kwin/scene_opengl.cpp
Martin Gräßlin 2f56415a21 Removing SHM and Fallback OpenGL Compositing modes.
Our primary target is Texture From Pixmap and it is supported
by all important drivers nowadays. If a driver is not able to
support TFP using OpenGL at all is probably no good idea and
XRender is more suited.
2011-01-30 14:24:48 +01:00

1501 lines
53 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Based on glcompmgr code by Felix Bellaby.
Using code from Compiz and Beryl.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
/*
This is the OpenGL-based compositing code. It is the primary and most powerful
compositing backend.
Sources and other compositing managers:
=======================================
- http://opengl.org
- documentation
- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
- extensions docs (http://www.opengl.org/registry/)
- glcompmgr
- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
- simple and easy to understand
- works even without texture_from_pixmap extension
- claims to support several different gfx cards
- compile with something like
"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
- compiz
- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
- the ultimate <whatever>
- glxcompmgr
- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
- a rather old version of compiz, but also simpler and as such simpler
to understand
- beryl
- a fork of Compiz
- http://beryl-project.org
- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
the full list should be at git://anongit.beryl-project.org/beryl/)
- libcm (metacity)
- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
- does not seem to be very powerful or with that much development going on
*/
#include "scene_opengl.h"
#include <kxerrorhandler.h>
// TODO: use <>
#include "lib/kwinglplatform.h"
#include "utils.h"
#include "client.h"
#include "deleted.h"
#include "effects.h"
#include <math.h>
// turns on checks for opengl errors in various places (for easier finding of them)
// normally only few of them are enabled
//#define CHECK_GL_ERROR
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
#include <X11/extensions/Xcomposite.h>
#include <qpainter.h>
#include <QVector2D>
#include <QVector4D>
#include <QMatrix4x4>
namespace KWin
{
extern int currentRefreshRate();
//****************************************
// SceneOpenGL
//****************************************
bool SceneOpenGL::db; // destination drawable is double-buffered
#ifdef KWIN_HAVE_OPENGLES
#include "scene_opengl_egl.cpp"
#else
#include "scene_opengl_glx.cpp"
#endif
bool SceneOpenGL::initFailed() const
{
return !init_ok;
}
bool SceneOpenGL::selectMode()
{
if( !initDrawableConfigs())
return false;
return true;
}
// Test if compositing actually _really_ works, by creating a texture from a testing
// window, drawing it on the screen, reading the contents back and comparing. This
// should test whether compositing really works.
// This function does the whole selfcheck, it can be done also in two parts
// during actual drawing (to avoid flicker, see selfCheck() call from the ctor).
bool SceneOpenGL::selfCheck()
{
QRegion reg = selfCheckRegion();
if( wspace->overlayWindow())
{ // avoid covering the whole screen too soon
wspace->setOverlayShape( reg );
wspace->showOverlay();
}
selfCheckSetup();
flushBuffer( PAINT_SCREEN_REGION, reg );
bool ok = selfCheckFinish();
if( wspace->overlayWindow())
wspace->hideOverlay();
return ok;
}
void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data)
{
const bool useShader = ShaderManager::instance()->isValid();
if (mask & PAINT_SCREEN_TRANSFORMED) {
// apply screen transformations
QMatrix4x4 screenTransformation;
screenTransformation.translate(data.xTranslate, data.yTranslate, data.zTranslate);
if (data.rotation) {
screenTransformation.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint);
// translate to rotation point, rotate, translate back
qreal xAxis = 0.0;
qreal yAxis = 0.0;
qreal zAxis = 0.0;
switch (data.rotation->axis) {
case RotationData::XAxis:
xAxis = 1.0;
break;
case RotationData::YAxis:
yAxis = 1.0;
break;
case RotationData::ZAxis:
zAxis = 1.0;
break;
}
screenTransformation.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
screenTransformation.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint);
}
screenTransformation.scale(data.xScale, data.yScale, data.zScale);
if (useShader) {
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
shader->setUniform("screenTransformation", screenTransformation);
} else {
pushMatrix(screenTransformation);
