kwin/scene_opengl.cpp
Arthur Arlt d8072be54d Move OverlayWindow from Workspace to its own class
All the functionality of Overlay Window is moved to its own class
OverlayWindow. It is created and owned by class Scene, since almost
all function calls are called from this class.

REVIEW: 101866
2011-07-09 19:08:48 +02:00

1739 lines
66 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
Based on glcompmgr code by Felix Bellaby.
Using code from Compiz and Beryl.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
/*
This is the OpenGL-based compositing code. It is the primary and most powerful
compositing backend.
Sources and other compositing managers:
=======================================
- http://opengl.org
- documentation
- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
- extensions docs (http://www.opengl.org/registry/)
- glcompmgr
- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
- simple and easy to understand
- works even without texture_from_pixmap extension
- claims to support several different gfx cards
- compile with something like
"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
- compiz
- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
- the ultimate <whatever>
- glxcompmgr
- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
- a rather old version of compiz, but also simpler and as such simpler
to understand
- beryl
- a fork of Compiz
- http://beryl-project.org
- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
the full list should be at git://anongit.beryl-project.org/beryl/)
- libcm (metacity)
- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
- does not seem to be very powerful or with that much development going on
*/
#include "scene_opengl.h"
#include "kwinglplatform.h"
#include <kxerrorhandler.h>
#include <kwinglplatform.h>
#include "utils.h"
#include "client.h"
#include "deleted.h"
#include "effects.h"
#include "overlaywindow.h"
#include <math.h>
// turns on checks for opengl errors in various places (for easier finding of them)
// normally only few of them are enabled
//#define CHECK_GL_ERROR
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
#include <X11/extensions/Xcomposite.h>
#include <qpainter.h>
#include <QVector2D>
#include <QVector4D>
#include <QMatrix4x4>
namespace KWin
{
extern int currentRefreshRate();
//****************************************
// SceneOpenGL
//****************************************
bool SceneOpenGL::db; // destination drawable is double-buffered
#ifdef KWIN_HAVE_OPENGLES
#include "scene_opengl_egl.cpp"
#else
#include "scene_opengl_glx.cpp"
#endif
bool SceneOpenGL::initFailed() const
{
return !init_ok;
}
bool SceneOpenGL::selectMode()
{
if (!initDrawableConfigs())
return false;
return true;
}
QMatrix4x4 SceneOpenGL::transformation(int mask, const ScreenPaintData &data) const
{
QMatrix4x4 matrix;
if (!(mask & PAINT_SCREEN_TRANSFORMED))
return matrix;
matrix.translate(data.xTranslate, data.yTranslate, data.zTranslate);
matrix.scale(data.xScale, data.yScale, data.zScale);
if (!data.rotation)
return matrix;
// Apply the rotation
const qreal xAxis = (data.rotation->axis == RotationData::XAxis ? 1.0 : 0.0);
const qreal yAxis = (data.rotation->axis == RotationData::YAxis ? 1.0 : 0.0);
const qreal zAxis = (data.rotation->axis == RotationData::ZAxis ? 1.0 : 0.0);
matrix.translate(data.rotation->xRotationPoint,
data.rotation->yRotationPoint,
data.rotation->zRotationPoint);
matrix.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
matrix.translate(-data.rotation->xRotationPoint,
-data.rotation->yRotationPoint,
-data.rotation->zRotationPoint);
return matrix;
}
void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data)
{
ShaderManager *shaderManager = ShaderManager::instance();
const bool useShader = shaderManager->isValid();
const QMatrix4x4 matrix = transformation(mask, data);
if (useShader) {
GLShader *shader = shaderManager->pushShader(ShaderManager::GenericShader);
shader->setUniform(GLShader::ScreenTransformation, matrix);
} else {
pushMatrix(matrix);
}
Scene::paintGenericScreen(mask, data);
if (useShader)
shaderManager->popShader();
else
popMatrix();
}
void SceneOpenGL::paintBackground(QRegion region)
{
PaintClipper pc(region);
if (!PaintClipper::clip()) {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
return;
}
if (pc.clip() && pc.paintArea().isEmpty())
return; // no background to paint
QVector<float> verts;
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
QRect r = iterator.boundingRect();
