kwin/lib/kwinglutils.cpp
Rivo Laks a94aa904b0 Well, actually GLRenderTarget doesn't require NPOT textures (it works with rectangle textures as well).
That also means that those effects which do require NPOT have to check for it themselves.

svn path=/branches/work/kwin_composite/; revision=659155
2007-04-29 15:39:33 +00:00

798 lines
21 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "kwinglutils.h"
#include "kwinglobals.h"
#include "kwineffects.h"
#include "kdebug.h"
#include <QPixmap>
#include <QImage>
#include <QHash>
#include <QFile>
#define MAKE_GL_VERSION(major, minor, release) ( ((major) << 16) | ((minor) << 8) | (release) )
namespace KWin
{
// Variables
// GL version, use MAKE_GL_VERSION() macro for comparing with a specific version
static int glVersion;
// GLX version, use MAKE_GL_VERSION() macro for comparing with a specific version
static int glXVersion;
// List of all supported GL and GLX extensions
static QStringList glExtensions;
int glTextureUnitsCount;
// Functions
void initGLX()
{
#ifdef HAVE_OPENGL
// Get GLX version
int major, minor;
glXQueryVersion( display(), &major, &minor );
glXVersion = MAKE_GL_VERSION( major, minor, 0 );
// Get list of supported GLX extensions. Simply add it to the list of OpenGL extensions.
glExtensions += QString((const char*)glXQueryExtensionsString(
display(), DefaultScreen( display()))).split(" ");
glxResolveFunctions();
#else
glXVersion = MAKE_GL_VERSION( 0, 0, 0 );
#endif
}
void initGL()
{
#ifdef HAVE_OPENGL
// Get OpenGL version
QString glversionstring = QString((const char*)glGetString(GL_VERSION));
QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.');
glVersion = MAKE_GL_VERSION(glversioninfo[0].toInt(), glversioninfo[1].toInt(),
glversioninfo.count() > 2 ? glversioninfo[2].toInt() : 0);
// Get list of supported OpenGL extensions
glExtensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(" ");
// handle OpenGL extensions functions
glResolveFunctions();
GLTexture::initStatic();
GLShader::initStatic();
GLRenderTarget::initStatic();
#else
glVersion = MAKE_GL_VERSION( 0, 0, 0 );
#endif
}
bool hasGLVersion(int major, int minor, int release)
{
return glVersion >= MAKE_GL_VERSION(major, minor, release);
}
bool hasGLXVersion(int major, int minor, int release)
{
return glXVersion >= MAKE_GL_VERSION(major, minor, release);
}
bool hasGLExtension(const QString& extension)
{
return glExtensions.contains(extension);
}
void checkGLError( const char* txt )
{
GLenum err = glGetError();
if( err != GL_NO_ERROR )
kWarning() << "GL error (" << txt << "): 0x" << QString::number( err, 16 ) << endl;
}
int nearestPowerOfTwo( int x )
{
// This method had been copied from Qt's nearest_gl_texture_size()
int n = 0, last = 0;
for (int s = 0; s < 32; ++s) {
if (((x>>s) & 1) == 1) {
++n;
last = s;
}
}
if (n > 1)
return 1 << (last+1);
return 1 << last;
}
void renderGLGeometry( const float* vertices, const float* texture, int count, int dim, int stride )
{
return renderGLGeometry( false, QRegion(), vertices, texture, count, dim, stride );
}
void renderGLGeometry( int mask, QRegion region, const float* vertices, const float* texture, int count,
