01adbe6dc5
Add an option to kcmcompositing in the 'Advanced' tab, to enable or disable color correction. It is specified that it's experimental and it needs Kolor Manager. Before painting for a particular screen, ColorCorrection::setupForOutput should be called. A screen property is added for WindowPaintData. In kwinglutils, The fragment shaders are intercepted before being compiled and they get a couple of lines of code inserted in order to do the color correction. This happens only when color correction is enabled, of course. For D-Bus communication with KolorServer, everything is async. The implementation basically manages a set of color lookup tables for different outputs and for different window regions. These are taken via D-Bus. Each lookup table has around 700 KB. This commit reintroduces the changes from the former merge with the "color2" branch. In this form, it can be easily reverted. REVIEW: 106141
2140 lines
74 KiB
C++
2140 lines
74 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 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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Based on glcompmgr code by Felix Bellaby.
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Using code from Compiz and Beryl.
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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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/*
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This is the OpenGL-based compositing code. It is the primary and most powerful
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compositing backend.
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Sources and other compositing managers:
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=======================================
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- http://opengl.org
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- documentation
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- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
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- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
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- extensions docs (http://www.opengl.org/registry/)
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- glcompmgr
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- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
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- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
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- simple and easy to understand
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- works even without texture_from_pixmap extension
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- claims to support several different gfx cards
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- compile with something like
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"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
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- compiz
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- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
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- the ultimate <whatever>
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- glxcompmgr
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- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
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- a rather old version of compiz, but also simpler and as such simpler
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to understand
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- beryl
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- a fork of Compiz
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- http://beryl-project.org
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- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
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the full list should be at git://anongit.beryl-project.org/beryl/)
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- libcm (metacity)
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- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
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- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
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- does not seem to be very powerful or with that much development going on
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*/
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#include "scene_opengl.h"
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#ifdef KWIN_HAVE_EGL
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#include "eglonxbackend.h"
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#endif
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#ifndef KWIN_HAVE_OPENGLES
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#include "glxbackend.h"
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#endif
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#include <kxerrorhandler.h>
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#include <kwinglcolorcorrection.h>
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#include <kwinglplatform.h>
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#include "utils.h"
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#include "client.h"
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#include "composite.h"
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#include "deleted.h"
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#include "effects.h"
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#include "lanczosfilter.h"
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#include "overlaywindow.h"
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#include "paintredirector.h"
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#include <math.h>
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// turns on checks for opengl errors in various places (for easier finding of them)
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// normally only few of them are enabled
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//#define CHECK_GL_ERROR
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#include <X11/extensions/Xcomposite.h>
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#include <qpainter.h>
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#include <QDesktopWidget>
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#include <QVector2D>
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#include <QVector4D>
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#include <QMatrix4x4>
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namespace KWin
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{
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extern int currentRefreshRate();
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//****************************************
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// SceneOpenGL
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//****************************************
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OpenGLBackend::OpenGLBackend()
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: m_overlayWindow(new OverlayWindow()) // TODO: maybe create only if needed?
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, m_waitSync(false)
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, m_directRendering(false)
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, m_doubleBuffer(false)
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, m_failed(false)
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, m_lastMask(0)
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{
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}
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OpenGLBackend::~OpenGLBackend()
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{
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if (isFailed()) {
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m_overlayWindow->destroy();
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}
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delete m_overlayWindow;
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}
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void OpenGLBackend::setFailed(const QString &reason)
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{
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kWarning(1212) << "Creating the OpenGL rendering failed: " << reason;
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m_failed = true;
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}
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void OpenGLBackend::idle()
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{
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present();
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}
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/************************************************
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* SceneOpenGL
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***********************************************/
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SceneOpenGL::SceneOpenGL(Workspace* ws, OpenGLBackend *backend)
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: Scene(ws)
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, init_ok(false)
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, m_backend(backend)
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{
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if (m_backend->isFailed()) {
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return;
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}
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// perform Scene specific checks
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GLPlatform *glPlatform = GLPlatform::instance();
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#ifndef KWIN_HAVE_OPENGLES
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if (!hasGLExtension("GL_ARB_texture_non_power_of_two")
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&& !hasGLExtension("GL_ARB_texture_rectangle")) {
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kError(1212) << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing";
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return; // error
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}
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#endif
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if (glPlatform->isMesaDriver() && glPlatform->mesaVersion() < kVersionNumber(8, 0)) {
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kError(1212) << "KWin requires at least Mesa 8.0 for OpenGL compositing.";
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return;
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}
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#ifndef KWIN_HAVE_OPENGLES
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if (m_backend->isDoubleBuffer())
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glDrawBuffer(GL_BACK);
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#endif
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debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
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// set strict binding
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if (options->isGlStrictBindingFollowsDriver()) {
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options->setGlStrictBinding(!glPlatform->supports(LooseBinding));
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}
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}
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SceneOpenGL::~SceneOpenGL()
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{
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if (init_ok) {
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// backend might be still needed for a different scene
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delete m_backend;
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}
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foreach (Window * w, windows) {
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delete w;
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}
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// do cleanup after initBuffer()
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SceneOpenGL::EffectFrame::cleanup();
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checkGLError("Cleanup");
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}
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SceneOpenGL *SceneOpenGL::createScene()
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{
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OpenGLBackend *backend = NULL;
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OpenGLPlatformInterface platformInterface = NoOpenGLPlatformInterface;
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// should we use glx?
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#ifndef KWIN_HAVE_OPENGLES
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// on OpenGL we default to glx
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platformInterface = GlxPlatformInterface;
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#endif
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#ifdef KWIN_HAVE_EGL
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#ifdef KWIN_HAVE_OPENGLES