}
} else if (useShader && ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) || (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS))) {
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
shader->setUniform("screenTransformation", QMatrix4x4());
}
Scene::paintGenericScreen(mask, data);
if (mask & PAINT_SCREEN_TRANSFORMED) {
if (useShader) {
ShaderManager::instance()->popShader();
} else {
popMatrix();
}
} else if (useShader && ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) ||
(mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS))) {
ShaderManager::instance()->popShader();
}
}
void SceneOpenGL::paintBackground(QRegion region)
{
PaintClipper pc(region);
if (!PaintClipper::clip()) {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
return;
}
if (pc.clip() && pc.paintArea().isEmpty())
return; // no background to paint
QVector<float> verts;
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
QRect r = iterator.boundingRect();
verts << r.x() + r.width() << r.y();
verts << r.x() << r.y();
verts << r.x() << r.y() + r.height();
verts << r.x() << r.y() + r.height();
verts << r.x() + r.width() << r.y() + r.height();
verts << r.x() + r.width() << r.y();
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setUseColor(true);
vbo->setData(verts.count() / 2, 2, verts.data(), NULL);
const bool useShader = ShaderManager::instance()->isValid();
if (useShader) {
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
shader->setUniform("offset", QVector2D(0, 0));
}
vbo->render(GL_TRIANGLES);
if (useShader) {
ShaderManager::instance()->popShader();
}
}
void SceneOpenGL::windowAdded( Toplevel* c )
{
assert( !windows.contains( c ));
windows[ c ] = new Window( c );
c->effectWindow()->setSceneWindow( windows[ c ]);
}
void SceneOpenGL::windowClosed( Toplevel* c, Deleted* deleted )
{
assert( windows.contains( c ));
if( deleted != NULL )
{ // replace c with deleted
Window* w = windows.take( c );
w->updateToplevel( deleted );
windows[ deleted ] = w;
}
else
{
delete windows.take( c );
c->effectWindow()->setSceneWindow( NULL );
}
}
void SceneOpenGL::windowDeleted( Deleted* c )
{
assert( windows.contains( c ));
delete windows.take( c );
c->effectWindow()->setSceneWindow( NULL );
}
void SceneOpenGL::windowGeometryShapeChanged( Toplevel* c )
{
if( !windows.contains( c )) // this is ok, shape is not valid
return; // by default
Window* w = windows[ c ];
w->discardShape();
w->checkTextureSize();
}
void SceneOpenGL::windowOpacityChanged( Toplevel* )
{
#if 0 // not really needed, windows are painted on every repaint
// and opacity is used when applying texture, not when
// creating it
if( !windows.contains( c )) // this is ok, texture is created
return; // on demand
Window* w = windows[ c ];
w->discardTexture();
#endif
}
//****************************************
// SceneOpenGL::Texture
//****************************************
SceneOpenGL::Texture::Texture() : GLTexture()
{
init();
}
SceneOpenGL::Texture::Texture( const Pixmap& pix, const QSize& size, int depth ) : GLTexture()
{
init();
load( pix, size, depth );
}
SceneOpenGL::Texture::~Texture()
{
discard();
}
void SceneOpenGL::Texture::createTexture()
{
glGenTextures( 1, &mTexture );
}
void SceneOpenGL::Texture::discard()
{
if( mTexture != None )
release();
GLTexture::discard();
}
QRegion SceneOpenGL::Texture::optimizeBindDamage( const QRegion& reg, int limit )
{
if( reg.rects().count() <= 1 )
return reg;
// try to reduce the number of rects, as especially with SHM mode every rect
// causes X roundtrip, even for very small areas - so, when the size difference
// between all the areas and the bounding rectangle is small, simply use
// only the bounding rectangle
int size = 0;
foreach( const QRect &r, reg.rects())
size += r.width() * r.height();
if( reg.boundingRect().width() * reg.boundingRect().height() - size < limit )
return reg.boundingRect();
return reg;
}
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
int depth )
{
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 )
{
Q_UNUSED( target ); // SceneOpenGL::Texture::findTarget() detects the target
if( pixmap.isNull())
return false;
return load( pixmap.handle(), pixmap.size(), pixmap.depth());
}
//****************************************
// SceneOpenGL::Window
//****************************************
SceneOpenGL::Window::Window( Toplevel* c )
: Scene::Window( c )
, texture()
, topTexture()
, leftTexture()
, rightTexture()
, bottomTexture()
{
}
SceneOpenGL::Window::~Window()
{
discardTexture();
}
// Bind the window pixmap to an OpenGL texture.