int dim, int stride )
{
return renderGLGeometry( !( mask & ( Effect::PAINT_WINDOW_TRANSFORMED | Effect::PAINT_SCREEN_TRANSFORMED )),
region, vertices, texture, count, dim, stride );
}
void renderGLGeometry( bool clip, QRegion region, const float* vertices, const float* texture, int count,
int dim, int stride )
{
glPushAttrib( GL_ENABLE_BIT );
glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// Enable arrays
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( dim, GL_FLOAT, stride, vertices );
if( texture != NULL )
{
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer( 2, GL_FLOAT, stride, texture );
}
// Render
if( !clip )
// Just draw the entire window, no clipping
glDrawArrays( GL_QUADS, 0, count );
else
{
// Make sure there's only a single quad (no transformed vertices)
// Clip using scissoring
glEnable( GL_SCISSOR_TEST );
int dh = displayHeight();
foreach( QRect r, region.rects())
{
// Scissor rect has to be given in OpenGL coords
glScissor(r.x(), dh - r.y() - r.height(), r.width(), r.height());
glDrawArrays( GL_QUADS, 0, count );
}
}
glPopClientAttrib();
glPopAttrib();
}
#ifdef HAVE_OPENGL
//****************************************
// GLTexture
//****************************************
bool GLTexture::mNPOTTextureSupported = false;
bool GLTexture::mFramebufferObjectSupported = false;
bool GLTexture::mSaturationSupported = false;
GLTexture::GLTexture()
{
init();
}
GLTexture::GLTexture( const QImage& image, GLenum target )
{
init();
load( image, target );
}
GLTexture::GLTexture( const QPixmap& pixmap, GLenum target )
{
init();
load( pixmap, target );
}
GLTexture::GLTexture( const QString& fileName )
{
init();
load( fileName );
}
GLTexture::GLTexture( int width, int height )
{
init();
if( NPOTTextureSupported() || ( isPowerOfTwo( width ) && isPowerOfTwo( height )))
{
mTarget = GL_TEXTURE_2D;
mScale.setWidth( 1.0 / width);
mScale.setHeight( 1.0 / height);
can_use_mipmaps = true;
glGenTextures( 1, &mTexture );
bind();
glTexImage2D( mTarget, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
unbind();
}
}
GLTexture::~GLTexture()
{
discard();
}
void GLTexture::init()
{
mTexture = None;
mTarget = 0;
mFilter = 0;
y_inverted = false;
can_use_mipmaps = false;
has_valid_mipmaps = false;
}
void GLTexture::initStatic()
{
mNPOTTextureSupported = hasGLExtension( "GL_ARB_texture_non_power_of_two" );
mFramebufferObjectSupported = hasGLExtension( "GL_EXT_framebuffer_object" );
mSaturationSupported = ((hasGLExtension("GL_ARB_texture_env_crossbar")
&& hasGLExtension("GL_ARB_texture_env_dot3")) || hasGLVersion(1, 4))
&& (glTextureUnitsCount >= 4) && glActiveTexture != NULL;
}
bool GLTexture::isNull() const
{
return mTexture == None;
}
bool GLTexture::load( const QImage& image, GLenum target )
{
if( image.isNull())
return false;
QImage img = image;
mTarget = target;
if( mTarget != GL_TEXTURE_RECTANGLE_ARB )
{
if( !NPOTTextureSupported()
&& ( !isPowerOfTwo( image.width()) || !isPowerOfTwo( image.height())))
{ // non-rectangular target requires POT texture