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// for OpenGL ES we need to use the Egl Backend
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platformInterface = EglPlatformInterface;
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#else
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// check environment variable
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if (qstrcmp(qgetenv("KWIN_OPENGL_INTERFACE"), "egl") == 0) {
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kDebug(1212) << "Forcing EGL native interface through environment variable";
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platformInterface = EglPlatformInterface;
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}
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#endif
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#endif
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switch (platformInterface) {
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case GlxPlatformInterface:
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#ifndef KWIN_HAVE_OPENGLES
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backend = new GlxBackend();
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#endif
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break;
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case EglPlatformInterface:
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#ifdef KWIN_HAVE_EGL
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backend = new EglOnXBackend();
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#endif
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break;
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default:
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// no backend available
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return NULL;
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}
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if (!backend || backend->isFailed()) {
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delete backend;
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return NULL;
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}
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SceneOpenGL *scene = NULL;
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// first let's try an OpenGL 2 scene
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if (SceneOpenGL2::supported(backend)) {
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scene = new SceneOpenGL2(backend);
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if (scene->initFailed()) {
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delete scene;
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scene = NULL;
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} else {
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return scene;
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}
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}
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#ifdef KWIN_HAVE_OPENGL_1
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if (SceneOpenGL1::supported(backend)) {
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scene = new SceneOpenGL1(backend);
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if (scene->initFailed()) {
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delete scene;
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scene = NULL;
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}
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}
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#endif
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if (!scene) {
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if (GLPlatform::instance()->recommendedCompositor() == XRenderCompositing) {
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kError(1212) << "OpenGL driver recommends XRender based compositing. Falling back to XRender.";
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kError(1212) << "To overwrite the detection use the environment variable KWIN_COMPOSE";
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kError(1212) << "For more information see http://community.kde.org/KWin/Environment_Variables#KWIN_COMPOSE";
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QTimer::singleShot(0, Compositor::self(), SLOT(fallbackToXRenderCompositing()));
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}
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delete backend;
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}
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return scene;
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}
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OverlayWindow *SceneOpenGL::overlayWindow()
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{
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return m_backend->overlayWindow();
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}
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bool SceneOpenGL::waitSyncAvailable() const
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{
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return m_backend->waitSyncAvailable();
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}
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void SceneOpenGL::idle()
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{
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m_backend->idle();
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Scene::idle();
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}
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bool SceneOpenGL::initFailed() const
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{
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return !init_ok;
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}
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int SceneOpenGL::paint(QRegion damage, ToplevelList toplevels)
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{
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// actually paint the frame, flushed with the NEXT frame
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foreach (Toplevel * c, toplevels) {
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// TODO: cache the stacking_order in case it has not changed
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assert(windows.contains(c));
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stacking_order.append(windows[ c ]);
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}
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m_backend->prepareRenderingFrame();
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int mask = 0;
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#ifdef CHECK_GL_ERROR
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checkGLError("Paint1");
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#endif
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paintScreen(&mask, &damage); // call generic implementation
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#ifdef CHECK_GL_ERROR
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checkGLError("Paint2");
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#endif
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m_backend->endRenderingFrame(mask, damage);
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// do cleanup
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stacking_order.clear();
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checkGLError("PostPaint");
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return m_backend->renderTime();
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}
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QMatrix4x4 SceneOpenGL::transformation(int mask, const ScreenPaintData &data) const
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{
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QMatrix4x4 matrix;
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if (!(mask & PAINT_SCREEN_TRANSFORMED))
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return matrix;
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matrix.translate(data.translation());
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data.scale().applyTo(&matrix);
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if (data.rotationAngle() == 0.0)
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return matrix;
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// Apply the rotation
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// cannot use data.rotation->applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D
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matrix.translate(data.rotationOrigin());
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const QVector3D axis = data.rotationAxis();
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matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z());
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matrix.translate(-data.rotationOrigin());
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return matrix;
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}
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void SceneOpenGL::paintBackground(QRegion region)
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{
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PaintClipper pc(region);
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if (!PaintClipper::clip()) {
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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return;
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}
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if (pc.clip() && pc.paintArea().isEmpty())
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return; // no background to paint
|
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QVector<float> verts;
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for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
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QRect r = iterator.boundingRect();
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verts << r.x() + r.width() << r.y();
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verts << r.x() << r.y();
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verts << r.x() << r.y() + r.height();
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verts << r.x() << r.y() + r.height();
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verts << r.x() + r.width() << r.y() + r.height();
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verts << r.x() + r.width() << r.y();
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}
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doPaintBackground(verts);
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}
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void SceneOpenGL::windowAdded(Toplevel* c)
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{
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assert(!windows.contains(c));
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Window *w = createWindow(c);
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windows[ c ] = w;
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w->setScene(this);
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connect(c, SIGNAL(opacityChanged(KWin::Toplevel*,qreal)), SLOT(windowOpacityChanged(KWin::Toplevel*)));
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connect(c, SIGNAL(geometryShapeChanged(KWin::Toplevel*,QRect)), SLOT(windowGeometryShapeChanged(KWin::Toplevel*)));
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connect(c, SIGNAL(windowClosed(KWin::Toplevel*,KWin::Deleted*)), SLOT(windowClosed(KWin::Toplevel*,KWin::Deleted*)));
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c->effectWindow()->setSceneWindow(windows[ c ]);
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c->getShadow();
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windows[ c ]->updateShadow(c->shadow());
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}
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void SceneOpenGL::windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted)
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{
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assert(windows.contains(c));
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if (deleted != NULL) {
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// replace c with deleted
|
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Window* w = windows.take(c);
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w->updateToplevel(deleted);
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if (w->shadow()) {
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w->shadow()->setToplevel(deleted);
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}
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windows[ deleted ] = w;
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} else {
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delete windows.take(c);
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c->effectWindow()->setSceneWindow(NULL);
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}
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}
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void SceneOpenGL::windowDeleted(Deleted* c)
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{
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assert(windows.contains(c));
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delete windows.take(c);
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c->effectWindow()->setSceneWindow(NULL);