bool SceneOpenGL::Window::bindTexture()
{
#ifndef KWIN_HAVE_OPENGLES
if( texture.texture() != None && toplevel->damage().isEmpty())
{
// texture doesn't need updating, just bind it
glBindTexture( texture.target(), texture.texture());
return true;
}
#endif
// 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()
{
texture.discard();
topTexture.discard();
leftTexture.discard();
rightTexture.discard();
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.size() != size())
discardTexture();
}
// when the window's composite pixmap is discarded, undo binding it to the texture
void SceneOpenGL::Window::pixmapDiscarded()
{
texture.release();
}
// paint the window
void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintData data )
{
// check if there is something to paint (e.g. don't paint if the window
// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested)
/* HACK: It seems this causes painting glitches, disable temporarily
bool opaque = isOpaque() && data.opacity == 1.0;
if(( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT ))
{ // We are only painting either opaque OR translucent windows, not both
if( mask & PAINT_WINDOW_OPAQUE && !opaque )
return; // Only painting opaque and window is translucent
if( mask & PAINT_WINDOW_TRANSLUCENT && opaque )
return; // Only painting translucent and window is opaque
}*/
// paint only requested areas
if( region != infiniteRegion()) // avoid integer overflow
region.translate( -x(), -y());
if( region.isEmpty())
return;
if( !bindTexture())
return;
// set texture filter
if( options->glSmoothScale != 0 ) // default to yes
{
if( mask & PAINT_WINDOW_TRANSFORMED )
filter = ImageFilterGood;
else if( mask & PAINT_SCREEN_TRANSFORMED )
filter = ImageFilterGood;
else
filter = ImageFilterFast;
}
else
filter = ImageFilterFast;
if( filter == ImageFilterGood )
texture.setFilter( GL_LINEAR );
else
texture.setFilter( GL_NEAREST );
// do required transformations
int x = toplevel->x();
int y = toplevel->y();
double z = 0.0;
bool sceneShader = false;
if (!data.shader && ShaderManager::instance()->isValid()) {
// set the shader for uniform initialising in paint decoration
if ((mask & PAINT_WINDOW_TRANSFORMED) || (mask & PAINT_SCREEN_TRANSFORMED)) {
data.shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
} else {
data.shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
data.shader->setUniform("offset", QVector2D(x, y));
}
sceneShader = true;
}
QMatrix4x4 windowTransformation;
windowTransformation.translate(x, y);
if ((mask & PAINT_WINDOW_TRANSFORMED) || (mask & PAINT_SCREEN_TRANSFORMED)) {
windowTransformation.translate(data.xTranslate, data.yTranslate, data.zTranslate);
if ((mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 || data.zScale != 1)) {
windowTransformation.scale(data.xScale, data.yScale, data.zScale);
}
if ((mask & PAINT_WINDOW_TRANSFORMED) && data.rotation) {
windowTransformation.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint);
qreal xAxis = 0.0;
qreal yAxis = 0.0;
qreal zAxis = 0.0;
switch( data.rotation->axis )
{
case RotationData::XAxis:
xAxis = 1.0;
break;
case RotationData::YAxis:
yAxis = 1.0;
break;
case RotationData::ZAxis:
zAxis = 1.0;
break;
}
windowTransformation.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
windowTransformation.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint);
}
if (data.shader) {
data.shader->setUniform("windowTransformation", windowTransformation);
}
}
if( !sceneShader )
{
pushMatrix(windowTransformation);
}
region.translate( toplevel->x(), toplevel->y() ); // Back to screen coords
WindowQuadList decoration = data.quads.select( WindowQuadDecoration );
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
// decorations
Client *client = dynamic_cast<Client*>(toplevel);
Deleted *deleted = dynamic_cast<Deleted*>(toplevel);
if( client || deleted )
{
bool noBorder = true;
bool updateDeco = false;
const QPixmap *left = NULL;
const QPixmap *top = NULL;
const QPixmap *right = NULL;
const QPixmap *bottom = NULL;
QRect topRect, leftRect, rightRect, bottomRect;
