2f56415a21
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.
1501 lines
53 KiB
C++
1501 lines
53 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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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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#include <kxerrorhandler.h>
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// TODO: use <>
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#include "lib/kwinglplatform.h"
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#include "utils.h"
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#include "client.h"
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#include "deleted.h"
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#include "effects.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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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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#include <X11/extensions/Xcomposite.h>
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#include <qpainter.h>
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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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bool SceneOpenGL::db; // destination drawable is double-buffered
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#ifdef KWIN_HAVE_OPENGLES
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#include "scene_opengl_egl.cpp"
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#else
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#include "scene_opengl_glx.cpp"
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#endif
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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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bool SceneOpenGL::selectMode()
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{
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if( !initDrawableConfigs())
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return false;
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return true;
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}
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// Test if compositing actually _really_ works, by creating a texture from a testing
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// window, drawing it on the screen, reading the contents back and comparing. This
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// should test whether compositing really works.
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// This function does the whole selfcheck, it can be done also in two parts
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// during actual drawing (to avoid flicker, see selfCheck() call from the ctor).
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bool SceneOpenGL::selfCheck()
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{
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QRegion reg = selfCheckRegion();
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if( wspace->overlayWindow())
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{ // avoid covering the whole screen too soon
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wspace->setOverlayShape( reg );
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wspace->showOverlay();
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}
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selfCheckSetup();
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flushBuffer( PAINT_SCREEN_REGION, reg );
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bool ok = selfCheckFinish();
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if( wspace->overlayWindow())
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wspace->hideOverlay();
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return ok;
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}
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void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data)
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{
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const bool useShader = ShaderManager::instance()->isValid();
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if (mask & PAINT_SCREEN_TRANSFORMED) {
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// apply screen transformations
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QMatrix4x4 screenTransformation;
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screenTransformation.translate(data.xTranslate, data.yTranslate, data.zTranslate);
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if (data.rotation) {
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screenTransformation.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint);
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// translate to rotation point, rotate, translate back
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qreal xAxis = 0.0;
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qreal yAxis = 0.0;
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qreal zAxis = 0.0;
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switch (data.rotation->axis) {
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case RotationData::XAxis:
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xAxis = 1.0;
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break;
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case RotationData::YAxis:
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yAxis = 1.0;
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break;
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case RotationData::ZAxis:
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zAxis = 1.0;
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break;
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}
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screenTransformation.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
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screenTransformation.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint);
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}
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screenTransformation.scale(data.xScale, data.yScale, data.zScale);
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if (useShader) {
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GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
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shader->setUniform("screenTransformation", screenTransformation);
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} else {
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pushMatrix(screenTransformation);
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}
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} else if (useShader && ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) || (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS))) {
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GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
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shader->setUniform("screenTransformation", QMatrix4x4());
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}
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Scene::paintGenericScreen(mask, data);
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if (mask & PAINT_SCREEN_TRANSFORMED) {
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if (useShader) {
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ShaderManager::instance()->popShader();
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} else {
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popMatrix();
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}
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} else if (useShader && ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) ||
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(mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS))) {
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ShaderManager::instance()->popShader();
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}
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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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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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vbo->setUseColor(true);
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vbo->setData(verts.count() / 2, 2, verts.data(), NULL);
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const bool useShader = ShaderManager::instance()->isValid();
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if (useShader) {
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GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
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shader->setUniform("offset", QVector2D(0, 0));
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}
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vbo->render(GL_TRIANGLES);
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if (useShader) {
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ShaderManager::instance()->popShader();
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}
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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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windows[ c ] = new Window( c );
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c->effectWindow()->setSceneWindow( windows[ c ]);
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}
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void SceneOpenGL::windowClosed( Toplevel* c, 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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windows[ deleted ] = w;
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}
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else
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{
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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( 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( Toplevel* )
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{
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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
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//****************************************
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SceneOpenGL::Texture::Texture() : GLTexture()
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{
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init();
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}
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SceneOpenGL::Texture::Texture( const Pixmap& pix, const QSize& size, int depth ) : GLTexture()
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{
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init();
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load( pix, size, depth );
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}
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SceneOpenGL::Texture::~Texture()
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{
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discard();
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}
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void SceneOpenGL::Texture::createTexture()
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{
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glGenTextures( 1, &mTexture );
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}
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void SceneOpenGL::Texture::discard()
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{
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if( mTexture != None )
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release();
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GLTexture::discard();
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}
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QRegion SceneOpenGL::Texture::optimizeBindDamage( const QRegion& reg, int limit )
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{
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if( reg.rects().count() <= 1 )
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return reg;
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// try to reduce the number of rects, as especially with SHM mode every rect
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// causes X roundtrip, even for very small areas - so, when the size difference
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// between all the areas and the bounding rectangle is small, simply use
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// only the bounding rectangle
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int size = 0;
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foreach( const QRect &r, reg.rects())
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size += r.width() * r.height();
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if( reg.boundingRect().width() * reg.boundingRect().height() - size < limit )
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return reg.boundingRect();
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return reg;
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}
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bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
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int depth )
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{
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return load( pix, size, depth,
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QRegion( 0, 0, size.width(), size.height()));
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}
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bool SceneOpenGL::Texture::load( const QImage& image, GLenum target )
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{
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if( image.isNull())
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return false;
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return load( QPixmap::fromImage( image ), target );
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}
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bool SceneOpenGL::Texture::load( const QPixmap& pixmap, GLenum target )
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{
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Q_UNUSED( target ); // SceneOpenGL::Texture::findTarget() detects the target
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if( pixmap.isNull())
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return false;
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return load( pixmap.handle(), pixmap.size(), pixmap.depth());
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}
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//****************************************
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// SceneOpenGL::Window
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//****************************************
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SceneOpenGL::Window::Window( Toplevel* c )
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: Scene::Window( c )
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, texture()
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, topTexture()
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, leftTexture()
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, rightTexture()
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, bottomTexture()
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{
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}
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SceneOpenGL::Window::~Window()
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{
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discardTexture();
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}
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// Bind the window pixmap to an OpenGL texture.