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}
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void SceneOpenGL::windowGeometryShapeChanged(KWin::Toplevel* c)
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{
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if (!windows.contains(c)) // this is ok, shape is not valid
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return; // by default
|
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Window* w = windows[ c ];
|
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w->discardShape();
|
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w->checkTextureSize();
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}
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void SceneOpenGL::windowOpacityChanged(KWin::Toplevel* t)
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{
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Q_UNUSED(t)
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#if 0 // not really needed, windows are painted on every repaint
|
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// and opacity is used when applying texture, not when
|
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// creating it
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if (!windows.contains(c)) // this is ok, texture is created
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return; // on demand
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Window* w = windows[ c ];
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w->discardTexture();
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#endif
|
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}
|
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|
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SceneOpenGL::Texture *SceneOpenGL::createTexture()
|
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{
|
|
return new Texture(m_backend);
|
|
}
|
|
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SceneOpenGL::Texture *SceneOpenGL::createTexture(const QPixmap &pix, GLenum target)
|
|
{
|
|
return new Texture(m_backend, pix, target);
|
|
}
|
|
|
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void SceneOpenGL::screenGeometryChanged(const QSize &size)
|
|
{
|
|
Scene::screenGeometryChanged(size);
|
|
glViewport(0,0, size.width(), size.height());
|
|
m_backend->screenGeometryChanged(size);
|
|
ShaderManager::instance()->resetAllShaders();
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL2
|
|
//****************************************
|
|
bool SceneOpenGL2::supported(OpenGLBackend *backend)
|
|
{
|
|
const QByteArray forceEnv = qgetenv("KWIN_COMPOSE");
|
|
if (!forceEnv.isEmpty()) {
|
|
if (qstrcmp(forceEnv, "O2") == 0) {
|
|
kDebug(1212) << "OpenGL 2 compositing enforced by environment variable";
|
|
return true;
|
|
} else {
|
|
// OpenGL 2 disabled by environment variable
|
|
return false;
|
|
}
|
|
}
|
|
if (!backend->isDirectRendering()) {
|
|
return false;
|
|
}
|
|
if (GLPlatform::instance()->recommendedCompositor() < OpenGL2Compositing) {
|
|
kDebug(1212) << "Driver does not recommend OpenGL 2 compositing";
|
|
return false;
|
|
}
|
|
if (options->isGlLegacy()) {
|
|
kDebug(1212) << "OpenGL 2 disabled by config option";
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
SceneOpenGL2::SceneOpenGL2(OpenGLBackend *backend)
|
|
: SceneOpenGL(Workspace::self(), backend)
|
|
, m_colorCorrection(new ColorCorrection(this))
|
|
{
|
|
// Initialize color correction before the shaders
|
|
kDebug(1212) << "Color correction:" << options->isColorCorrected();
|
|
m_colorCorrection->setEnabled(options->isColorCorrected());
|
|
connect(m_colorCorrection, SIGNAL(changed()), Compositor::self(), SLOT(addRepaintFull()));
|
|
connect(options, SIGNAL(colorCorrectedChanged()), this, SLOT(slotColorCorrectedChanged()));
|
|
|
|
if (!ShaderManager::instance()->isValid()) {
|
|
kDebug(1212) << "No Scene Shaders available";
|
|
return;
|
|
}
|
|
|
|
// push one shader on the stack so that one is always bound
|
|
ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
|
|
if (checkGLError("Init")) {
|
|
kError(1212) << "OpenGL 2 compositing setup failed";
|
|
return; // error
|
|
}
|
|
kDebug(1212) << "OpenGL 2 compositing successfully initialized";
|
|
|
|
init_ok = true;
|
|
}
|
|
|
|
SceneOpenGL2::~SceneOpenGL2()
|
|
{
|
|
}
|
|
|
|
void SceneOpenGL2::paintGenericScreen(int mask, ScreenPaintData data)
|
|
{
|
|
ShaderBinder binder(ShaderManager::GenericShader);
|
|
|
|
binder.shader()->setUniform(GLShader::ScreenTransformation, transformation(mask, data));
|
|
|
|
Scene::paintGenericScreen(mask, data);
|
|
}
|
|
|
|
void SceneOpenGL2::doPaintBackground(const QVector< float >& vertices)
|
|
{
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
vbo->setUseColor(true);
|
|
vbo->setData(vertices.count() / 2, 2, vertices.data(), NULL);
|
|
|
|
ShaderBinder binder(ShaderManager::ColorShader);
|
|
binder.shader()->setUniform(GLShader::Offset, QVector2D(0, 0));
|
|
|
|
vbo->render(GL_TRIANGLES);
|
|
}
|
|
|
|
SceneOpenGL::Window *SceneOpenGL2::createWindow(Toplevel *t)
|
|
{
|
|
return new SceneOpenGL2Window(t);
|
|
}
|
|
|
|
void SceneOpenGL2::finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
|
|
{
|
|
if (options->isColorCorrected()) {
|
|
// Split the painting for separate screens
|
|
int numScreens = Workspace::self()->numScreens();
|
|
for (int screen = 0; screen < numScreens; ++ screen) {
|
|
QRegion regionForScreen(region);
|
|
if (numScreens > 1)
|
|
regionForScreen = region.intersected(Workspace::self()->screenGeometry(screen));
|
|
|
|
data.setScreen(screen);
|
|
performPaintWindow(w, mask, regionForScreen, data);
|
|
}
|
|
} else {
|
|
performPaintWindow(w, mask, region, data);
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL2::performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
|
|
{
|
|
if (mask & PAINT_WINDOW_LANCZOS) {
|
|
if (m_lanczosFilter.isNull()) {
|
|
m_lanczosFilter = new LanczosFilter(this);
|
|
// recreate the lanczos filter when the screen gets resized
|
|
connect(QApplication::desktop(), SIGNAL(screenCountChanged(int)), m_lanczosFilter.data(), SLOT(deleteLater()));
|
|
connect(QApplication::desktop(), SIGNAL(resized(int)), m_lanczosFilter.data(), SLOT(deleteLater()));
|
|
}
|
|
m_lanczosFilter.data()->performPaint(w, mask, region, data);
|
|
} else
|
|
w->sceneWindow()->performPaint(mask, region, data);
|
|
}
|
|
|
|
ColorCorrection *SceneOpenGL2::colorCorrection()
|
|
{
|
|
return m_colorCorrection;
|
|
}
|
|
|
|
void SceneOpenGL2::slotColorCorrectedChanged()
|
|
{
|
|
m_colorCorrection->setEnabled(options->isColorCorrected());
|
|
|
|
// Reload all shaders
|
|
ShaderManager::cleanup();
|
|
ShaderManager::instance();
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL1
|
|
//****************************************
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
bool SceneOpenGL1::supported(OpenGLBackend *backend)
|
|
{
|
|
const QByteArray forceEnv = qgetenv("KWIN_COMPOSE");
|
|
if (!forceEnv.isEmpty()) {
|
|
if (qstrcmp(forceEnv, "O1") == 0) {
|
|
kDebug(1212) << "OpenGL 1 compositing enforced by environment variable";
|
|
return true;
|
|
} else {
|
|
// OpenGL 1 disabled by environment variable
|
|
return false;
|
|
}
|
|
}
|
|
if (GLPlatform::instance()->recommendedCompositor() < OpenGL1Compositing) {
|
|
kDebug(1212) << "Driver does not recommend OpenGL 1 compositing";
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
SceneOpenGL1::SceneOpenGL1(OpenGLBackend *backend)
|
|
: SceneOpenGL(Workspace::self(), backend)
|
|
, m_resetModelViewProjectionMatrix(true)
|
|
{
|
|
ShaderManager::disable();
|
|
setupModelViewProjectionMatrix();
|
|
if (checkGLError("Init")) {
|
|
kError(1212) << "OpenGL 1 compositing setup failed";
|
|
return; // error
|
|
}
|
|
|
|
kDebug(1212) << "OpenGL 1 compositing successfully initialized";
|
|
init_ok = true;
|
|
}
|
|
|
|
SceneOpenGL1::~SceneOpenGL1()
|
|
{
|
|
}
|
|
|
|
int SceneOpenGL1::paint(QRegion damage, ToplevelList windows)
|
|
{
|
|
if (m_resetModelViewProjectionMatrix) {
|
|
// reset model view projection matrix if required
|
|
setupModelViewProjectionMatrix();
|
|
}
|
|
return SceneOpenGL::paint(damage, windows);
|
|
}
|
|
|
|
void SceneOpenGL1::paintGenericScreen(int mask, ScreenPaintData data)
|
|
{
|
|
pushMatrix(transformation(mask, data));
|
|
Scene::paintGenericScreen(mask, data);
|
|
popMatrix();
|
|
}
|
|
|
|
void SceneOpenGL1::doPaintBackground(const QVector< float >& vertices)
|
|
{
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
vbo->setUseColor(true);
|
|
vbo->setData(vertices.count() / 2, 2, vertices.data(), NULL);
|
|
vbo->render(GL_TRIANGLES);
|
|
}
|
|
|
|
void SceneOpenGL1::setupModelViewProjectionMatrix()
|
|
{
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
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;
|
|
// swap top and bottom to have OpenGL coordinate system match X system
|
|
glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
|
|
glTranslatef(xmin * scaleFactor, ymax * scaleFactor, -1.1);
|
|
glScalef((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
|
|
m_resetModelViewProjectionMatrix = false;
|
|
}
|
|
|
|
void SceneOpenGL1::screenGeometryChanged(const QSize &size)
|
|
{
|
|
SceneOpenGL::screenGeometryChanged(size);
|
|
m_resetModelViewProjectionMatrix = true;
|
|
}
|
|
|
|
SceneOpenGL::Window *SceneOpenGL1::createWindow(Toplevel *t)
|
|
{
|
|
return new SceneOpenGL1Window(t);
|
|
}
|
|
|
|
#endif
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Texture
|
|
//****************************************
|
|
|
|
SceneOpenGL::Texture::Texture(OpenGLBackend *backend)
|
|
: GLTexture(*backend->createBackendTexture(this))
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::Texture::Texture(OpenGLBackend *backend, const QPixmap &pix, GLenum target)
|
|
: GLTexture(*backend->createBackendTexture(this))
|
|
{
|
|
load(pix, target);
|
|
}
|
|
|
|
SceneOpenGL::Texture::~Texture()
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::Texture& SceneOpenGL::Texture::operator = (const SceneOpenGL::Texture& tex)
|
|
{
|
|
d_ptr = tex.d_ptr;
|
|
return *this;
|
|
}
|
|
|
|
void SceneOpenGL::Texture::discard()
|
|
{
|
|
d_ptr = d_func()->backend()->createBackendTexture(this);
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
|
|
int depth)
|
|
{
|
|
if (pix == None)
|
|
return false;
|
|
return load(pix, size, depth,
|
|
QRegion(0, 0, size.width(), size.height()));
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load(const QImage& image, GLenum target)
|
|
{
|
|
if (image.isNull())
|
|
return false;
|
|
return load(QPixmap::fromImage(image), target);
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load(const QPixmap& pixmap, GLenum target)
|
|
{
|
|
if (pixmap.isNull())
|
|
return false;
|
|
|
|
// Checking whether QPixmap comes with its own X11 Pixmap
|
|
if (Extensions::nonNativePixmaps()) {
|
|
return GLTexture::load(pixmap.toImage(), target);
|
|
}
|
|
|
|
// use the X11 pixmap provided by Qt
|
|
return load(pixmap.handle(), pixmap.size(), pixmap.depth());
|
|
}
|
|
|
|
void SceneOpenGL::Texture::findTarget()
|
|
{
|
|
Q_D(Texture);
|
|
d->findTarget();
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
|
|
int depth, QRegion region)
|
|
{
|
|
Q_UNUSED(region)
|
|
// decrease the reference counter for the old texture
|
|
d_ptr = d_func()->backend()->createBackendTexture(this); //new TexturePrivate();
|
|
|
|
Q_D(Texture);
|
|
return d->loadTexture(pix, size, depth);
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Texture
|
|
//****************************************
|
|
SceneOpenGL::TexturePrivate::TexturePrivate()
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::TexturePrivate::~TexturePrivate()
|
|
{
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Window
|
|
//****************************************
|
|
|
|
SceneOpenGL::Window::Window(Toplevel* c)
|
|
: Scene::Window(c)
|
|
, m_scene(NULL)
|
|
, texture(NULL)
|
|
, topTexture(NULL)
|
|
, leftTexture(NULL)
|
|
, rightTexture(NULL)
|
|
, bottomTexture(NULL)
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::Window::~Window()
|
|
{
|
|
delete texture;
|
|
delete topTexture;
|
|
delete leftTexture;
|
|
delete rightTexture;
|
|
delete bottomTexture;
|
|
}
|
|
|
|
// Bind the window pixmap to an OpenGL texture.
|
|
bool SceneOpenGL::Window::bindTexture()
|
|
{
|
|
if (!texture) {
|
|
texture = m_scene->createTexture();
|
|
}
|
|
if (!texture->isNull()) {
|
|
if (!toplevel->damage().isEmpty()) {
|
|
// mipmaps need to be updated
|
|
texture->setDirty();
|
|
toplevel->resetDamage(QRect(toplevel->clientPos(), toplevel->clientSize()));
|
|
}
|
|
return true;
|
|
}
|
|
// Get the pixmap with the window contents
|
|
Pixmap pix = toplevel->windowPixmap();
|
|
if (pix == None)
|
|
return false;
|
|
|
|
bool success = texture->load(pix, toplevel->size(), toplevel->depth(),
|
|
toplevel->damage());
|
|
|
|
if (success)
|
|
toplevel->resetDamage(QRect(toplevel->clientPos(), toplevel->clientSize()));
|
|
else
|
|
kDebug(1212) << "Failed to bind window";
|
|
return success;
|
|
}
|
|
|
|
void SceneOpenGL::Window::discardTexture()
|
|
{
|
|
if (texture) {
|
|
texture->discard();
|
|
}
|
|
if (!Extensions::nonNativePixmaps()) {
|
|
// only discard if the deco pixmaps use TFP
|
|
if (topTexture) {
|
|
topTexture->discard();
|
|
}
|
|
if (leftTexture) {
|
|
leftTexture->discard();
|
|
}
|
|
if (rightTexture) {
|
|
rightTexture->discard();
|
|
}
|
|
if (bottomTexture) {
|
|
bottomTexture->discard();
|
|
}
|
|
}
|
|
}
|
|
|
|
// This call is used in SceneOpenGL::windowGeometryShapeChanged(),
|
|
// which originally called discardTexture(), however this was causing performance
|
|
// problems with the launch feedback icon - large number of texture rebinds.