verts << r.x() + r.width() << r.y();
verts << r.x() << r.y();
verts << r.x() << r.y() + r.height();
verts << r.x() << r.y() + r.height();
verts << r.x() + r.width() << r.y() + r.height();
verts << r.x() + r.width() << r.y();
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setUseColor(true);
vbo->setData(verts.count() / 2, 2, verts.data(), NULL);
const bool useShader = ShaderManager::instance()->isValid();
if (useShader) {
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
}
vbo->render(GL_TRIANGLES);
if (useShader) {
ShaderManager::instance()->popShader();
}
}
void SceneOpenGL::windowAdded(Toplevel* c)
{
assert(!windows.contains(c));
windows[ c ] = new Window(c);
connect(c, SIGNAL(opacityChanged(KWin::Toplevel*,qreal)), SLOT(windowOpacityChanged(KWin::Toplevel*)));
connect(c, SIGNAL(geometryShapeChanged(KWin::Toplevel*,QRect)), SLOT(windowGeometryShapeChanged(KWin::Toplevel*)));
connect(c, SIGNAL(windowClosed(KWin::Toplevel*,KWin::Deleted*)), SLOT(windowClosed(KWin::Toplevel*,KWin::Deleted*)));
c->effectWindow()->setSceneWindow(windows[ c ]);
c->getShadow();
windows[ c ]->updateShadow(c->shadow());
}
void SceneOpenGL::windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted)
{
assert(windows.contains(c));
if (deleted != NULL) {
// replace c with deleted
Window* w = windows.take(c);
w->updateToplevel(deleted);
if (w->shadow()) {
w->shadow()->setToplevel(deleted);
}
windows[ deleted ] = w;
} else {
delete windows.take(c);
c->effectWindow()->setSceneWindow(NULL);
}
}
void SceneOpenGL::windowDeleted(Deleted* c)
{
assert(windows.contains(c));
delete windows.take(c);
c->effectWindow()->setSceneWindow(NULL);
}
void SceneOpenGL::windowGeometryShapeChanged(KWin::Toplevel* c)
{
if (!windows.contains(c)) // this is ok, shape is not valid
return; // by default
Window* w = windows[ c ];
w->discardShape();
w->checkTextureSize();
}
void SceneOpenGL::windowOpacityChanged(KWin::Toplevel* t)
{
#if 0 // not really needed, windows are painted on every repaint
// and opacity is used when applying texture, not when
// creating it
if (!windows.contains(c)) // this is ok, texture is created
return; // on demand
Window* w = windows[ c ];
w->discardTexture();
#endif
}
//****************************************
// SceneOpenGL::Texture
//****************************************
SceneOpenGL::Texture::Texture() : GLTexture()
{
init();
}
SceneOpenGL::Texture::Texture(const Pixmap& pix, const QSize& size, int depth) : GLTexture()
{
init();
load(pix, size, depth);
}
SceneOpenGL::Texture::Texture(const QPixmap& pix, GLenum target)
: GLTexture()
{
init();
load(pix, target);
}
SceneOpenGL::Texture::~Texture()
{
discard();
}
void SceneOpenGL::Texture::createTexture()
{
glGenTextures(1, &mTexture);
}
void SceneOpenGL::Texture::discard()
{
if (mTexture != None)
release();
GLTexture::discard();
}
QRegion SceneOpenGL::Texture::optimizeBindDamage(const QRegion& reg, int limit)
{
if (reg.rects().count() <= 1)
return reg;
// try to reduce the number of rects, as especially with SHM mode every rect
// causes X roundtrip, even for very small areas - so, when the size difference
// between all the areas and the bounding rectangle is small, simply use
// only the bounding rectangle
int size = 0;
foreach (const QRect & r, reg.rects())
size += r.width() * r.height();
if (reg.boundingRect().width() * reg.boundingRect().height() - size < limit)
return reg.boundingRect();
return reg;
}
bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
int depth)
{
if (pix == None)
return false;
return load(pix, size, depth,
QRegion(0, 0, size.width(), size.height()));
}
bool SceneOpenGL::Texture::load(const QImage& image, GLenum target)
{
if (image.isNull())
return false;
return load(QPixmap::fromImage(image), target);
}
bool SceneOpenGL::Texture::load(const QPixmap& pixmap, GLenum target)
{
if (pixmap.isNull())
return false;
// Checking whether QPixmap comes with its own X11 Pixmap
if (Extensions::nonNativePixmaps()) {
return GLTexture::load(pixmap.toImage(), target);
}
y_inverted = true;
// use the X11 pixmap provided by Qt
return load(pixmap.handle(), pixmap.size(), pixmap.depth());
}
//****************************************
// SceneOpenGL::Window
//****************************************
SceneOpenGL::Window::Window(Toplevel* c)
: Scene::Window(c)
, texture()
, topTexture()
, leftTexture()
, rightTexture()
, bottomTexture()
{
}
SceneOpenGL::Window::~Window()
{
discardTexture();
}
// Bind the window pixmap to an OpenGL texture.