img = img.scaled( nearestPowerOfTwo( image.width()),
nearestPowerOfTwo( image.height()));
}
mScale.setWidth( 1.0 / img.width());
mScale.setHeight( 1.0 / img.height());
can_use_mipmaps = true;
}
else
{
mScale.setWidth( 1.0 );
mScale.setHeight( 1.0 );
can_use_mipmaps = false;
}
setFilter( GL_LINEAR );
mSize = img.size();
y_inverted = false;
img = convertToGLFormat( img );
setDirty();
if( isNull())
glGenTextures( 1, &mTexture );
bind();
glTexImage2D( mTarget, 0, GL_RGBA, img.width(), img.height(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
unbind();
return true;
}
bool GLTexture::load( const QPixmap& pixmap, GLenum target )
{
if( pixmap.isNull())
return false;
return load( pixmap.toImage(), target );
}
bool GLTexture::load( const QString& fileName )
{
if( fileName.isEmpty())
return false;
return load( QImage( fileName ));
}
void GLTexture::discard()
{
setDirty();
if( mTexture != None )
glDeleteTextures( 1, &mTexture );
mTexture = None;
}
void GLTexture::bind()
{
glEnable( mTarget );
glBindTexture( mTarget, mTexture );
enableFilter();
}
void GLTexture::unbind()
{
glBindTexture( mTarget, 0 );
glDisable( mTarget );
}
void GLTexture::render( int mask, QRegion region, const QRect& rect )
{
return render( !( mask & ( Effect::PAINT_WINDOW_TRANSFORMED | Effect::PAINT_SCREEN_TRANSFORMED )),
region, rect );
}
void GLTexture::render( bool clip, QRegion region, const QRect& rect )
{
const float verts[ 4 * 2 ] =
{
rect.x(), rect.y(),
rect.x(), rect.y() + rect.height(),
rect.x() + rect.width(), rect.y() + rect.height(),
rect.x() + rect.width(), rect.y()
};
const float texcoords[ 4 * 2 ] =
{
0, 1,
0, 0,
1, 0,
1, 1
};
renderGLGeometry( clip, region, verts, texcoords, 4 );
}
void GLTexture::enableUnnormalizedTexCoords()
{
// update texture matrix to handle GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE
glMatrixMode( GL_TEXTURE );
glPushMatrix();
glLoadIdentity();
glScalef( mScale.width(), mScale.height(), 1 );
if( !y_inverted )
{
// Modify texture matrix so that we could always use non-opengl
// coordinates for textures
glScalef( 1, -1, 1 );
glTranslatef( 0, -mSize.height(), 0 );
}
glMatrixMode( GL_MODELVIEW );
}
void GLTexture::disableUnnormalizedTexCoords()
{
// Restore texture matrix
glMatrixMode( GL_TEXTURE );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
}
GLuint GLTexture::texture() const
{
return mTexture;
}
GLenum GLTexture::target() const
{
return mTarget;
}
GLenum GLTexture::filter() const
{
return mFilter;
}
bool GLTexture::isDirty() const
{
return has_valid_mipmaps;
}
void GLTexture::setTexture( GLuint texture )
{
discard();
mTexture = texture;
}
void GLTexture::setTarget( GLenum target )
{
mTarget = target;
}
void GLTexture::setFilter( GLenum filter )
{
mFilter = filter;
}
void GLTexture::setWrapMode( GLenum mode )
{
bind();
glTexParameteri( mTarget, GL_TEXTURE_WRAP_S, mode );
glTexParameteri( mTarget, GL_TEXTURE_WRAP_T, mode );
unbind();
}
void GLTexture::setDirty()
{
has_valid_mipmaps = false;
}
void GLTexture::enableFilter()
{
if( mFilter == GL_LINEAR_MIPMAP_LINEAR )
{ // trilinear filtering requested, but is it possible?
