ae95ab0c43
A color can be specified to render the geometry of the VBO. For legacy painting glColor is used, for shader a uniform is set. In order to allow rendering without texcoords, it is possible to pass a null pointer as texcoords. Shader added to scene which just renders a colored geometry without texturing.
233 lines
7.7 KiB
C++
233 lines
7.7 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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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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#ifndef KWIN_SCENE_OPENGL_H
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#define KWIN_SCENE_OPENGL_H
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#include "scene.h"
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#include "kwinglutils.h"
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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#ifdef HAVE_XSHM
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#include <X11/extensions/XShm.h>
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#endif
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namespace KWin
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{
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class SceneOpenGL
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: public Scene
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{
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public:
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class EffectFrame;
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class Texture;
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class Window;
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SceneOpenGL( Workspace* ws );
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virtual ~SceneOpenGL();
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virtual bool initFailed() const;
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virtual CompositingType compositingType() const { return OpenGLCompositing; }
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virtual void paint( QRegion damage, ToplevelList windows );
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virtual void windowGeometryShapeChanged( Toplevel* );
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virtual void windowOpacityChanged( Toplevel* );
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virtual void windowAdded( Toplevel* );
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virtual void windowClosed( Toplevel*, Deleted* );
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virtual void windowDeleted( Deleted* );
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GLShader* sceneShader() const;
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bool hasSceneShader() const {
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return m_sceneShader != NULL && m_genericSceneShader != NULL && m_colorShader != NULL;
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}
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protected:
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virtual void paintGenericScreen( int mask, ScreenPaintData data );
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virtual void paintBackground( QRegion region );
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private:
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bool selectMode();
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bool initTfp();
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bool initShm();
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void cleanupShm();
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bool initBuffer();
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bool initRenderingContext();
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bool initBufferConfigs();
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bool initDrawableConfigs();
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void waitSync();
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void flushBuffer( int mask, QRegion damage );
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bool selfCheck();
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void selfCheckSetup();
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bool selfCheckFinish();
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bool setupSceneShaders();
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GC gcroot;
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class FBConfigInfo
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{
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public:
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#ifndef KWIN_HAVE_OPENGLES
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GLXFBConfig fbconfig;
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#endif
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int bind_texture_format;
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int texture_targets;
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int y_inverted;
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int mipmap;
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};
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#ifndef KWIN_HAVE_OPENGLES
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Drawable buffer;
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GLXFBConfig fbcbuffer;
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#endif
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static bool db;
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#ifndef KWIN_HAVE_OPENGLES
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static GLXFBConfig fbcbuffer_db;
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static GLXFBConfig fbcbuffer_nondb;
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static FBConfigInfo fbcdrawableinfo[ 32 + 1 ];
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static GLXDrawable glxbuffer;
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static GLXContext ctxbuffer;
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static GLXContext ctxdrawable;
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static GLXDrawable last_pixmap; // for a workaround in bindTexture()
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#endif
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static bool tfp_mode;
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static bool shm_mode;
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QHash< Toplevel*, Window* > windows;
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#ifdef HAVE_XSHM
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static XShmSegmentInfo shm;
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#endif
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bool init_ok;
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bool selfCheckDone;
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GLShader* m_sceneShader;
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GLShader* m_genericSceneShader;
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GLShader* m_colorShader;
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bool debug;
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};
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class SceneOpenGL::Texture
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: public GLTexture
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{
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public:
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Texture();
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Texture( const Pixmap& pix, const QSize& size, int depth );
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virtual ~Texture();
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using GLTexture::load;
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virtual bool load( const Pixmap& pix, const QSize& size, int depth,
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QRegion region );
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virtual bool load( const Pixmap& pix, const QSize& size, int depth );
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virtual bool load( const QImage& image, GLenum target = GL_TEXTURE_2D );
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virtual bool load( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D );
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virtual void discard();
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virtual void release(); // undo the tfp_mode binding
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virtual void bind();
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virtual void unbind();
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void setYInverted(bool inverted) {
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y_inverted = inverted;
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}
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protected:
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void findTarget();
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QRegion optimizeBindDamage( const QRegion& reg, int limit );
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void createTexture();
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private:
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void init();
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#ifndef KWIN_HAVE_OPENGLES
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GLXPixmap glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
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#endif
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};
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class SceneOpenGL::Window
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: public Scene::Window
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{
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public:
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Window( Toplevel* c );
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virtual ~Window();
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virtual void performPaint( int mask, QRegion region, WindowPaintData data );
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virtual void pixmapDiscarded();
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bool bindTexture();
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void discardTexture();
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void checkTextureSize();
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protected:
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enum TextureType
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{
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Content,
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DecorationTop,
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DecorationLeft,
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DecorationRight,
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DecorationBottom
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};
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void paintDecoration( const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco );
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void makeDecorationArrays( const WindowQuadList& quads, const QRect& rect ) const;
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void renderQuads( int mask, const QRegion& region, const WindowQuadList& quads );
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void prepareStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
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void prepareRenderStates( TextureType type, double opacity, double brightness, double saturation );
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void prepareShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
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void restoreStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
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void restoreRenderStates( TextureType type, double opacity, double brightness, double saturation );
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void restoreShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
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private:
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Texture texture;
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Texture topTexture;
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Texture leftTexture;
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Texture rightTexture;
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Texture bottomTexture;
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GLVertexBuffer* vertexBuffer;
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static GLVertexBuffer* decorationVertices;
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};
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class SceneOpenGL::EffectFrame
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: public Scene::EffectFrame
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{
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public:
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EffectFrame( EffectFrameImpl* frame );
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virtual ~EffectFrame();
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virtual void free();
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virtual void freeIconFrame();
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virtual void freeTextFrame();
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virtual void freeSelection();
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virtual void render(QRegion region, double opacity, double frameOpacity);
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virtual void crossFadeIcon();
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virtual void crossFadeText();
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static void cleanup();
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private:
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void updateTexture();
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void updateTextTexture();
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Texture* m_texture;
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Texture* m_textTexture;
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Texture* m_oldTextTexture;
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QPixmap* m_textPixmap; // need to keep the pixmap around to workaround some driver problems
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Texture* m_iconTexture;
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Texture* m_oldIconTexture;
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Texture* m_selectionTexture;
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GLVertexBuffer* m_unstyledVBO;
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static Texture* m_unstyledTexture;
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static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems
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static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture
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};
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} // namespace
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#endif
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#endif
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