bool SceneOpenGL::Window::bindTexture()
{
#ifndef KWIN_HAVE_OPENGLES
if (texture.texture() != None && toplevel->damage().isEmpty()) {
// texture doesn't need updating, just bind it
glBindTexture(texture.target(), texture.texture());
return true;
}
#endif
// Get the pixmap with the window contents
Pixmap pix = toplevel->windowPixmap();
if (pix == None)
return false;
bool success = texture.load(pix, toplevel->size(), toplevel->depth(),
toplevel->damage());
if (success)
toplevel->resetDamage(QRect(toplevel->clientPos(), toplevel->clientSize()));
else
kDebug(1212) << "Failed to bind window";
return success;
}
void SceneOpenGL::Window::discardTexture()
{
texture.discard();
topTexture.discard();
leftTexture.discard();
rightTexture.discard();
bottomTexture.discard();
}
// This call is used in SceneOpenGL::windowGeometryShapeChanged(),
// which originally called discardTexture(), however this was causing performance
// problems with the launch feedback icon - large number of texture rebinds.
// Since the launch feedback icon does not resize, only changes shape, it
// is not necessary to rebind the texture (with no strict binding), therefore
// discard the texture only if size changes.
void SceneOpenGL::Window::checkTextureSize()
{
if (texture.size() != size())
discardTexture();
}
// when the window's composite pixmap is discarded, undo binding it to the texture
void SceneOpenGL::Window::pixmapDiscarded()
{
texture.release();
}
QMatrix4x4 SceneOpenGL::Window::transformation(int mask, const WindowPaintData &data) const
{
QMatrix4x4 matrix;
matrix.translate(x(), y());
if (!(mask & PAINT_WINDOW_TRANSFORMED))
return matrix;
matrix.translate(data.xTranslate, data.yTranslate, data.zTranslate);
matrix.scale(data.xScale, data.yScale, data.zScale);
if (!data.rotation)
return matrix;
// Apply the rotation
const qreal xAxis = (data.rotation->axis == RotationData::XAxis ? 1.0 : 0.0);
const qreal yAxis = (data.rotation->axis == RotationData::YAxis ? 1.0 : 0.0);
const qreal zAxis = (data.rotation->axis == RotationData::ZAxis ? 1.0 : 0.0);
matrix.translate(data.rotation->xRotationPoint,
data.rotation->yRotationPoint,
data.rotation->zRotationPoint);
matrix.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
matrix.translate(-data.rotation->xRotationPoint,
-data.rotation->yRotationPoint,
-data.rotation->zRotationPoint);
return matrix;
}
// paint the window
void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData data)
{
// check if there is something to paint (e.g. don't paint if the window
// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested)
/* HACK: It seems this causes painting glitches, disable temporarily
bool opaque = isOpaque() && data.opacity == 1.0;
if (( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT ))
{ // We are only painting either opaque OR translucent windows, not both
if ( mask & PAINT_WINDOW_OPAQUE && !opaque )
return; // Only painting opaque and window is translucent
if ( mask & PAINT_WINDOW_TRANSLUCENT && opaque )
return; // Only painting translucent and window is opaque
}*/
if (region.isEmpty())
return;
if (region != infiniteRegion() && !(mask & PAINT_WINDOW_TRANSFORMED)) {
WindowQuadList quads;
const QRegion filterRegion = region.translated(-x(), -y());
// split all quads in bounding rect with the actual rects in the region
foreach (const WindowQuad &quad, data.quads) {
foreach (const QRect &r, filterRegion.rects()) {
const QRectF rf(r);
const QRectF quadRect(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()));
// case 1: completely contains, include and do not check other rects
if (rf.contains(quadRect)) {
quads << quad;
break;
}
// case 2: intersection
if (rf.intersects(quadRect)) {
const QRectF intersected = rf.intersected(quadRect);
quads << quad.makeSubQuad(intersected.left(), intersected.top(), intersected.right(), intersected.bottom());
}
}
}
data.quads = quads;
}
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)) {
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(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();
prepareStates(Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader);
renderQuads(mask, region, data.quads.select(WindowQuadContents), &texture);
restoreStates(Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader);
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), &texture);
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)
{
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;
// We have to update the texture although we do not paint anything.