|
|
// Since the launch feedback icon does not resize, only changes shape, it
|
|
// is not necessary to rebind the texture (with no strict binding), therefore
|
|
// discard the texture only if size changes.
|
|
void SceneOpenGL::Window::checkTextureSize()
|
|
{
|
|
if (!texture) {
|
|
return;
|
|
}
|
|
if (texture->size() != size())
|
|
discardTexture();
|
|
}
|
|
|
|
// when the window's composite pixmap is discarded, undo binding it to the texture
|
|
void SceneOpenGL::Window::pixmapDiscarded()
|
|
{
|
|
if (!texture) {
|
|
return;
|
|
}
|
|
texture->discard();
|
|
}
|
|
|
|
QMatrix4x4 SceneOpenGL::Window::transformation(int mask, const WindowPaintData &data) const
|
|
{
|
|
QMatrix4x4 matrix;
|
|
matrix.translate(x(), y());
|
|
|
|
if (!(mask & PAINT_WINDOW_TRANSFORMED))
|
|
return matrix;
|
|
|
|
matrix.translate(data.translation());
|
|
data.scale().applyTo(&matrix);
|
|
|
|
if (data.rotationAngle() == 0.0)
|
|
return matrix;
|
|
|
|
// Apply the rotation
|
|
// cannot use data.rotation.applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D
|
|
matrix.translate(data.rotationOrigin());
|
|
const QVector3D axis = data.rotationAxis();
|
|
matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z());
|
|
matrix.translate(-data.rotationOrigin());
|
|
|
|
return matrix;
|
|
}
|
|
|
|
// paint the window
|
|
void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData data)
|
|
{
|
|
if (region.isEmpty())
|
|
return;
|
|
|
|
bool hardwareClipping = region != infiniteRegion() && (mask & PAINT_WINDOW_TRANSFORMED);
|
|
if (region != infiniteRegion() && !hardwareClipping) {
|
|
WindowQuadList quads;
|
|
const QRegion filterRegion = region.translated(-x(), -y());
|
|
// split all quads in bounding rect with the actual rects in the region
|
|
foreach (const WindowQuad &quad, data.quads) {
|
|
foreach (const QRect &r, filterRegion.rects()) {
|
|
const QRectF rf(r);
|
|
const QRectF quadRect(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()));
|
|
// case 1: completely contains, include and do not check other rects
|
|
if (rf.contains(quadRect)) {
|
|
quads << quad;
|
|
break;
|
|
}
|
|
// case 2: intersection
|
|
if (rf.intersects(quadRect)) {
|
|
const QRectF intersected = rf.intersected(quadRect);
|
|
quads << quad.makeSubQuad(intersected.left(), intersected.top(), intersected.right(), intersected.bottom());
|
|
}
|
|
}
|
|
}
|
|
data.quads = quads;
|
|
}
|
|
|
|
if (!bindTexture()) {
|
|
return;
|
|
}
|
|
|
|
if (hardwareClipping) {
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
// Update the texture filter
|
|
if (options->glSmoothScale() != 0 &&
|
|
(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
|
|
filter = ImageFilterGood;
|
|
else
|
|
filter = ImageFilterFast;
|
|
|
|
texture->setFilter(filter == ImageFilterGood ? GL_LINEAR : GL_NEAREST);
|
|
|
|
beginRenderWindow(mask, data);
|
|
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
|
|
// shadow
|
|
if (m_shadow) {
|
|
paintShadow(region, data, hardwareClipping);
|
|
}
|
|
// decorations
|
|
if (toplevel->isClient()) {
|
|
paintDecorations<Client>(data, region, hardwareClipping);
|
|
} else if (toplevel->isDeleted()) {
|
|
paintDecorations<Deleted>(data, region, hardwareClipping);
|
|
}
|
|
|
|
// paint the content
|
|
WindowQuadList contentQuads = data.quads.select(WindowQuadContents);
|
|
if (!contentQuads.empty()) {
|
|
texture->bind();
|
|
prepareStates(Content, data.opacity(), data.brightness(), data.saturation(), data.screen());
|
|
renderQuads(mask, region, contentQuads, texture, false, hardwareClipping);
|
|
restoreStates(Content, data.opacity(), data.brightness(), data.saturation());
|
|
texture->unbind();
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (m_scene && m_scene->debug) {
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
renderQuads(mask, region, contentQuads, texture, false, hardwareClipping);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if (hardwareClipping) {
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
endRenderWindow(data);
|
|
}
|
|
|
|
template<class T>
|
|
void SceneOpenGL::Window::paintDecorations(const WindowPaintData &data, const QRegion ®ion, bool hardwareClipping)
|
|
{
|
|
T* t = static_cast<T*>(toplevel);
|
|
PaintRedirector *redirector = t->decorationPaintRedirector();
|
|
if (t->noBorder() || !redirector) {
|
|
return;
|
|
}
|
|
WindowQuadList decoration = data.quads.select(WindowQuadDecoration);
|
|
QRect topRect, leftRect, rightRect, bottomRect;
|
|
const bool updateDeco = redirector->requiresRepaint();
|
|
|
|
t->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect, Client::WindowRelative);
|
|
|
|
const QPixmap *left = redirector->leftDecoPixmap();
|
|
const QPixmap *top = redirector->topDecoPixmap();
|
|
const QPixmap *right = redirector->rightDecoPixmap();
|
|
const QPixmap *bottom = redirector->bottomDecoPixmap();
|
|
|
|
WindowQuadList topList, leftList, rightList, bottomList;
|
|
|
|
foreach (const WindowQuad & quad, decoration) {
|
|
if (topRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) {
|
|
topList.append(quad);
|
|
continue;
|
|
}
|
|
if (bottomRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) {
|
|
bottomList.append(quad);
|
|
continue;
|
|
}
|
|
if (leftRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) {
|
|
leftList.append(quad);
|
|
continue;
|
|
}
|
|
if (rightRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) {
|
|
rightList.append(quad);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
redirector->ensurePixmapsPainted();
|
|
paintDecoration(top, DecorationTop, region, topRect, data, topList, updateDeco, hardwareClipping);
|
|
paintDecoration(left, DecorationLeft, region, leftRect, data, leftList, updateDeco, hardwareClipping);
|
|
paintDecoration(right, DecorationRight, region, rightRect, data, rightList, updateDeco, hardwareClipping);
|
|
paintDecoration(bottom, DecorationBottom, region, bottomRect, data, bottomList, updateDeco, hardwareClipping);
|
|
|
|
redirector->markAsRepainted();
|
|
}
|
|
|
|
|
|
void SceneOpenGL::Window::paintDecoration(const QPixmap* decoration, TextureType decorationType,
|
|
const QRegion& region, const QRect& rect, const WindowPaintData& data,
|
|
const WindowQuadList& quads, bool updateDeco, bool hardwareClipping)
|
|
{
|
|
SceneOpenGL::Texture* decorationTexture;
|
|
switch(decorationType) {
|
|
case DecorationTop:
|
|
if (!topTexture) {
|
|
topTexture = m_scene->createTexture();
|
|
}
|
|
decorationTexture = topTexture;
|
|
break;
|
|
case DecorationLeft:
|
|
if (!leftTexture) {
|
|
leftTexture = m_scene->createTexture();
|
|
}
|
|
decorationTexture = leftTexture;
|
|
break;
|
|
case DecorationRight:
|
|
if (!rightTexture) {
|
|
rightTexture = m_scene->createTexture();
|
|
}
|
|
decorationTexture = rightTexture;
|
|
break;
|
|
case DecorationBottom:
|
|
if (!bottomTexture) {
|
|
bottomTexture = m_scene->createTexture();
|
|
}
|
|
decorationTexture = bottomTexture;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
if (decoration->isNull() || !decorationTexture) {
|
|
return;
|
|
}
|
|
if (decorationTexture->isNull() || updateDeco) {
|
|
bool success = decorationTexture->load(*decoration);
|
|
if (!success) {
|
|
kDebug(1212) << "Failed to bind decoartion";
|
|
return;
|
|
}
|
|
}
|
|
|
|
// We have to update the texture although we do not paint anything.
