5577cc769b
It seems to be possible to generate a QPixmap that is not null, but doesnt have a paintEngine.
1604 lines
56 KiB
C++
1604 lines
56 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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Based on glcompmgr code by Felix Bellaby.
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Using code from Compiz and Beryl.
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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/*
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This is the OpenGL-based compositing code. It is the primary and most powerful
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compositing backend.
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Sources and other compositing managers:
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=======================================
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- http://opengl.org
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- documentation
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- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
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- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
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- extensions docs (http://www.opengl.org/registry/)
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- glcompmgr
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- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
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- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
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- simple and easy to understand
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- works even without texture_from_pixmap extension
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- claims to support several different gfx cards
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- compile with something like
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"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
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- compiz
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- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
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- the ultimate <whatever>
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- glxcompmgr
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- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
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- a rather old version of compiz, but also simpler and as such simpler
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to understand
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- beryl
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- a fork of Compiz
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- http://beryl-project.org
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- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
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the full list should be at git://anongit.beryl-project.org/beryl/)
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- libcm (metacity)
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- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
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- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
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- does not seem to be very powerful or with that much development going on
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*/
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#include "scene_opengl.h"
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#include "kwinglplatform.h"
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#include <kxerrorhandler.h>
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#include <kwinglplatform.h>
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#include "utils.h"
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#include "client.h"
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#include "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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#include <QPaintEngine>
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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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QMatrix4x4 SceneOpenGL::transformation(int mask, const ScreenPaintData &data) const
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{
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QMatrix4x4 matrix;
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if (!(mask & PAINT_SCREEN_TRANSFORMED))
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return matrix;
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matrix.translate(data.xTranslate, data.yTranslate, data.zTranslate);
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matrix.scale(data.xScale, data.yScale, data.zScale);
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if (!data.rotation)