if( client && !client->noBorder() )
{
noBorder = false;
updateDeco = client->decorationPixmapRequiresRepaint();
client->ensureDecorationPixmapsPainted();
client->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect, Client::WindowRelative);
left = client->leftDecoPixmap();
top = client->topDecoPixmap();
right = client->rightDecoPixmap();
bottom = client->bottomDecoPixmap();
}
if( deleted && !deleted->noBorder() )
{
noBorder = false;
left = deleted->leftDecoPixmap();
top = deleted->topDecoPixmap();
right = deleted->rightDecoPixmap();
bottom = deleted->bottomDecoPixmap();
deleted->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect);
}
if( !noBorder )
{
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;
}
}
paintDecoration( top, DecorationTop, region, topRect, data, topList, updateDeco );
paintDecoration( left, DecorationLeft, region, leftRect, data, leftList, updateDeco );
paintDecoration( right, DecorationRight, region, rightRect, data, rightList, updateDeco );
paintDecoration( bottom, DecorationBottom, region, bottomRect, data, bottomList, updateDeco );
}
}
// paint the content
if ( !(mask & PAINT_DECORATION_ONLY) )
{
texture.bind();
texture.enableUnnormalizedTexCoords();
prepareStates( Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
renderQuads( mask, region, data.quads.select( WindowQuadContents ));
restoreStates( Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
texture.disableUnnormalizedTexCoords();
texture.unbind();
#ifndef KWIN_HAVE_OPENGLES
if( static_cast<SceneOpenGL*>(scene)->debug )
{
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
renderQuads( mask, region, data.quads.select( WindowQuadContents ));
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
#endif
}
if( sceneShader )
{
ShaderManager::instance()->popShader();
data.shader = NULL;
}
else {
popMatrix();
}
}
void SceneOpenGL::Window::paintDecoration( const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco )
{
if( quads.isEmpty())
return;
SceneOpenGL::Texture* decorationTexture;
switch( decorationType )
{
case DecorationTop:
decorationTexture = &topTexture;
break;
case DecorationLeft:
decorationTexture = &leftTexture;
break;
case DecorationRight:
decorationTexture = &rightTexture;
break;
case DecorationBottom:
decorationTexture = &bottomTexture;
break;
default:
return;
}
if( decorationTexture->texture() != None && !updateDeco )
{
// texture doesn't need updating, just bind it
glBindTexture( decorationTexture->target(), decorationTexture->texture());
}
else if( !decoration->isNull() )
{
bool success = decorationTexture->load( decoration->handle(), decoration->size(), decoration->depth() );
if( !success )
{
kDebug( 1212 ) << "Failed to bind decoartion";
return;
}
}
else
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.decoration_opacity, data.brightness, data.saturation, data.shader );
makeDecorationArrays( quads, rect );
if( data.shader )
{
data.shader->setUniform("textureWidth", 1.0f);
data.shader->setUniform("textureHeight", 1.0f);
}
GLVertexBuffer::streamingBuffer()->render( region, GL_TRIANGLES );
restoreStates( decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
decorationTexture->unbind();
#ifndef KWIN_HAVE_OPENGLES
if( static_cast<SceneOpenGL*>(scene)->debug )
{
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
GLVertexBuffer::streamingBuffer()->render( region, GL_TRIANGLES );
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
#endif
}
void SceneOpenGL::Window::makeDecorationArrays( const WindowQuadList& quads, const QRect& rect ) 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();
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();
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;
}
GLVertexBuffer::streamingBuffer()->setData( quads.count() * 6, 2, vertices.data(), texcoords.data() );
}
void SceneOpenGL::Window::renderQuads( int, const QRegion& region, const WindowQuadList& quads )
{
if( quads.isEmpty())
return;
// Render geometry
float* vertices;
float* texcoords;
quads.makeArrays( &vertices, &texcoords );