|
|
// This is especially needed if we draw the opaque part of the window
|
|
// and the decoration in two different passes (as we in Scene::paintSimpleWindow do).
|
|
// Otherwise we run into the situation that in the first pass there are some
|
|
// pending decoration repaints but we don't paint the decoration and in the
|
|
// second pass it's the other way around.
|
|
if (quads.isEmpty())
|
|
return;
|
|
|
|
if (filter == ImageFilterGood)
|
|
decorationTexture->setFilter(GL_LINEAR);
|
|
else
|
|
decorationTexture->setFilter(GL_NEAREST);
|
|
decorationTexture->setWrapMode(GL_CLAMP_TO_EDGE);
|
|
decorationTexture->bind();
|
|
|
|
prepareStates(decorationType, data.opacity() * data.decorationOpacity(), data.brightness(), data.saturation(), data.screen());
|
|
makeDecorationArrays(quads, rect, decorationTexture);
|
|
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES, hardwareClipping);
|
|
restoreStates(decorationType, data.opacity() * data.decorationOpacity(), data.brightness(), data.saturation());
|
|
decorationTexture->unbind();
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (m_scene && m_scene->debug) {
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES, hardwareClipping);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void SceneOpenGL::Window::paintShadow(const QRegion ®ion, const WindowPaintData &data, bool hardwareClipping)
|
|
{
|
|
WindowQuadList quads = data.quads.select(WindowQuadShadowTopLeft);
|
|
quads.append(data.quads.select(WindowQuadShadowTop));
|
|
quads.append(data.quads.select(WindowQuadShadowTopRight));
|
|
quads.append(data.quads.select(WindowQuadShadowRight));
|
|
quads.append(data.quads.select(WindowQuadShadowBottomRight));
|
|
quads.append(data.quads.select(WindowQuadShadowBottom));
|
|
quads.append(data.quads.select(WindowQuadShadowBottomLeft));
|
|
quads.append(data.quads.select(WindowQuadShadowLeft));
|
|
if (quads.isEmpty()) {
|
|
return;
|
|
}
|
|
GLTexture *texture = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture();
|
|
if (!texture) {
|
|
return;
|
|
}
|
|
if (filter == ImageFilterGood)
|
|
texture->setFilter(GL_LINEAR);
|
|
else
|
|
texture->setFilter(GL_NEAREST);
|
|
texture->setWrapMode(GL_CLAMP_TO_EDGE);
|
|
texture->bind();
|
|
prepareStates(Shadow, data.opacity(), data.brightness(), data.saturation(), data.screen());
|
|
renderQuads(0, region, quads, texture, true, hardwareClipping);
|
|
restoreStates(Shadow, data.opacity(), data.brightness(), data.saturation());
|
|
texture->unbind();
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (m_scene && m_scene->debug) {
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
renderQuads(0, region, quads, texture, true, hardwareClipping);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void SceneOpenGL::Window::makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const
|
|
{
|
|
QVector<float> vertices;
|
|
QVector<float> texcoords;
|
|
vertices.reserve(quads.count() * 6 * 2);
|
|
texcoords.reserve(quads.count() * 6 * 2);
|
|
float width = rect.width();
|
|
float height = rect.height();
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (tex->target() == GL_TEXTURE_RECTANGLE_ARB) {
|
|
width = 1.0;
|
|
height = 1.0;
|
|
}
|
|
#endif
|
|
foreach (const WindowQuad & quad, quads) {
|
|
vertices << quad[ 1 ].x();
|
|
vertices << quad[ 1 ].y();
|
|
vertices << quad[ 0 ].x();
|
|
vertices << quad[ 0 ].y();
|
|
vertices << quad[ 3 ].x();
|
|
vertices << quad[ 3 ].y();
|
|
vertices << quad[ 3 ].x();
|
|
vertices << quad[ 3 ].y();
|
|
vertices << quad[ 2 ].x();
|
|
vertices << quad[ 2 ].y();
|
|
vertices << quad[ 1 ].x();
|
|
vertices << quad[ 1 ].y();
|
|
|
|
if (tex->isYInverted()) {
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalTop() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalTop() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalTop() - rect.y()) / height;
|
|
} else {
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalTop() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalTop() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalTop() - rect.y()) / height;
|
|
}
|
|
}
|
|
GLVertexBuffer::streamingBuffer()->setData(quads.count() * 6, 2, vertices.data(), texcoords.data());
|
|
}
|
|
|
|
void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads,
|
|
GLTexture *tex, bool normalized, bool hardwareClipping)
|
|
{
|
|
if (quads.isEmpty())
|
|
return;
|
|
// Render geometry
|
|
float* vertices;
|
|
float* texcoords;
|
|
QSizeF size(tex->size());
|
|
if (normalized) {
|
|
size.setWidth(1.0);
|
|
size.setHeight(1.0);
|
|
}
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (tex->target() == GL_TEXTURE_RECTANGLE_ARB) {
|
|
size.setWidth(1.0);
|
|
size.setHeight(1.0);
|
|
}
|
|
#endif
|
|
quads.makeArrays(&vertices, &texcoords, size, tex->isYInverted());
|
|
GLVertexBuffer::streamingBuffer()->setData(quads.count() * 6, 2, vertices, texcoords);
|
|
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES, hardwareClipping);
|
|
delete[] vertices;
|
|
delete[] texcoords;
|
|
}
|
|
|
|
GLTexture *SceneOpenGL::Window::textureForType(SceneOpenGL::Window::TextureType type)
|
|
{
|
|
GLTexture *tex = NULL;
|
|
switch(type) {
|
|
case Content:
|
|
tex = texture;
|
|
break;
|
|
case DecorationTop:
|
|
tex = topTexture;
|
|
break;
|
|
case DecorationLeft:
|
|
tex = leftTexture;
|
|
break;
|
|
case DecorationRight:
|
|
tex = rightTexture;
|
|
break;
|
|
case DecorationBottom:
|
|
tex = bottomTexture;
|
|
break;
|
|
case Shadow:
|
|
tex = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture();
|
|
}
|
|
return tex;
|
|
}
|
|
|
|
|
|
//***************************************
|
|
// SceneOpenGL2Window
|
|
//***************************************
|
|
SceneOpenGL2Window::SceneOpenGL2Window(Toplevel *c)
|
|
: SceneOpenGL::Window(c)
|
|
, m_blendingEnabled(false)
|
|
{
|
|
}
|
|
|
|
SceneOpenGL2Window::~SceneOpenGL2Window()
|
|
{
|
|
}
|
|
|
|
void SceneOpenGL2Window::beginRenderWindow(int mask, const WindowPaintData &data)
|
|
{
|
|
GLShader *shader = data.shader;
|
|
if (!shader) {
|
|
// set the shader for uniform initialising in paint decoration
|
|
if ((mask & Scene::PAINT_WINDOW_TRANSFORMED) || (mask & Scene::PAINT_SCREEN_TRANSFORMED)) {
|
|
shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
|
|
} else {
|
|
shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
|
|
shader->setUniform(GLShader::Offset, QVector2D(x(), y()));
|
|
}
|
|
}
|
|
|
|
shader->setUniform(GLShader::WindowTransformation, transformation(mask, data));
|
|
|
|
static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()->setupForOutput(data.screen());
|
|
}
|
|
|
|
void SceneOpenGL2Window::endRenderWindow(const WindowPaintData &data)
|
|
{
|
|
if (!data.shader) {
|
|
ShaderManager::instance()->popShader();
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL2Window::prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen)
|
|
{
|
|
// setup blending of transparent windows
|
|
bool opaque = isOpaque() && opacity == 1.0;
|
|
bool alpha = toplevel->hasAlpha() || type != Content;
|
|
if (type != Content) {
|
|
if (type == Shadow) {
|
|
opaque = false;
|
|
} else {
|
|
if (opacity == 1.0 && toplevel->isClient()) {
|
|
opaque = !(static_cast<Client*>(toplevel)->decorationHasAlpha());
|
|
} else {
|
|
// TODO: add support in Deleted
|
|
opaque = false;
|
|
}
|
|
}
|
|
}
|
|
if (!opaque) {
|
|
glEnable(GL_BLEND);
|
|
if (options->isColorCorrected()) {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
if (alpha) {
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendColor((float)opacity, (float)opacity, (float)opacity, (float)opacity);
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_CONSTANT_ALPHA);
|
|
}
|
|
}
|
|
}
|
|
m_blendingEnabled = !opaque;
|
|
|
|
const qreal rgb = brightness * opacity;
|
|
const qreal a = opacity;
|
|
|
|
GLShader *shader = ShaderManager::instance()->getBoundShader();
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
|
|
shader->setUniform(GLShader::Saturation, saturation);
|
|
|
|
static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()->setupForOutput(screen);
|
|
}
|
|
|
|
void SceneOpenGL2Window::restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation)
|
|
{
|
|
Q_UNUSED(type);
|
|
Q_UNUSED(opacity);
|
|
Q_UNUSED(brightness);
|
|