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return matrix;
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// Apply the rotation
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const qreal xAxis = (data.rotation->axis == RotationData::XAxis ? 1.0 : 0.0);
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const qreal yAxis = (data.rotation->axis == RotationData::YAxis ? 1.0 : 0.0);
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const qreal zAxis = (data.rotation->axis == RotationData::ZAxis ? 1.0 : 0.0);
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matrix.translate(data.rotation->xRotationPoint,
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data.rotation->yRotationPoint,
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data.rotation->zRotationPoint);
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matrix.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
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matrix.translate(-data.rotation->xRotationPoint,
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-data.rotation->yRotationPoint,
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-data.rotation->zRotationPoint);
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return matrix;
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}
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void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data)
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{
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ShaderManager *shaderManager = ShaderManager::instance();
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const bool useShader = shaderManager->isValid();
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const QMatrix4x4 matrix = transformation(mask, data);
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if (useShader) {
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GLShader *shader = shaderManager->pushShader(ShaderManager::GenericShader);
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shader->setUniform(GLShader::ScreenTransformation, matrix);
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} else {
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pushMatrix(matrix);
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}
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Scene::paintGenericScreen(mask, data);
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if (useShader)
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shaderManager->popShader();
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else
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popMatrix();
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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(GLShader::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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c->getShadow();
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windows[ c ]->updateShadow(c->shadow());
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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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if (w->shadow()) {
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w->shadow()->setToplevel(deleted);
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}
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windows[ deleted ] = w;
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} else {
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delete windows.take(c);
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c->effectWindow()->setSceneWindow(NULL);
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}
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}
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void SceneOpenGL::windowDeleted(Deleted* c)
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{
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assert(windows.contains(c));
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delete windows.take(c);
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c->effectWindow()->setSceneWindow(NULL);
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}
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void SceneOpenGL::windowGeometryShapeChanged(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(const QPixmap& pix, GLenum target)
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: GLTexture()
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{
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init();
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load(pix, target);
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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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if (pix == None)
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return false;
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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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if (pixmap.isNull())