if( NPOTTextureSupported()
&& framebufferObjectSupported()
&& can_use_mipmaps )
{
glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
if( !has_valid_mipmaps )
{
glGenerateMipmap( mTarget );
has_valid_mipmaps = true;
}
}
else
{ // can't use trilinear, so use bilinear
setFilter( GL_LINEAR );
glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
}
else if( mFilter == GL_LINEAR )
{
glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
else
{ // if neither trilinear nor bilinear, default to fast filtering
setFilter( GL_NEAREST );
glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
}
QImage GLTexture::convertToGLFormat( const QImage& img ) const
{
// This method has been copied from Qt's QGLWidget::convertToGLFormat()
QImage res = img.convertToFormat(QImage::Format_ARGB32);
res = res.mirrored();
if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
// Qt has ARGB; OpenGL wants RGBA
for (int i=0; i < res.height(); i++) {
uint *p = (uint*)res.scanLine(i);
uint *end = p + res.width();
while (p < end) {
*p = (*p << 8) | ((*p >> 24) & 0xFF);
p++;
}
}
}
else {
// Qt has ARGB; OpenGL wants ABGR (i.e. RGBA backwards)
res = res.rgbSwapped();
}
return res;
}
//****************************************
// GLShader
//****************************************
bool GLShader::mFragmentShaderSupported = false;
bool GLShader::mVertexShaderSupported = false;
void GLShader::initStatic()
{
mFragmentShaderSupported = mVertexShaderSupported =
hasGLExtension("GL_ARB_shader_objects") && hasGLExtension("GL_ARB_shading_language_100");
mVertexShaderSupported &= hasGLExtension("GL_ARB_vertex_shader");
mFragmentShaderSupported &= hasGLExtension("GL_ARB_fragment_shader");
}
GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile)
{
mValid = false;
mVariableLocations = 0;
mProgram = 0;
loadFromFiles(vertexfile, fragmentfile);
}
GLShader::~GLShader()
{
if(mVariableLocations)
{
mVariableLocations->clear();
delete mVariableLocations;
}
if(mProgram)
{
glDeleteProgram(mProgram);
}
}
bool GLShader::loadFromFiles(const QString& vertexfile, const QString& fragmentfile)
{
QFile vf(vertexfile);
if(!vf.open(IO_ReadOnly))
{
kError(1212) << k_funcinfo << "Couldn't open '" << vertexfile << "' for reading!" << endl;
return false;
}
QString vertexsource(vf.readAll());
QFile ff(fragmentfile);
if(!ff.open(IO_ReadOnly))
{
kError(1212) << k_funcinfo << "Couldn't open '" << fragmentfile << "' for reading!" << endl;
return false;
}
QString fragsource(ff.readAll());
return load(vertexsource, fragsource);
}
bool GLShader::load(const QString& vertexsource, const QString& fragmentsource)
{
// Make sure shaders are actually supported
if(( !vertexsource.isEmpty() && !vertexShaderSupported() ) ||
( !fragmentsource.isEmpty() && !fragmentShaderSupported() ))
{
kDebug(1212) << k_funcinfo << "Shaders not supported" << endl;
return false;
}
GLuint vertexshader;
GLuint fragmentshader;
GLsizei logsize, logarraysize;
char* log = 0;
// Create program object
mProgram = glCreateProgram();
if(!vertexsource.isEmpty())
{
// Create shader object
vertexshader = glCreateShader(GL_VERTEX_SHADER);
// Load it
const QByteArray& srcba = vertexsource.toLatin1();
const char* src = srcba.data();
glShaderSource(vertexshader, 1, &src, NULL);
// Compile the shader
glCompileShader(vertexshader);
// Make sure it compiled correctly
int compiled;
glGetShaderiv(vertexshader, GL_COMPILE_STATUS, &compiled);
// Get info log
glGetShaderiv(vertexshader, GL_INFO_LOG_LENGTH, &logarraysize);
log = new char[logarraysize];
glGetShaderInfoLog(vertexshader, logarraysize, &logsize, log);
if(!compiled)
{
kError(1212) << k_funcinfo << "Couldn't compile vertex shader! Log:" << endl << log << endl;
delete[] log;
return false;
}
else if(logsize > 0)
kDebug(1212) << "Vertex shader compilation log:" << endl << log << endl;
// Attach the shader to the program
glAttachShader(mProgram, vertexshader);
// Delete shader
glDeleteShader(vertexshader);
delete[] log;
}
if(!fragmentsource.isEmpty())
{
fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
// Load it
const QByteArray& srcba = fragmentsource.toLatin1();
const char* src = srcba.data();
glShaderSource(fragmentshader, 1, &src, NULL);