// This is especially needed if we draw the opaque part of the window
// and the decoration in two different passes (as we in Scene::paintSimpleWindow do).
// Otherwise we run into the situation that in the first pass there are some
// pending decoration repaints but we dont paint the decoration and in the
// second pass it's the other way around.
if (quads.isEmpty())
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);
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(const QRegion &region, const WindowPaintData &data)
{
WindowQuadList quads = data.quads.select(WindowQuadShadowTopLeft);
quads.append(data.quads.select(WindowQuadShadowTop));
quads.append(data.quads.select(WindowQuadShadowTopRight));
quads.append(data.quads.select(WindowQuadShadowRight));
quads.append(data.quads.select(WindowQuadShadowBottomRight));
quads.append(data.quads.select(WindowQuadShadowBottom));
quads.append(data.quads.select(WindowQuadShadowBottomLeft));
quads.append(data.quads.select(WindowQuadShadowLeft));
if (quads.isEmpty()) {
return;
}
GLTexture *texture = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture();
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);
renderQuads(0, region, quads, texture, true);
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, texture);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
}
void SceneOpenGL::Window::makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const
{
QVector<float> vertices;
QVector<float> texcoords;
vertices.reserve(quads.count() * 6 * 2);
texcoords.reserve(quads.count() * 6 * 2);
float width = tex->size().width();
float height = tex->size().height();
#ifndef KWIN_HAVE_OPENGLES
if (tex->target() == GL_TEXTURE_RECTANGLE_ARB) {
width = 1.0;
height = 1.0;
}
#endif
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 (tex->isYInverted()) {
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, GLTexture *tex, bool normalized)
{
if (quads.isEmpty())
return;
// Render geometry
float* vertices;
float* texcoords;
QSizeF size(tex->size());
if (normalized) {
size.setWidth(1.0);
size.setHeight(1.0);
}
#ifndef KWIN_HAVE_OPENGLES
if (tex->target() == GL_TEXTURE_RECTANGLE_ARB) {
size.setWidth(1.0);
size.setHeight(1.0);
}
#endif
quads.makeArrays(&vertices, &texcoords, size, tex->isYInverted());
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, GLTexture *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);
}
void SceneOpenGL::Window::prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *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, GLTexture *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, GLTexture *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);
}
#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();
if (!pixmap.isNull())
m_selectionTexture = new Texture(pixmap);
}
if (m_selectionTexture) {
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;
m_texture = 0L;
if (m_effectFrame->style() == EffectFrameStyled) {
QPixmap pixmap = m_effectFrame->frame().framePixmap();
m_texture = new Texture(pixmap);
}
}
void SceneOpenGL::EffectFrame::updateTextTexture()
{
delete m_textTexture;
m_textTexture = 0L;
delete m_textPixmap;
m_textPixmap = 0L;
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;
m_unstyledTexture = 0L;
delete m_unstyledPixmap;
m_unstyledPixmap = 0L;
// 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)
, m_texture(NULL)
{
}
SceneOpenGLShadow::~SceneOpenGLShadow()
{
delete m_texture;
}
void SceneOpenGLShadow::buildQuads()
{
// prepare window quads
WindowQuadList quads = shadowQuads();
quads.clear();
const QRectF topRect(QPoint(0, 0), shadowPixmap(ShadowElementTop).size());
const QRectF topRightRect(QPoint(0, 0), shadowPixmap(ShadowElementTopRight).size());
const QRectF rightRect(QPoint(0, 0), shadowPixmap(ShadowElementRight).size());
const QRectF bottomRightRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomRight).size());
const QRectF bottomRect(QPoint(0, 0), shadowPixmap(ShadowElementBottom).size());
const QRectF bottomLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomLeft).size());
const QRectF leftRect(QPoint(0, 0), shadowPixmap(ShadowElementLeft).size());