GLVertexBuffer::streamingBuffer()->setData( quads.count() * 6, 2, vertices, texcoords );
GLVertexBuffer::streamingBuffer()->render( region, GL_TRIANGLES );
delete[] vertices;
delete[] texcoords;
}
void SceneOpenGL::Window::prepareStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
if(shader)
prepareShaderRenderStates( type, opacity, brightness, saturation, shader );
else
prepareRenderStates( type, opacity, brightness, saturation );
}
void SceneOpenGL::Window::prepareShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
// setup blending of transparent windows
#ifndef KWIN_HAVE_OPENGLES
glPushAttrib( GL_ENABLE_BIT );
#endif
bool opaque = isOpaque() && opacity == 1.0;
bool alpha = toplevel->hasAlpha() || type != Content;
if( type != Content )
opaque = false;
if (!opaque) {
glEnable(GL_BLEND);
if (alpha) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendColor((float)opacity, (float)opacity, (float)opacity, (float)opacity);
glBlendFunc(GL_ONE, GL_ONE_MINUS_CONSTANT_ALPHA);
}
}
shader->setUniform("opacity", (float)opacity);
shader->setUniform("saturation", (float)saturation);
shader->setUniform("brightness", (float)brightness);
shader->setUniform("u_forceAlpha", opaque ? 1 : 0);
// setting texture width and heiht stored in shader
// only set if it is set by an effect that is not negative
float texw = shader->textureWidth();
if( texw >= 0.0f )
shader->setUniform("textureWidth", texw);
else
shader->setUniform("textureWidth", (float)toplevel->width());
float texh = shader->textureHeight();
if( texh >= 0.0f )
shader->setUniform("textureHeight", texh);
else
shader->setUniform("textureHeight", (float)toplevel->height());
}
void SceneOpenGL::Window::prepareRenderStates( TextureType type, double opacity, double brightness, double saturation )
{
#ifdef KWIN_HAVE_OPENGLES
Q_UNUSED(type)
Q_UNUSED(opacity)
Q_UNUSED(brightness)
Q_UNUSED(saturation)
#else
Texture* tex;
bool alpha = false;
bool opaque = true;
switch( type )
{
case Content:
tex = &texture;
alpha = toplevel->hasAlpha();
opaque = isOpaque() && opacity == 1.0;
break;
case DecorationTop:
tex = &topTexture;
alpha = true;
opaque = false;
break;
case DecorationLeft:
tex = &leftTexture;
alpha = true;
opaque = false;
break;
case DecorationRight:
tex = &rightTexture;
alpha = true;
opaque = false;
break;
case DecorationBottom:
tex = &bottomTexture;
alpha = true;
opaque = false;
break;
default:
return;
}
// 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, 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, 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 );
}
#endif
}
void SceneOpenGL::Window::restoreStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
if(shader)
restoreShaderRenderStates( type, opacity, brightness, saturation, shader );
else
restoreRenderStates( type, opacity, brightness, saturation );
}
void SceneOpenGL::Window::restoreShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
Q_UNUSED( brightness );
Q_UNUSED( saturation );
Q_UNUSED( shader );
bool opaque = isOpaque() && opacity == 1.0;
if( type != Content )
opaque = false;
if( !opaque )
{
glDisable( GL_BLEND );
}
ShaderManager::instance()->getBoundShader()->setUniform("u_forceAlpha", 0);
#ifndef KWIN_HAVE_OPENGLES
glPopAttrib(); // ENABLE_BIT
#endif
}
void SceneOpenGL::Window::restoreRenderStates( TextureType type, double opacity, double brightness, double saturation )
{
#ifdef KWIN_HAVE_OPENGLES
Q_UNUSED(type)
Q_UNUSED(opacity)
Q_UNUSED(brightness)
Q_UNUSED(saturation)
#else
Texture* tex;
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;
default:
return;
}
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
//****************************************
SceneOpenGL::Texture* SceneOpenGL::EffectFrame::m_unstyledTexture = NULL;
QPixmap* SceneOpenGL::EffectFrame::m_unstyledPixmap = NULL;
SceneOpenGL::EffectFrame::EffectFrame( EffectFrameImpl* frame )
: 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 )
{
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()
{
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("offset", QVector2D(0, 0));