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return false;
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// Checking whether QPixmap comes with its own X11 Pixmap
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if (pixmap.paintEngine() == 0 || pixmap.paintEngine()->type() != QPaintEngine::X11 || pixmap.handle() == 0) {
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return GLTexture::load(pixmap.toImage(), target);
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}
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y_inverted = true;
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// use the X11 pixmap provided by Qt
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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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// 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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// 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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QMatrix4x4 SceneOpenGL::Window::transformation(int mask, const WindowPaintData &data) const
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{
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QMatrix4x4 matrix;
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matrix.translate(x(), y());
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if (!(mask & PAINT_WINDOW_TRANSFORMED))
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return matrix;
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matrix.translate(data.xTranslate, data.yTranslate, data.zTranslate);
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matrix.scale(data.xScale, data.yScale, data.zScale);
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|
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if (!data.rotation)
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return matrix;
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|
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// Apply the rotation
|
|
const qreal xAxis = (data.rotation->axis == RotationData::XAxis ? 1.0 : 0.0);
|
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const qreal yAxis = (data.rotation->axis == RotationData::YAxis ? 1.0 : 0.0);
|
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const qreal zAxis = (data.rotation->axis == RotationData::ZAxis ? 1.0 : 0.0);
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|
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matrix.translate(data.rotation->xRotationPoint,
|
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data.rotation->yRotationPoint,
|
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data.rotation->zRotationPoint);
|
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|
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matrix.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
|
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|
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matrix.translate(-data.rotation->xRotationPoint,
|
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-data.rotation->yRotationPoint,
|
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-data.rotation->zRotationPoint);
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|
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return matrix;
|
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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)
|
|
{
|
|
// check if there is something to paint (e.g. don't paint if the window
|
|
// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested)
|
|
/* HACK: It seems this causes painting glitches, disable temporarily
|
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bool opaque = isOpaque() && data.opacity == 1.0;
|
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if (( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT ))
|
|
{ // 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
|
|
if ( mask & PAINT_WINDOW_TRANSLUCENT && opaque )
|
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return; // Only painting translucent and window is opaque
|
|
}*/
|
|
|
|
// Intersect the clip region with the rectangle the window occupies on the screen
|
|
if (!(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
|
|
region &= toplevel->visibleRect();
|
|
|
|
if (region.isEmpty())
|
|
return;
|
|
|
|
if (!bindTexture())
|
|
return;
|
|
|
|
// Update the texture filter
|
|
if (options->glSmoothScale != 0 &&
|
|
(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
|
|
filter = ImageFilterGood;
|
|
else
|
|
filter = ImageFilterFast;
|
|
|
|
texture.setFilter(filter == ImageFilterGood ? GL_LINEAR : GL_NEAREST);
|
|
|
|
bool sceneShader = false;
|
|
|
|
if (!data.shader && ShaderManager::instance()->isValid()) {
|
|
// set the shader for uniform initialising in paint decoration
|
|
if ((mask & PAINT_WINDOW_TRANSFORMED) || (mask & PAINT_SCREEN_TRANSFORMED)) {
|
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data.shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
|
|
} else {
|
|