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bool SceneOpenGL::Window::bindTexture()
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{
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#ifndef KWIN_HAVE_OPENGLES
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if( texture.texture() != None && toplevel->damage().isEmpty())
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{
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// texture doesn't need updating, just bind it
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glBindTexture( texture.target(), texture.texture());
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return true;
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}
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#endif
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// Get the pixmap with the window contents
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Pixmap pix = toplevel->windowPixmap();
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if( pix == None )
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return false;
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bool success = texture.load( pix, toplevel->size(), toplevel->depth(),
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toplevel->damage());
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if( success )
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toplevel->resetDamage( QRect( toplevel->clientPos(), toplevel->clientSize() ) );
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else
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kDebug( 1212 ) << "Failed to bind window";
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return success;
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}
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void SceneOpenGL::Window::discardTexture()
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{
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texture.discard();
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topTexture.discard();
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leftTexture.discard();
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rightTexture.discard();
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bottomTexture.discard();
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}
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// This call is used in SceneOpenGL::windowGeometryShapeChanged(),
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// which originally called discardTexture(), however this was causing performance
|
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// problems with the launch feedback icon - large number of texture rebinds.
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// Since the launch feedback icon does not resize, only changes shape, it
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// is not necessary to rebind the texture (with no strict binding), therefore
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// discard the texture only if size changes.
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void SceneOpenGL::Window::checkTextureSize()
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{
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if( texture.size() != size())
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discardTexture();
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}
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|
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// when the window's composite pixmap is discarded, undo binding it to the texture
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void SceneOpenGL::Window::pixmapDiscarded()
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{
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texture.release();
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}
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|
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// paint the window
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void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintData data )
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{
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// check if there is something to paint (e.g. don't paint if the window
|
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// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested)
|
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/* HACK: It seems this causes painting glitches, disable temporarily
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bool opaque = isOpaque() && data.opacity == 1.0;
|
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if(( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT ))
|
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{ // We are only painting either opaque OR translucent windows, not both
|
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if( mask & PAINT_WINDOW_OPAQUE && !opaque )
|
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return; // Only painting opaque and window is translucent
|
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if( mask & PAINT_WINDOW_TRANSLUCENT && opaque )
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return; // Only painting translucent and window is opaque
|
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}*/
|
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// paint only requested areas
|
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if( region != infiniteRegion()) // avoid integer overflow
|
|
region.translate( -x(), -y());
|
|
if( region.isEmpty())
|
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return;
|
|
if( !bindTexture())
|
|
return;
|
|
// set texture filter
|
|
if( options->glSmoothScale != 0 ) // default to yes
|
|
{
|
|
if( mask & PAINT_WINDOW_TRANSFORMED )
|
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filter = ImageFilterGood;
|
|
else if( mask & PAINT_SCREEN_TRANSFORMED )
|
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filter = ImageFilterGood;
|
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else
|
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filter = ImageFilterFast;
|
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}
|
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else
|
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filter = ImageFilterFast;
|
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if( filter == ImageFilterGood )
|
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texture.setFilter( GL_LINEAR );
|
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else
|
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texture.setFilter( GL_NEAREST );
|
|
// do required transformations
|
|
int x = toplevel->x();
|
|
int y = toplevel->y();
|
|
double z = 0.0;
|
|
bool sceneShader = false;
|
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if (!data.shader && ShaderManager::instance()->isValid()) {
|
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// set the shader for uniform initialising in paint decoration
|
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if ((mask & PAINT_WINDOW_TRANSFORMED) || (mask & PAINT_SCREEN_TRANSFORMED)) {
|
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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)) {
|
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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
|