shader->setUniform("saturation", 1.0f);
shader->setUniform("brightness", 1.0f);
shader->setUniform("u_forceAlpha", 0);
shader->setUniform("textureWidth", 1.0f);
shader->setUniform("textureHeight", 1.0f);
}
#ifndef KWIN_HAVE_OPENGLES
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
#endif
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
#ifndef KWIN_HAVE_OPENGLES
if( !shader )
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// TODO: drop the push matrix
glPushMatrix();
#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 )
shader->setUniform( "opacity", (float)(opacity * frameOpacity) );
#ifndef KWIN_HAVE_OPENGLES
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("offset", QVector2D(pt.x(), pt.y()));
} else {
QMatrix4x4 translation;
translation.translate(pt.x(), pt.y());
if (shader) {
shader->setUniform("windowTransformation", translation);
} else {
pushMatrix(translation);
}
}
m_unstyledVBO->render( region, GL_TRIANGLES );
if (!sceneShader) {
if (shader) {
shader->setUniform("windowTranslation", QMatrix4x4());
} else {
popMatrix();
}
}
m_unstyledTexture->unbind();
}
else if( m_effectFrame->style() == EffectFrameStyled )
{
if( !m_texture ) // Lazy creation
updateTexture();
if( shader )
shader->setUniform( "opacity", (float)(opacity * frameOpacity) );
#ifndef KWIN_HAVE_OPENGLES
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();
m_selectionTexture = new Texture( pixmap.handle(), pixmap.size(), pixmap.depth() );
m_selectionTexture->setYInverted(true);
}
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 )
shader->setUniform( "opacity", (float)opacity * (1.0f - (float)m_effectFrame->crossFadeProgress()) );
#ifndef KWIN_HAVE_OPENGLES
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 )
shader->setUniform( "opacity", (float)opacity * (float)m_effectFrame->crossFadeProgress() );
#ifndef KWIN_HAVE_OPENGLES
else
glColor4f( 1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress() );
#endif
}
else
{
if( shader )
shader->setUniform( "opacity", (float)opacity );
#ifndef KWIN_HAVE_OPENGLES
else
glColor4f( 1.0, 1.0, 1.0, opacity );
#endif
}
if( !m_iconTexture ) // lazy creation
{
m_iconTexture = new Texture( m_effectFrame->icon().handle(),
m_effectFrame->icon().size(),
m_effectFrame->icon().depth() );
m_iconTexture->setYInverted(true);
}
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 )
shader->setUniform( "opacity", (float)opacity * (1.0f - (float)m_effectFrame->crossFadeProgress()) );
#ifndef KWIN_HAVE_OPENGLES
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 )
shader->setUniform( "opacity", (float)opacity * (float)m_effectFrame->crossFadeProgress() );
#ifndef KWIN_HAVE_OPENGLES
else
glColor4f( 1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress() );
#endif
}
else
{
if( shader )
shader->setUniform( "opacity", (float)opacity );
#ifndef KWIN_HAVE_OPENGLES
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 );
#ifndef KWIN_HAVE_OPENGLES
glPopMatrix();
glPopAttrib();
#endif
}
void SceneOpenGL::EffectFrame::updateTexture()
{
delete m_texture;
if( m_effectFrame->style() == EffectFrameStyled )
{
QPixmap pixmap = m_effectFrame->frame().framePixmap();
m_texture = new Texture( pixmap.handle(), pixmap.size(), pixmap.depth() );
m_texture->setYInverted(true);
}
}
void SceneOpenGL::EffectFrame::updateTextTexture()
{
delete m_textTexture;
delete m_textPixmap;
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 = new Texture( m_textPixmap->handle(), m_textPixmap->size(), m_textPixmap->depth() );
m_textTexture->setYInverted(true);
}
void SceneOpenGL::EffectFrame::updateUnstyledTexture()
{
delete m_unstyledTexture;
delete m_unstyledPixmap;
// 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 Texture( m_unstyledPixmap->handle(), m_unstyledPixmap->size(), m_unstyledPixmap->depth() );
m_unstyledTexture->setYInverted(true);
}
void SceneOpenGL::EffectFrame::cleanup()
{
delete m_unstyledTexture;
m_unstyledTexture = NULL;
delete m_unstyledPixmap;
m_unstyledPixmap = NULL;
}
} // namespace
#endif