Q_UNUSED(saturation);
|
|
if (m_blendingEnabled) {
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()->setupForOutput(-1);
|
|
}
|
|
|
|
//***************************************
|
|
// SceneOpenGL1Window
|
|
//***************************************
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
SceneOpenGL1Window::SceneOpenGL1Window(Toplevel *c)
|
|
: SceneOpenGL::Window(c)
|
|
{
|
|
}
|
|
|
|
SceneOpenGL1Window::~SceneOpenGL1Window()
|
|
{
|
|
}
|
|
|
|
void SceneOpenGL1Window::beginRenderWindow(int mask, const WindowPaintData &data)
|
|
{
|
|
pushMatrix(transformation(mask, data));
|
|
}
|
|
|
|
void SceneOpenGL1Window::endRenderWindow(const WindowPaintData &data)
|
|
{
|
|
Q_UNUSED(data)
|
|
popMatrix();
|
|
}
|
|
|
|
void SceneOpenGL1Window::prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen)
|
|
{
|
|
Q_UNUSED(screen)
|
|
|
|
GLTexture *tex = textureForType(type);
|
|
bool alpha = false;
|
|
bool opaque = true;
|
|
if (type == Content) {
|
|
alpha = toplevel->hasAlpha();
|
|
opaque = isOpaque() && opacity == 1.0;
|
|
} else {
|
|
alpha = true;
|
|
opaque = false;
|
|
}
|
|
// setup blending of transparent windows
|
|
glPushAttrib(GL_ENABLE_BIT);
|
|
if (!opaque) {
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
if (saturation != 1.0 && tex->saturationSupported()) {
|
|
// 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);
|
|
tex->bind();
|
|
|
|
// 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,
|
|
static_cast<float>(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);
|
|
tex->bind();
|
|
|
|
// 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(opacity, opacity, opacity, opacity);
|
|
tex->bind();
|
|
|
|
if (alpha || 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);
|
|
// The color has to be multiplied by both opacity and brightness
|
|
float opacityByBrightness = opacity * brightness;
|
|
glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity);
|
|
if (alpha) {
|
|
// 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 {
|
|
// 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);
|
|
}
|
|
tex->bind();
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
} else if (opacity != 1.0 || brightness != 1.0) {
|
|
// the window is additionally configured to have its opacity adjusted,
|
|
// do it
|
|
float opacityByBrightness = opacity * brightness;
|
|
if (alpha) {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness,
|
|
opacity);
|
|
} else {
|
|
// Multiply color by brightness and replace alpha by opacity
|
|
float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness,
|
|
static_cast<float>(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);
|
|
}
|
|
} else if (!alpha && opaque) {
|
|
float constant[] = { 1.0, 1.0, 1.0, 1.0 };
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT);
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant);
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL1Window::restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation)
|
|
{
|
|
GLTexture *tex = textureForType(type);
|
|
if (opacity != 1.0 || saturation != 1.0 || brightness != 1.0f) {
|
|
if (saturation != 1.0 && tex->saturationSupported()) {
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glDisable(tex->target());
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glDisable(tex->target());
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glDisable(tex->target());
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
}
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glColor4f(0, 0, 0, 0);
|
|
|
|
glPopAttrib(); // ENABLE_BIT
|
|
}
|
|
#endif
|
|
|
|
//****************************************
|
|
// SceneOpenGL::EffectFrame
|
|
//****************************************
|
|
|
|
GLTexture* SceneOpenGL::EffectFrame::m_unstyledTexture = NULL;
|
|
QPixmap* SceneOpenGL::EffectFrame::m_unstyledPixmap = NULL;
|
|
|
|
SceneOpenGL::EffectFrame::EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene)
|
|
: Scene::EffectFrame(frame)
|
|
, m_texture(NULL)
|
|
, m_textTexture(NULL)
|
|
, m_oldTextTexture(NULL)
|
|
, m_textPixmap(NULL)
|
|
, m_iconTexture(NULL)
|
|
, m_oldIconTexture(NULL)
|
|
, m_selectionTexture(NULL)
|
|
, m_unstyledVBO(NULL)
|
|
, m_scene(scene)
|
|
{
|
|
if (m_effectFrame->style() == EffectFrameUnstyled && !m_unstyledTexture) {
|
|
updateUnstyledTexture();
|
|
}
|
|
}
|
|
|
|
SceneOpenGL::EffectFrame::~EffectFrame()
|
|
{
|
|
delete m_texture;
|
|
delete m_textTexture;
|
|
delete m_textPixmap;
|
|
delete m_oldTextTexture;
|
|
delete m_iconTexture;
|
|
delete m_oldIconTexture;
|
|
delete m_selectionTexture;
|
|
delete m_unstyledVBO;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::free()
|
|
{
|
|
glFlush();
|
|
delete m_texture;
|
|
m_texture = NULL;
|
|
delete m_textTexture;
|
|
m_textTexture = NULL;
|
|
delete m_textPixmap;
|
|
m_textPixmap = NULL;
|
|
delete m_iconTexture;
|
|
m_iconTexture = NULL;
|
|
delete m_selectionTexture;
|
|
m_selectionTexture = NULL;
|
|
delete m_unstyledVBO;
|
|
m_unstyledVBO = NULL;
|
|
delete m_oldIconTexture;
|
|
m_oldIconTexture = NULL;
|
|
delete m_oldTextTexture;
|
|
m_oldTextTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::freeIconFrame()
|
|
{
|
|
delete m_iconTexture;
|
|
m_iconTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::freeTextFrame()
|
|
{
|
|
delete m_textTexture;
|
|
m_textTexture = NULL;
|
|
delete m_textPixmap;
|
|
m_textPixmap = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::freeSelection()
|
|
{
|
|
delete m_selectionTexture;
|
|
m_selectionTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::crossFadeIcon()
|
|
{
|
|
delete m_oldIconTexture;
|
|
m_oldIconTexture = m_iconTexture;
|
|
m_iconTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::crossFadeText()
|
|
{
|
|
delete m_oldTextTexture;
|
|
m_oldTextTexture = m_textTexture;
|
|
m_textTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::render(QRegion region, double opacity, double frameOpacity)
|
|
{
|
|
if (m_effectFrame->geometry().isEmpty())
|
|
return; // Nothing to display
|
|
|
|
region = infiniteRegion(); // TODO: Old region doesn't seem to work with OpenGL
|
|
|
|
GLShader* shader = m_effectFrame->shader();
|
|
bool sceneShader = false;
|
|
if (!shader && ShaderManager::instance()->isValid()) {
|
|
shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
|
|
sceneShader = true;
|
|
} else if (shader) {
|
|
ShaderManager::instance()->pushShader(shader);
|
|
}
|
|
|
|
if (shader) {
|
|
if (sceneShader)
|
|
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);
|
|
}
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
if (!shader)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
#endif
|
|
|
|
// Render the actual frame
|
|
if (m_effectFrame->style() == EffectFrameUnstyled) {
|
|
if (!m_unstyledVBO) {
|
|
m_unstyledVBO = new GLVertexBuffer(GLVertexBuffer::Static);
|
|
QRect area = m_effectFrame->geometry();
|
|
area.moveTo(0, 0);
|
|
area.adjust(-5, -5, 5, 5);
|
|
|
|
const int roundness = 5;
|
|
QVector<float> verts, texCoords;
|
|
verts.reserve(84);
|
|
texCoords.reserve(84);
|
|
|
|
// top left
|
|
verts << area.left() << area.top();
|
|
texCoords << 0.0f << 0.0f;
|
|
verts << area.left() << area.top() + roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.left() + roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
verts << area.left() + roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.left() << area.top() + roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.left() + roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
// top
|
|
verts << area.left() + roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
verts << area.left() + roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() - roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
verts << area.left() + roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() - roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() - roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
// top right
|
|
verts << area.right() - roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
verts << area.right() - roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() << area.top();
|
|
texCoords << 1.0f << 0.0f;
|
|