const QRectF topLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementTopLeft).size());
if ((leftRect.width() - leftOffset() > topLevel()->width()) ||
(rightRect.width() - rightOffset() > topLevel()->width()) ||
(topRect.height() - topOffset() > topLevel()->height()) ||
(bottomRect.height() - bottomOffset() > topLevel()->height())) {
// if our shadow is bigger than the window, we don't render the shadow
setShadowRegion(QRegion());
return;
}
// calculate the width
const qreal cornerWidth = topLeftRect.width() + topRightRect.width() + bottomLeftRect.width() + bottomRightRect.width();
const qreal leftRightWidth = leftRect.width() + rightRect.width();
const qreal topBottomWidth = topRect.width() + bottomRect.width();
// calculate the height
const qreal cornerHeight = qMax<int>(topLeftRect.height(), qMax<int>(topRightRect.height(), qMax<int>(bottomLeftRect.height(), bottomRightRect.height())));
const qreal leftRightHeight = qMax<int>(leftRect.height(), rightRect.height());
const qreal width = m_texture->width();
const qreal height = m_texture->height();
qreal tx1, tx2, ty1, ty2;
tx1 = tx2 = ty1 = ty2 = 0.0;
tx2 = topLeftRect.width()/width;
ty2 = topLeftRect.height()/height;
WindowQuad topLeftQuad(WindowQuadShadowTopLeft);
topLeftQuad[ 0 ] = WindowVertex(-leftOffset(), -topOffset(), tx1, ty1);
topLeftQuad[ 1 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset(), tx2, ty1);
topLeftQuad[ 2 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset() + topLeftRect.height(), tx2, ty2);
topLeftQuad[ 3 ] = WindowVertex(-leftOffset(), -topOffset() + topLeftRect.height(), tx1, ty2);
quads.append(topLeftQuad);
tx2 = topRect.width()/width;
ty1 = (cornerHeight + leftRightHeight)/height;
ty2 = (cornerHeight + leftRightHeight + topRect.height())/height;
WindowQuad topQuad(WindowQuadShadowTop);
topQuad[ 0 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset(), tx1, ty1);
topQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset(), tx2, ty1);
topQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset() + topRect.height(),tx2, ty2);
topQuad[ 3 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset() + topRect.height(), tx1, ty2);
quads.append(topQuad);
tx1 = topLeftRect.width()/width;
tx2 = (topLeftRect.width() + topRightRect.width())/width;
ty1 = 0.0;
ty2 = topRightRect.height()/height;
WindowQuad topRightQuad(WindowQuadShadowTopRight);
topRightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset(), tx1, ty1);
topRightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset(), tx2, ty1);
topRightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset() + topRightRect.height(), tx2, ty2);
topRightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset() + topRightRect.height(), tx1, ty2);
quads.append(topRightQuad);
tx1 = leftRect.width()/width;
tx2 = leftRightWidth/width;
ty1 = cornerHeight/height;
ty2 = (cornerHeight+rightRect.height())/height;
WindowQuad rightQuad(WindowQuadShadowRight);
rightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - rightRect.width(), -topOffset() + topRightRect.height(), tx1, ty1);
rightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset() + topRightRect.height(), tx2, ty1);
rightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx2, ty2);
rightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - rightRect.width(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx1, ty2);
quads.append(rightQuad);
tx1 = (topLeftRect.width() + topRightRect.width() + bottomLeftRect.width())/width;
tx2 = cornerWidth/width;
ty1 = 0.0;
ty2 = bottomRightRect.height()/height;
WindowQuad bottomRightQuad(WindowQuadShadowBottomRight);
bottomRightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx1, ty1);
bottomRightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx2, ty1);
bottomRightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset(), tx2, ty2);
bottomRightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset(), tx1, ty2);
quads.append(bottomRightQuad);
tx1 = topRect.width()/width;
tx2 = topBottomWidth/width;
ty1 = (cornerHeight + leftRightHeight)/height;