data.shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
|
|
data.shader->setUniform(GLShader::Offset, QVector2D(x(), y()));
|
|
}
|
|
sceneShader = true;
|
|
}
|
|
|
|
const QMatrix4x4 windowTransformation = transformation(mask, data);
|
|
|
|
if (data.shader)
|
|
data.shader->setUniform(GLShader::WindowTransformation, windowTransformation);
|
|
|
|
if (!sceneShader)
|
|
pushMatrix(windowTransformation);
|
|
|
|
WindowQuadList decoration = data.quads.select(WindowQuadDecoration);
|
|
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
|
|
// shadow
|
|
if (m_shadow) {
|
|
paintShadow(WindowQuadShadowTop, region, data);
|
|
paintShadow(WindowQuadShadowTopRight, region, data);
|
|
paintShadow(WindowQuadShadowRight, region, data);
|
|
paintShadow(WindowQuadShadowBottomRight, region, data);
|
|
paintShadow(WindowQuadShadowBottom, region, data);
|
|
paintShadow(WindowQuadShadowBottomLeft, region, data);
|
|
paintShadow(WindowQuadShadowLeft, region, data);
|
|
paintShadow(WindowQuadShadowTopLeft, region, data);
|
|
}
|
|
// 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);
|
|
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, decorationTexture->getYInverted());
|
|
if (data.shader) {
|
|
data.shader->setUniform(GLShader::TextureWidth, 1.0f);
|
|
data.shader->setUniform(GLShader::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::paintShadow(WindowQuadType type, const QRegion ®ion, const WindowPaintData &data)
|
|
{
|
|
WindowQuadList quads = data.quads.select(type);
|
|
Texture *texture = static_cast<SceneOpenGLShadow*>(m_shadow)->textureForQuadType(type);
|
|
if (!texture) {
|
|
return;
|
|
}
|
|
if (filter == ImageFilterGood)
|
|
texture->setFilter(GL_LINEAR);
|
|
else
|
|
texture->setFilter(GL_NEAREST);
|
|
texture->setWrapMode(GL_CLAMP_TO_EDGE);
|
|
texture->bind();
|
|
prepareStates(Shadow, data.opacity, data.brightness, data.saturation, data.shader, texture);
|
|
if (data.shader) {
|
|
data.shader->setUniform(GLShader::TextureWidth, 1.0f);
|
|
data.shader->setUniform(GLShader::TextureHeight, 1.0f);
|
|
}
|
|
renderQuads(0, region, quads);
|
|
restoreStates(Shadow, data.opacity, data.brightness, data.saturation, data.shader, texture);
|
|
texture->unbind();
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (static_cast<SceneOpenGL*>(scene)->debug) {
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
renderQuads(0, region, quads);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void SceneOpenGL::Window::makeDecorationArrays(const WindowQuadList& quads, const QRect& rect, bool y_inverted) 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();
|
|
|
|
if (y_inverted) {
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalTop() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalTop() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << (float)(quad.originalTop() - rect.y()) / height;
|
|
} else {
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalTop() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalTop() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalLeft() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalBottom() - rect.y()) / height;
|
|
texcoords << (float)(quad.originalRight() - rect.x()) / width;
|
|
texcoords << 1.0f - (float)(quad.originalTop() - rect.y()) / height;
|
|
}
|
|
}
|
|
GLVertexBuffer::streamingBuffer()->setData(quads.count() * 6, 2, vertices.data(), texcoords.data());
|
|
}
|
|
|
|
void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads)
|
|
{
|
|
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 {
|
|
Texture *tex = NULL;
|
|
switch(type) {
|
|
case Content:
|
|
tex = &texture;
|
|
break;
|
|
case DecorationTop:
|
|
tex = &topTexture;
|
|
break;
|
|
case DecorationLeft:
|
|
tex = &leftTexture;
|
|
break;
|
|
case DecorationRight:
|
|
tex = &rightTexture;
|
|
break;
|
|
case DecorationBottom:
|
|
tex = &bottomTexture;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
prepareStates(type, opacity, brightness, saturation, shader, tex);
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture)
|
|
{
|
|
if (shader) {
|
|
prepareShaderRenderStates(type, opacity, brightness, saturation, shader);
|
|
} else {
|
|
prepareRenderStates(type, opacity, brightness, saturation, texture);
|
|
}
|
|
}
|
|
|
|
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_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendColor((float)opacity, (float)opacity, (float)opacity, (float)opacity);
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_CONSTANT_ALPHA);
|
|
}
|
|
}
|
|
|
|
const float rgb = brightness * opacity;
|
|
const float a = opacity;
|
|
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
|
|
shader->setUniform(GLShader::Saturation, saturation);
|
|
shader->setUniform(GLShader::AlphaToOne, opaque ? 1 : 0);
|
|
|
|
const float texw = shader->textureWidth();
|
|
const float texh = shader->textureHeight();
|
|
|
|
// setting texture width and height stored in shader
|
|
// only set if it is set by an effect that is not negative
|
|
shader->setUniform(GLShader::TextureWidth, texw >= 0.0 ? texw : toplevel->width());
|
|