//glShaderSource(fragmentshader, 1, &fragmentsrc.latin1(), NULL);
// Compile the shader
glCompileShader(fragmentshader);
// Make sure it compiled correctly
int compiled;
glGetShaderiv(fragmentshader, GL_COMPILE_STATUS, &compiled);
// Get info log
glGetShaderiv(fragmentshader, GL_INFO_LOG_LENGTH, &logarraysize);
log = new char[logarraysize];
glGetShaderInfoLog(fragmentshader, logarraysize, &logsize, log);
if(!compiled)
{
kError(1212) << k_funcinfo << "Couldn't compile fragment shader! Log:" << endl << log << endl;
delete[] log;
return false;
}
else if(logsize > 0)
kDebug(1212) << "Fragment shader compilation log:" << endl << log << endl;
// Attach the shader to the program
glAttachShader(mProgram, fragmentshader);
// Delete shader
glDeleteShader(fragmentshader);
delete[] log;
}
// Link the program
glLinkProgram(mProgram);
// Make sure it linked correctly
int linked;
glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
// Get info log
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &logarraysize);
log = new char[logarraysize];
glGetProgramInfoLog(mProgram, logarraysize, &logsize, log);
if(!linked)
{
kError(1212) << k_funcinfo << "Couldn't link the program! Log" << endl << log << endl;
delete[] log;
return false;
}
else if(logsize > 0)
kDebug(1212) << "Shader linking log:" << endl << log << endl;
delete[] log;
mVariableLocations = new QHash<QString, int>;
mValid = true;
return true;
}
void GLShader::bind()
{
glUseProgram(mProgram);
}
void GLShader::unbind()
{
glUseProgram(0);
}
int GLShader::uniformLocation(const QString& name)
{
if(!mVariableLocations)
{
return -1;
}
if(!mVariableLocations->contains(name))
{
int location = glGetUniformLocation(mProgram, name.toLatin1().data());
mVariableLocations->insert(name, location);
}
return mVariableLocations->value(name);
}
bool GLShader::setUniform(const QString& name, float value)
{
int location = uniformLocation(name);
if(location >= 0)
{
glUniform1f(location, value);
}
return (location >= 0);
}
bool GLShader::setUniform(const QString& name, int value)
{
int location = uniformLocation(name);
if(location >= 0)
{
glUniform1i(location, value);
}
return (location >= 0);
}
int GLShader::attributeLocation(const QString& name)
{
if(!mVariableLocations)
{
return -1;
}
if(!mVariableLocations->contains(name))
{
int location = glGetAttribLocation(mProgram, name.toLatin1().data());
mVariableLocations->insert(name, location);
}
return mVariableLocations->value(name);
}
bool GLShader::setAttribute(const QString& name, float value)
{
int location = attributeLocation(name);
if(location >= 0)
{
glVertexAttrib1f(location, value);
}
return (location >= 0);
}
/*** GLRenderTarget ***/
bool GLRenderTarget::mSupported = false;
void GLRenderTarget::initStatic()
{
mSupported = hasGLExtension("GL_EXT_framebuffer_object") && glFramebufferTexture2D;
}
GLRenderTarget::GLRenderTarget(GLTexture* color)
{
// Reset variables
mValid = false;
mTexture = color;
// Make sure FBO is supported
if(mSupported && mTexture && !mTexture->isNull())
{
initFBO();
}
else
kError(1212) << k_funcinfo << "Render targets aren't supported!" << endl;
}
GLRenderTarget::~GLRenderTarget()
{
if(mValid)
{
glDeleteFramebuffers(1, &mFramebuffer);
}
}
bool GLRenderTarget::enable()
{
if(!valid())
{
kError(1212) << k_funcinfo << "Can't enable invalid render target!" << endl;
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, mFramebuffer);
mTexture->setDirty();
return true;
}
bool GLRenderTarget::disable()
{
if(!valid())
{
kError(1212) << k_funcinfo << "Can't disable invalid render target!" << endl;
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
mTexture->setDirty();
return true;
}
void GLRenderTarget::initFBO()
{
glGenFramebuffers(1, &mFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, mFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
mTexture->target(), mTexture->texture(), 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
if(status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
kError(1212) << k_funcinfo << "Invalid fb status: " << status << endl;
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
mValid = true;
}
#endif
} // namespace