verts << area.right() - roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() << area.top() + roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
verts << area.right() << area.top();
|
|
texCoords << 1.0f << 0.0f;
|
|
// bottom left
|
|
verts << area.left() << area.bottom() - roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.left() << area.bottom();
|
|
texCoords << 0.0f << 1.0f;
|
|
verts << area.left() + roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.left() + roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.left() << area.bottom();
|
|
texCoords << 0.0f << 1.0f;
|
|
verts << area.left() + roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
// bottom
|
|
verts << area.left() + roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.left() + roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.right() - roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.left() + roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.right() - roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.right() - roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
// bottom right
|
|
verts << area.right() - roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() - roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.right() << area.bottom() - roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
verts << area.right() - roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.right() << area.bottom();
|
|
texCoords << 1.0f << 1.0f;
|
|
verts << area.right() << area.bottom() - roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
// center
|
|
verts << area.left() << area.top() + roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.left() << area.bottom() - roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.right() << area.top() + roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
verts << area.left() << area.bottom() - roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.right() << area.bottom() - roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
verts << area.right() << area.top() + roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
|
|
m_unstyledVBO->setData(verts.count() / 2, 2, verts.data(), texCoords.data());
|
|
}
|
|
|
|
if (shader) {
|
|
const float a = opacity * frameOpacity;
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(0.0, 0.0, 0.0, opacity * frameOpacity);
|
|
#endif
|
|
|
|
m_unstyledTexture->bind();
|
|
const QPoint pt = m_effectFrame->geometry().topLeft();
|
|
if (sceneShader) {
|
|
shader->setUniform(GLShader::Offset, QVector2D(pt.x(), pt.y()));
|
|
} else {
|
|
QMatrix4x4 translation;
|
|
translation.translate(pt.x(), pt.y());
|
|
if (shader) {
|
|
shader->setUniform(GLShader::WindowTransformation, translation);
|
|
} else {
|
|
pushMatrix(translation);
|
|
}
|
|
}
|
|
m_unstyledVBO->render(region, GL_TRIANGLES);
|
|
if (!sceneShader) {
|
|
if (shader) {
|
|
shader->setUniform(GLShader::WindowTransformation, QMatrix4x4());
|
|
} else {
|
|
popMatrix();
|
|
}
|
|
}
|
|
m_unstyledTexture->unbind();
|
|
} else if (m_effectFrame->style() == EffectFrameStyled) {
|
|
if (!m_texture) // Lazy creation
|
|
updateTexture();
|
|
|
|
if (shader) {
|
|
const float a = opacity * frameOpacity;
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity);
|
|
#endif
|
|
m_texture->bind();
|
|
qreal left, top, right, bottom;
|
|
m_effectFrame->frame().getMargins(left, top, right, bottom); // m_geometry is the inner geometry
|
|
m_texture->render(region, m_effectFrame->geometry().adjusted(-left, -top, right, bottom));
|
|
m_texture->unbind();
|
|
|
|
}
|
|
if (!m_effectFrame->selection().isNull()) {
|
|
if (!m_selectionTexture) { // Lazy creation
|
|
QPixmap pixmap = m_effectFrame->selectionFrame().framePixmap();
|
|
if (!pixmap.isNull())
|
|
m_selectionTexture = m_scene->createTexture(pixmap);
|
|
}
|
|
if (m_selectionTexture) {
|
|
if (shader) {
|
|
const float a = opacity * frameOpacity;
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity);
|
|
#endif
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
m_selectionTexture->bind();
|
|
m_selectionTexture->render(region, m_effectFrame->selection());
|
|
m_selectionTexture->unbind();
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
}
|
|
|
|
// Render icon
|
|
if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) {
|
|
QPoint topLeft(m_effectFrame->geometry().x(),
|
|
m_effectFrame->geometry().center().y() - m_effectFrame->iconSize().height() / 2);
|
|
|
|
if (m_effectFrame->isCrossFade() && m_oldIconTexture) {
|
|
if (shader) {
|
|
const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress());
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * (1.0 - m_effectFrame->crossFadeProgress()));
|
|
#endif
|
|
|
|
m_oldIconTexture->bind();
|
|
m_oldIconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize()));
|
|
m_oldIconTexture->unbind();
|
|
if (shader) {
|
|
const float a = opacity * m_effectFrame->crossFadeProgress();
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress());
|
|
#endif
|
|
} else {
|
|
if (shader) {
|
|
const QVector4D constant(opacity, opacity, opacity, opacity);
|
|
shader->setUniform(GLShader::ModulationConstant, constant);
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity);
|
|
#endif
|
|
}
|
|
|
|
if (!m_iconTexture) { // lazy creation
|
|
m_iconTexture = m_scene->createTexture(m_effectFrame->icon());
|
|
}
|
|
m_iconTexture->bind();
|
|
m_iconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize()));
|
|
m_iconTexture->unbind();
|
|
}
|
|
|
|
// Render text
|
|
if (!m_effectFrame->text().isEmpty()) {
|
|
if (m_effectFrame->isCrossFade() && m_oldTextTexture) {
|
|
if (shader) {
|
|
const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress());
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity *(1.0 - m_effectFrame->crossFadeProgress()));
|
|
#endif
|
|
|
|
m_oldTextTexture->bind();
|
|
m_oldTextTexture->render(region, m_effectFrame->geometry());
|
|
m_oldTextTexture->unbind();
|
|
if (shader) {
|
|
const float a = opacity * m_effectFrame->crossFadeProgress();
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress());
|
|
#endif
|
|
} else {
|
|
if (shader) {
|
|
const QVector4D constant(opacity, opacity, opacity, opacity);
|
|
shader->setUniform(GLShader::ModulationConstant, constant);
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity);
|
|
#endif
|
|
}
|
|
if (!m_textTexture) // Lazy creation
|
|
updateTextTexture();
|
|
m_textTexture->bind();
|
|
m_textTexture->render(region, m_effectFrame->geometry());
|
|
m_textTexture->unbind();
|
|
}
|
|
|
|
if (shader) {
|
|
ShaderManager::instance()->popShader();
|
|
}
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::updateTexture()
|
|
{
|
|
delete m_texture;
|
|
m_texture = 0L;
|
|
if (m_effectFrame->style() == EffectFrameStyled) {
|
|
QPixmap pixmap = m_effectFrame->frame().framePixmap();
|
|
m_texture = m_scene->createTexture(pixmap);
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::updateTextTexture()
|
|
{
|
|
delete m_textTexture;
|
|
m_textTexture = 0L;
|
|
delete m_textPixmap;
|
|
m_textPixmap = 0L;
|
|
|
|
if (m_effectFrame->text().isEmpty())
|
|
return;
|
|
|
|
// Determine position on texture to paint text
|
|
QRect rect(QPoint(0, 0), m_effectFrame->geometry().size());
|
|
if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty())
|
|
rect.setLeft(m_effectFrame->iconSize().width());
|
|
|
|
// If static size elide text as required
|
|
QString text = m_effectFrame->text();
|
|
if (m_effectFrame->isStatic()) {
|
|
QFontMetrics metrics(m_effectFrame->font());
|
|
text = metrics.elidedText(text, Qt::ElideRight, rect.width());
|
|
}
|
|
|
|
m_textPixmap = new QPixmap(m_effectFrame->geometry().size());
|
|
m_textPixmap->fill(Qt::transparent);
|
|
QPainter p(m_textPixmap);
|
|
p.setFont(m_effectFrame->font());
|
|
if (m_effectFrame->style() == EffectFrameStyled)
|
|
p.setPen(m_effectFrame->styledTextColor());
|
|
else // TODO: What about no frame? Custom color setting required
|
|
p.setPen(Qt::white);
|
|
p.drawText(rect, m_effectFrame->alignment(), text);
|
|
p.end();
|
|
m_textTexture = m_scene->createTexture(*m_textPixmap);
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::updateUnstyledTexture()
|
|
{
|
|
delete m_unstyledTexture;
|
|
m_unstyledTexture = 0L;
|
|
delete m_unstyledPixmap;
|
|
m_unstyledPixmap = 0L;