shader->setUniform(GLShader::TextureHeight, texh >= 0.0 ? texh : toplevel->height());
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex)
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
Q_UNUSED(type)
|
|
Q_UNUSED(opacity)
|
|
Q_UNUSED(brightness)
|
|
Q_UNUSED(saturation)
|
|
Q_UNUSED(tex)
|
|
#else
|
|
bool alpha = false;
|
|
bool opaque = true;
|
|
if (type == Content) {
|
|
alpha = toplevel->hasAlpha();
|
|
opaque = isOpaque() && opacity == 1.0;
|
|
} else {
|
|
alpha = true;
|
|
opaque = false;
|
|
}
|
|
// setup blending of transparent windows
|
|
glPushAttrib(GL_ENABLE_BIT);
|
|
if (!opaque) {
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
if (saturation != 1.0 && tex->saturationSupported()) {
|
|
// First we need to get the color from [0; 1] range to [0.5; 1] range
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
|
|
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant);
|
|
tex->bind();
|
|
|
|
// Then we take dot product of the result of previous pass and
|
|
// saturation_constant. This gives us completely unsaturated
|
|
// (greyscale) image
|
|
// Note that both operands have to be in range [0.5; 1] since opengl
|
|
// automatically substracts 0.5 from them
|
|
glActiveTexture(GL_TEXTURE1);
|
|
float saturation_constant[] = { 0.5 + 0.5 * 0.30, 0.5 + 0.5 * 0.59, 0.5 + 0.5 * 0.11, 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 {
|
|
Texture *tex = NULL;
|
|
switch(type) {
|
|
case Content:
|
|
tex = &texture;
|
|
break;
|
|
case DecorationTop:
|
|
tex = &topTexture;
|
|
break;
|
|
case DecorationLeft:
|
|
tex = &leftTexture;
|
|
break;
|
|
case DecorationRight:
|
|
tex = &rightTexture;
|
|
break;
|
|
case DecorationBottom:
|
|
tex = &bottomTexture;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
restoreStates(type, opacity, brightness, saturation, shader, tex);
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Window::restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture)
|
|
{
|
|
if (shader) {
|
|
restoreShaderRenderStates(type, opacity, brightness, saturation, shader);
|
|
} else {
|
|
restoreRenderStates(type, opacity, brightness, saturation, texture);
|
|
}
|
|
}
|
|
|
|
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(GLShader::AlphaToOne, 0);
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
glPopAttrib(); // ENABLE_BIT
|
|
#endif
|
|
}
|
|
|
|
void SceneOpenGL::Window::restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex)
|
|
{
|
|
Q_UNUSED(type)
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
Q_UNUSED(opacity)
|
|
Q_UNUSED(brightness)
|
|
Q_UNUSED(saturation)
|
|
Q_UNUSED(tex)
|
|
#else
|
|
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()
|
|
{
|
|
glFlush();
|
|
delete m_texture;
|
|
m_texture = NULL;
|
|
delete m_textTexture;
|
|
m_textTexture = NULL;
|
|
delete m_textPixmap;
|
|
m_textPixmap = NULL;
|
|
delete m_iconTexture;
|
|
m_iconTexture = NULL;
|
|
delete m_selectionTexture;
|
|
m_selectionTexture = NULL;
|
|
delete m_unstyledVBO;
|
|
m_unstyledVBO = NULL;
|
|
delete m_oldIconTexture;
|
|
m_oldIconTexture = NULL;
|
|
delete m_oldTextTexture;
|
|
m_oldTextTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::freeIconFrame()
|
|
{
|
|
delete m_iconTexture;
|
|
m_iconTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::freeTextFrame()
|
|
{
|
|
delete m_textTexture;
|
|
m_textTexture = NULL;
|
|
delete m_textPixmap;
|
|
m_textPixmap = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::freeSelection()
|
|
{
|
|
delete m_selectionTexture;
|
|
m_selectionTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::crossFadeIcon()
|
|
{
|
|
delete m_oldIconTexture;
|
|
m_oldIconTexture = m_iconTexture;
|
|
m_iconTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::crossFadeText()
|
|
{
|
|
delete m_oldTextTexture;
|
|
m_oldTextTexture = m_textTexture;
|
|
m_textTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::render(QRegion region, double opacity, double frameOpacity)
|
|
{
|
|
if (m_effectFrame->geometry().isEmpty())
|
|
return; // Nothing to display
|
|
|
|
region = infiniteRegion(); // TODO: Old region doesn't seem to work with OpenGL
|
|
|
|
GLShader* shader = m_effectFrame->shader();
|
|
bool sceneShader = false;
|
|
if (!shader && ShaderManager::instance()->isValid()) {
|
|
shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
|
|
sceneShader = true;
|
|
} else if (shader) {
|
|
ShaderManager::instance()->pushShader(shader);
|
|
}
|
|
|
|
if (shader) {
|
|
if (sceneShader)
|
|
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
|
|
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
|
|
shader->setUniform(GLShader::Saturation, 1.0f);
|
|
shader->setUniform(GLShader::AlphaToOne, 0);
|
|
|
|
shader->setUniform(GLShader::TextureWidth, 1.0f);
|
|
shader->setUniform(GLShader::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) {
|
|
const float a = opacity * frameOpacity;
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#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(GLShader::Offset, QVector2D(pt.x(), pt.y()));
|
|
} else {
|
|
QMatrix4x4 translation;
|
|
translation.translate(pt.x(), pt.y());