ty2 = (cornerHeight + leftRightHeight + bottomRect.height())/height;
WindowQuad bottomQuad(WindowQuadShadowBottom);
bottomQuad[ 0 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset() - bottomRect.height(), tx1, ty1);
bottomQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset() - bottomRect.height(), tx2, ty1);
bottomQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset(), tx2, ty2);
bottomQuad[ 3 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset(), tx1, ty2);
quads.append(bottomQuad);
tx1 = (topLeftRect.width() + topRightRect.width())/width;
tx2 = (topLeftRect.width() + topRightRect.width() + bottomLeftRect.width())/width;
ty1 = 0.0;
ty2 = bottomLeftRect.height()/height;
WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft);
bottomLeftQuad[ 0 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx1, ty1);
bottomLeftQuad[ 1 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx2, ty1);
bottomLeftQuad[ 2 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset(), tx2, ty2);
bottomLeftQuad[ 3 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset(), tx1, ty2);
quads.append(bottomLeftQuad);
tx1 = 0.0;
tx2 = leftRect.width()/width;
ty1 = cornerHeight/height;
ty2 = (cornerHeight+leftRect.height())/height;
WindowQuad leftQuad(WindowQuadShadowLeft);
leftQuad[ 0 ] = WindowVertex(-leftOffset(), -topOffset() + topLeftRect.height(), tx1, ty1);
leftQuad[ 1 ] = WindowVertex(-leftOffset() + leftRect.width(), -topOffset() + topLeftRect.height(), tx2, ty1);
leftQuad[ 2 ] = WindowVertex(-leftOffset() + leftRect.width(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx2, ty2);
leftQuad[ 3 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx1, ty2);
quads.append(leftQuad);
m_shadowQuads = quads;
}
bool SceneOpenGLShadow::prepareBackend()
{
const QRect topRect(QPoint(0, 0), shadowPixmap(ShadowElementTop).size());
const QRect topRightRect(QPoint(0, 0), shadowPixmap(ShadowElementTopRight).size());
const QRect rightRect(QPoint(0, 0), shadowPixmap(ShadowElementRight).size());
const QRect bottomRightRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomRight).size());
const QRect bottomRect(QPoint(0, 0), shadowPixmap(ShadowElementBottom).size());
const QRect bottomLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomLeft).size());
const QRect leftRect(QPoint(0, 0), shadowPixmap(ShadowElementLeft).size());
const QRect topLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementTopLeft).size());
// calculate the width
const int cornerWidth = topLeftRect.width() + topRightRect.width() + bottomLeftRect.width() + bottomRightRect.width();
const int leftRightWidth = leftRect.width() + rightRect.width();
const int topBottomWidth = topRect.width() + bottomRect.width();
const int width = qMax<int>(cornerWidth, qMax<int>(leftRightWidth, topBottomWidth));
// calculate the height
const int cornerHeight = qMax<int>(topLeftRect.height(), qMax<int>(topRightRect.height(), qMax<int>(bottomLeftRect.height(), bottomRightRect.height())));
const int leftRightHeight = qMax<int>(leftRect.height(), rightRect.height());
const int topBottomHeight = qMax<int>(topRect.height(), bottomRect.height());
const int height = cornerHeight + leftRightHeight + topBottomHeight;
QImage image(width, height, QImage::Format_ARGB32);
image.fill(Qt::transparent);
QPainter p;
p.begin(&image);
p.drawPixmap(0, 0, shadowPixmap(ShadowElementTopLeft));
p.drawPixmap(topLeftRect.width(), 0, shadowPixmap(ShadowElementTopRight));
p.drawPixmap(topLeftRect.width() + topRightRect.width(), 0, shadowPixmap(ShadowElementBottomLeft));
p.drawPixmap(topLeftRect.width() + topRightRect.width() + bottomLeftRect.width(), 0, shadowPixmap(ShadowElementBottomRight));
p.drawPixmap(0, cornerHeight, shadowPixmap(ShadowElementLeft));
p.drawPixmap(leftRect.width(), cornerHeight, shadowPixmap(ShadowElementRight));
p.drawPixmap(0, cornerHeight + leftRightHeight, shadowPixmap(ShadowElementTop));
p.drawPixmap(topRect.width(), cornerHeight + leftRightHeight, shadowPixmap(ShadowElementBottom));
p.end();
if (m_texture) {
delete m_texture;
m_texture = NULL;
}
m_texture = new GLTexture(image);
return true;
}
} // namespace
#endif