.blueF(), color.alphaF());
|
|
}
|
|
|
|
// Clip using scissoring
|
|
if (!hardwareClipping) {
|
|
glDrawArrays(primitiveMode, 0, vertexCount);
|
|
} else {
|
|
foreach (const QRect& r, region.rects()) {
|
|
glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
|
|
glDrawArrays(primitiveMode, 0, vertexCount);
|
|
}
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
#endif
|
|
}
|
|
|
|
//*********************************
|
|
// GLVertexBuffer
|
|
//*********************************
|
|
GLVertexBuffer::GLVertexBuffer(UsageHint hint)
|
|
: d(new GLVertexBufferPrivate(hint))
|
|
{
|
|
}
|
|
|
|
GLVertexBuffer::~GLVertexBuffer()
|
|
{
|
|
delete d;
|
|
}
|
|
|
|
void GLVertexBuffer::setData(int vertexCount, int dim, const float* vertices, const float* texcoords)
|
|
{
|
|
d->vertexCount = vertexCount;
|
|
d->dimension = dim;
|
|
d->useTexCoords = (texcoords != NULL);
|
|
|
|
if (!GLVertexBufferPrivate::supported) {
|
|
// legacy data
|
|
d->legacyVertices.clear();
|
|
d->legacyVertices.reserve(vertexCount * dim);
|
|
for (int i = 0; i < vertexCount * dim; ++i) {
|
|
d->legacyVertices << vertices[i];
|
|
}
|
|
d->legacyTexCoords.clear();
|
|
if (d->useTexCoords) {
|
|
d->legacyTexCoords.reserve(vertexCount * 2);
|
|
for (int i = 0; i < vertexCount * 2; ++i) {
|
|
d->legacyTexCoords << texcoords[i];
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, d->buffers[ 0 ]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*vertexCount * d->dimension, vertices, d->usage);
|
|
|
|
if (d->useTexCoords) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, d->buffers[ 1 ]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*vertexCount * 2, texcoords, d->usage);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void GLVertexBuffer::render(GLenum primitiveMode)
|
|
{
|
|
render(infiniteRegion(), primitiveMode, false);
|
|
}
|
|
|
|
void GLVertexBuffer::render(const QRegion& region, GLenum primitiveMode, bool hardwareClipping)
|
|
{
|
|
if (!GLVertexBufferPrivate::supported) {
|
|
d->legacyPainting(region, primitiveMode, hardwareClipping);
|
|
} else if (ShaderManager::instance()->isShaderBound()) {
|
|
d->corePainting(region, primitiveMode, hardwareClipping);
|
|
} else {
|
|
d->fallbackPainting(region, primitiveMode, hardwareClipping);
|
|
}
|
|
}
|
|
|
|
bool GLVertexBuffer::isSupported()
|
|
{
|
|
return GLVertexBufferPrivate::supported;
|
|
}
|
|
|
|
bool GLVertexBuffer::isUseColor() const
|
|
{
|
|
return d->useColor;
|
|
}
|
|
|
|
void GLVertexBuffer::setUseColor(bool enable)
|
|
{
|
|
d->useColor = enable;
|
|
}
|
|
|
|
void GLVertexBuffer::setColor(const QColor& color, bool enable)
|
|
{
|
|
d->useColor = enable;
|
|
d->color = color;
|
|
}
|
|
|
|
void GLVertexBuffer::reset()
|
|
{
|
|
d->useColor = false;
|
|
d->color = QColor(0, 0, 0, 255);
|
|
d->vertexCount = 0;
|
|
d->dimension = 2;
|
|
d->useTexCoords = true;
|
|
}
|
|
|
|
void GLVertexBuffer::initStatic()
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
GLVertexBufferPrivate::supported = true;
|
|
#else
|
|
GLVertexBufferPrivate::supported = hasGLExtension("GL_ARB_vertex_buffer_object");
|
|
#endif
|
|
GLVertexBufferPrivate::streamingBuffer = new GLVertexBuffer(GLVertexBuffer::Stream);
|
|
}
|
|
|
|
GLVertexBuffer *GLVertexBuffer::streamingBuffer()
|
|
{
|
|
return GLVertexBufferPrivate::streamingBuffer;
|
|
}
|
|
|
|
} // namespace
|