|
|
if (shader) {
|
|
shader->setUniform(GLShader::WindowTransformation, translation);
|
|
} else {
|
|
pushMatrix(translation);
|
|
}
|
|
}
|
|
m_unstyledVBO->render(region, GL_TRIANGLES);
|
|
if (!sceneShader) {
|
|
if (shader) {
|
|
shader->setUniform(GLShader::WindowTransformation, QMatrix4x4());
|
|
} else {
|
|
popMatrix();
|
|
}
|
|
}
|
|
m_unstyledTexture->unbind();
|
|
} else if (m_effectFrame->style() == EffectFrameStyled) {
|
|
if (!m_texture) // Lazy creation
|
|
updateTexture();
|
|
|
|
if (shader) {
|
|
const float a = opacity * frameOpacity;
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#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);
|
|
}
|
|
if (shader) {
|
|
const float a = opacity * frameOpacity;
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity);
|
|
#endif
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
m_selectionTexture->bind();
|
|
m_selectionTexture->render(region, m_effectFrame->selection());
|
|
m_selectionTexture->unbind();
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
// Render icon
|
|
if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) {
|
|
QPoint topLeft(m_effectFrame->geometry().x(),
|
|
m_effectFrame->geometry().center().y() - m_effectFrame->iconSize().height() / 2);
|
|
|
|
if (m_effectFrame->isCrossFade() && m_oldIconTexture) {
|
|
if (shader) {
|
|
const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress());
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#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) {
|
|
const float a = opacity * m_effectFrame->crossFadeProgress();
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress());
|
|
#endif
|
|
} else {
|
|
if (shader) {
|
|
const QVector4D constant(opacity, opacity, opacity, opacity);
|
|
shader->setUniform(GLShader::ModulationConstant, constant);
|
|
}
|
|
#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());
|
|
}
|
|
m_iconTexture->bind();
|
|
m_iconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize()));
|
|
m_iconTexture->unbind();
|
|
}
|
|
|
|
// Render text
|
|
if (!m_effectFrame->text().isEmpty()) {
|
|
if (m_effectFrame->isCrossFade() && m_oldTextTexture) {
|
|
if (shader) {
|
|
const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress());
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#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) {
|
|
const float a = opacity * m_effectFrame->crossFadeProgress();
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress());
|
|
#endif
|
|
} else {
|
|
if (shader) {
|
|
const QVector4D constant(opacity, opacity, opacity, opacity);
|
|
shader->setUniform(GLShader::ModulationConstant, constant);
|
|
}
|
|
#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);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::cleanup()
|
|
{
|
|
delete m_unstyledTexture;
|
|
m_unstyledTexture = NULL;
|
|
delete m_unstyledPixmap;
|
|
m_unstyledPixmap = NULL;
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Shadow
|
|
//****************************************
|
|
SceneOpenGLShadow::SceneOpenGLShadow(Toplevel *toplevel)
|
|
: Shadow(toplevel)
|
|
{
|
|
}
|
|
|
|
SceneOpenGLShadow::~SceneOpenGLShadow()
|
|
{
|
|
for (int i=0; i<ShadowElementsCount; ++i) {
|
|
m_shadowTextures[i].discard();
|
|
}
|
|
}
|
|
|
|
SceneOpenGL::Texture *SceneOpenGLShadow::textureForQuadType(WindowQuadType type)
|
|
{
|
|
SceneOpenGL::Texture *texture = NULL;
|
|
QPixmap pixmap;
|
|
switch (type) {
|
|
case WindowQuadShadowTop:
|
|
texture = &m_shadowTextures[ShadowElementTop];
|
|
pixmap = shadowPixmap(ShadowElementTop);
|
|
break;
|
|
case WindowQuadShadowTopRight:
|
|
texture = &m_shadowTextures[ShadowElementTopRight];
|
|
pixmap = shadowPixmap(ShadowElementTopRight);
|
|
break;
|
|
case WindowQuadShadowRight:
|
|
texture = &m_shadowTextures[ShadowElementRight];
|
|
pixmap = shadowPixmap(ShadowElementRight);
|
|
break;
|
|
case WindowQuadShadowBottomRight:
|
|
texture = &m_shadowTextures[ShadowElementBottomRight];
|
|
pixmap = shadowPixmap(ShadowElementBottomRight);
|
|
break;
|
|
case WindowQuadShadowBottom:
|
|
texture = &m_shadowTextures[ShadowElementBottom];
|
|
pixmap = shadowPixmap(ShadowElementBottom);
|
|
break;
|
|
case WindowQuadShadowBottomLeft:
|
|
texture = &m_shadowTextures[ShadowElementBottomLeft];
|
|
pixmap = shadowPixmap(ShadowElementBottomLeft);
|
|
break;
|
|
case WindowQuadShadowLeft:
|
|
texture = &m_shadowTextures[ShadowElementLeft];
|
|
pixmap = shadowPixmap(ShadowElementLeft);
|
|
break;
|
|
case WindowQuadShadowTopLeft:
|
|
texture = &m_shadowTextures[ShadowElementTopLeft];
|
|
pixmap = shadowPixmap(ShadowElementTopLeft);
|
|
break;
|
|
default:
|
|
// nothing
|
|
break;
|
|
}
|
|
if (texture) {
|
|
if (texture->texture() != None) {
|
|
glBindTexture(texture->target(), texture->texture());
|
|
} else if (!pixmap.isNull()) {
|
|
const bool success = texture->load(pixmap);
|
|
if (!success) {
|
|
kDebug(1212) << "Failed to bind shadow pixmap";
|
|
return NULL;
|
|
}
|
|
} else {
|
|
return NULL;
|
|
}
|
|
}
|
|
return texture;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
#endif
|