|
|
// Based off circle() from kwinxrenderutils.cpp
|
|
#define CS 8
|
|
m_unstyledPixmap = new QPixmap(2 * CS, 2 * CS);
|
|
m_unstyledPixmap->fill(Qt::transparent);
|
|
QPainter p(m_unstyledPixmap);
|
|
p.setRenderHint(QPainter::Antialiasing);
|
|
p.setPen(Qt::NoPen);
|
|
p.setBrush(Qt::black);
|
|
p.drawEllipse(m_unstyledPixmap->rect());
|
|
p.end();
|
|
#undef CS
|
|
m_unstyledTexture = new GLTexture(*m_unstyledPixmap);
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::cleanup()
|
|
{
|
|
delete m_unstyledTexture;
|
|
m_unstyledTexture = NULL;
|
|
delete m_unstyledPixmap;
|
|
m_unstyledPixmap = NULL;
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Shadow
|
|
//****************************************
|
|
SceneOpenGLShadow::SceneOpenGLShadow(Toplevel *toplevel)
|
|
: Shadow(toplevel)
|
|
, m_texture(NULL)
|
|
{
|
|
}
|
|
|
|
SceneOpenGLShadow::~SceneOpenGLShadow()
|
|
{
|
|
delete m_texture;
|
|
}
|
|
|
|
void SceneOpenGLShadow::buildQuads()
|
|
{
|
|
// prepare window quads
|
|
m_shadowQuads.clear();
|
|
const QSizeF top(shadowPixmap(ShadowElementTop).size());
|
|
const QSizeF topRight(shadowPixmap(ShadowElementTopRight).size());
|
|
const QSizeF right(shadowPixmap(ShadowElementRight).size());
|
|
const QSizeF bottomRight(shadowPixmap(ShadowElementBottomRight).size());
|
|
const QSizeF bottom(shadowPixmap(ShadowElementBottom).size());
|
|
const QSizeF bottomLeft(shadowPixmap(ShadowElementBottomLeft).size());
|
|
const QSizeF left(shadowPixmap(ShadowElementLeft).size());
|
|
const QSizeF topLeft(shadowPixmap(ShadowElementTopLeft).size());
|
|
if ((left.width() - leftOffset() > topLevel()->width()) ||
|
|
(right.width() - rightOffset() > topLevel()->width()) ||
|
|
(top.height() - topOffset() > topLevel()->height()) ||
|
|
(bottom.height() - bottomOffset() > topLevel()->height())) {
|
|
// if our shadow is bigger than the window, we don't render the shadow
|
|
setShadowRegion(QRegion());
|
|
return;
|
|
}
|
|
|
|
const QRectF outerRect(QPointF(-leftOffset(), -topOffset()),
|
|
QPointF(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset()));
|
|
|
|
const qreal width = topLeft.width() + top.width() + topRight.width();
|
|
const qreal height = topLeft.height() + left.height() + bottomLeft.height();
|
|
|
|
qreal tx1(0.0), tx2(0.0), ty1(0.0), ty2(0.0);
|
|
|
|
tx2 = topLeft.width()/width;
|
|
ty2 = topLeft.height()/height;
|
|
WindowQuad topLeftQuad(WindowQuadShadowTopLeft);
|
|
topLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y(), tx1, ty1);
|
|
topLeftQuad[ 1 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx2, ty1);
|
|
topLeftQuad[ 2 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + topLeft.height(), tx2, ty2);
|
|
topLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty2);
|
|
m_shadowQuads.append(topLeftQuad);
|
|
|
|
tx1 = tx2;
|
|
tx2 = (topLeft.width() + top.width())/width;
|
|
ty2 = top.height()/height;
|
|
WindowQuad topQuad(WindowQuadShadowTop);
|
|
topQuad[ 0 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx1, ty1);
|
|
topQuad[ 1 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx2, ty1);
|
|
topQuad[ 2 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + top.height(),tx2, ty2);
|
|
topQuad[ 3 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + top.height(), tx1, ty2);
|
|
m_shadowQuads.append(topQuad);
|
|
|
|
tx1 = tx2;
|
|
tx2 = 1.0;
|
|
ty2 = topRight.height()/height;
|
|
WindowQuad topRightQuad(WindowQuadShadowTopRight);
|
|
topRightQuad[ 0 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx1, ty1);
|
|
topRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y(), tx2, ty1);
|
|
topRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty2);
|
|
topRightQuad[ 3 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + topRight.height(), tx1, ty2);
|
|
m_shadowQuads.append(topRightQuad);
|
|
|
|
tx1 = (width - right.width())/width;
|
|
ty1 = topRight.height()/height;
|
|
ty2 = (topRight.height() + right.height())/height;
|
|
WindowQuad rightQuad(WindowQuadShadowRight);
|
|
rightQuad[ 0 ] = WindowVertex(outerRect.right() - right.width(), outerRect.y() + topRight.height(), tx1, ty1);
|
|
rightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty1);
|
|
rightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty2);
|
|
rightQuad[ 3 ] = WindowVertex(outerRect.right() - right.width(), outerRect.bottom() - bottomRight.height(), tx1, ty2);
|
|
m_shadowQuads.append(rightQuad);
|
|
|
|
tx1 = (width - bottomRight.width())/width;
|
|
ty1 = ty2;
|
|
ty2 = 1.0;
|
|
WindowQuad bottomRightQuad(WindowQuadShadowBottomRight);
|
|
bottomRightQuad[ 0 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottomRight.height(), tx1, ty1);
|
|
bottomRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty1);
|
|
bottomRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom(), tx2, ty2);
|
|
bottomRightQuad[ 3 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx1, ty2);
|
|
m_shadowQuads.append(bottomRightQuad);
|
|
|
|
tx2 = tx1;
|
|
tx1 = bottomLeft.width()/width;
|
|
ty1 = (height - bottom.height())/height;
|
|
WindowQuad bottomQuad(WindowQuadShadowBottom);
|
|
bottomQuad[ 0 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottom.height(), tx1, ty1);
|
|
bottomQuad[ 1 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottom.height(), tx2, ty1);
|
|
bottomQuad[ 2 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx2, ty2);
|
|
bottomQuad[ 3 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx1, ty2);
|
|
m_shadowQuads.append(bottomQuad);
|
|
|
|
tx1 = 0.0;
|
|
tx2 = bottomLeft.width()/width;
|
|
ty1 = (height - bottomLeft.height())/height;
|
|
WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft);
|
|
bottomLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty1);
|
|
bottomLeftQuad[ 1 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty1);
|
|
bottomLeftQuad[ 2 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx2, ty2);
|
|
bottomLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom(), tx1, ty2);
|
|
m_shadowQuads.append(bottomLeftQuad);
|
|
|
|
tx2 = left.width()/width;
|
|
ty2 = ty1;
|
|
ty1 = topLeft.height()/height;
|
|
WindowQuad leftQuad(WindowQuadShadowLeft);
|
|
leftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty1);
|
|
leftQuad[ 1 ] = WindowVertex(outerRect.x() + left.width(), outerRect.y() + topLeft.height(), tx2, ty1);
|
|
leftQuad[ 2 ] = WindowVertex(outerRect.x() + left.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty2);
|
|
leftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty2);
|
|
m_shadowQuads.append(leftQuad);
|
|
}
|
|
|
|
bool SceneOpenGLShadow::prepareBackend()
|
|
{
|
|
const QSize top(shadowPixmap(ShadowElementTop).size());
|
|
const QSize topRight(shadowPixmap(ShadowElementTopRight).size());
|
|
const QSize right(shadowPixmap(ShadowElementRight).size());
|
|
const QSize bottomRight(shadowPixmap(ShadowElementBottomRight).size());
|
|
const QSize bottom(shadowPixmap(ShadowElementBottom).size());
|
|
const QSize bottomLeft(shadowPixmap(ShadowElementBottomLeft).size());
|
|
const QSize left(shadowPixmap(ShadowElementLeft).size());
|
|
const QSize topLeft(shadowPixmap(ShadowElementTopLeft).size());
|
|
|
|
const int width = topLeft.width() + top.width() + topRight.width();
|
|
const int height = topLeft.height() + left.height() + bottomLeft.height();
|
|
|
|
QImage image(width, height, QImage::Format_ARGB32);
|
|
image.fill(Qt::transparent);
|
|
QPainter p;
|
|
p.begin(&image);
|
|
p.drawPixmap(0, 0, shadowPixmap(ShadowElementTopLeft));
|
|
p.drawPixmap(topLeft.width(), 0, shadowPixmap(ShadowElementTop));
|
|
p.drawPixmap(topLeft.width() + top.width(), 0, shadowPixmap(ShadowElementTopRight));
|
|
p.drawPixmap(0, topLeft.height(), shadowPixmap(ShadowElementLeft));
|
|
p.drawPixmap(width - right.width(), topRight.height(), shadowPixmap(ShadowElementRight));
|
|
p.drawPixmap(0, topLeft.height() + left.height(), shadowPixmap(ShadowElementBottomLeft));
|
|
p.drawPixmap(bottomLeft.width(), height - bottom.height(), shadowPixmap(ShadowElementBottom));
|
|
p.drawPixmap(bottomLeft.width() + bottom.width(), topRight.height() + right.height(), shadowPixmap(ShadowElementBottomRight));
|
|
p.end();
|
|
|
|
delete m_texture;
|
|
m_texture = new GLTexture(image);
|
|
|
|
return true;
|
|
}
|
|
|
|
} // namespace
|