kwin/src/backends/drm/shadowbuffer.cpp
Vlad Zahorodnii d89501a079 Move platform backends to backends directory
This improves file organization in kwin by putting backends in a single
directory.

It also makes easier to discover kwin's low level components for new
contributors because the plugins directory may come as the last place to
look for. When one hears "plugin", the first thing that comes to mind is
regular plugins, not low level backends.
2021-11-02 09:02:41 +00:00

137 lines
3.4 KiB
C++

/*
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2021 Xaver Hugl <xaver.hugl@gmail.com>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "shadowbuffer.h"
#include "logging.h"
#include "drm_output.h"
namespace KWin
{
static const float vertices[] = {
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
};
static const float texCoords[] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
ShadowBuffer::ShadowBuffer(const QSize &size)
: m_size(size)
{
glGenFramebuffers(1, &m_framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
GLRenderTarget::setKWinFramebuffer(m_framebuffer);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
qCCritical(KWIN_DRM) << "Error: framebuffer not complete!";
return;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLRenderTarget::setKWinFramebuffer(0);
m_vbo.reset(new GLVertexBuffer(KWin::GLVertexBuffer::Static));
m_vbo->setData(6, 2, vertices, texCoords);
}
ShadowBuffer::~ShadowBuffer()
{
glDeleteTextures(1, &m_texture);
glDeleteFramebuffers(1, &m_framebuffer);
}
void ShadowBuffer::render(DrmAbstractOutput *output)
{
const auto size = output->modeSize();
glViewport(0, 0, size.width(), size.height());
auto shader = ShaderManager::instance()->pushShader(ShaderTrait::MapTexture);
QMatrix4x4 mvpMatrix;
switch (output->transform()) {
case DrmOutput::Transform::Normal:
case DrmOutput::Transform::Flipped:
break;
case DrmOutput::Transform::Rotated90:
case DrmOutput::Transform::Flipped90:
mvpMatrix.rotate(90, 0, 0, 1);
break;
case DrmOutput::Transform::Rotated180:
case DrmOutput::Transform::Flipped180:
mvpMatrix.rotate(180, 0, 0, 1);
break;
case DrmOutput::Transform::Rotated270:
case DrmOutput::Transform::Flipped270:
mvpMatrix.rotate(270, 0, 0, 1);
break;
}
switch (output->transform()) {
case DrmOutput::Transform::Flipped:
case DrmOutput::Transform::Flipped90:
case DrmOutput::Transform::Flipped180:
case DrmOutput::Transform::Flipped270:
mvpMatrix.scale(-1, 1);
break;
default:
break;
}
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvpMatrix);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLRenderTarget::setKWinFramebuffer(0);
glBindTexture(GL_TEXTURE_2D, m_texture);
m_vbo->render(GL_TRIANGLES);
ShaderManager::instance()->popShader();
glBindTexture(GL_TEXTURE_2D, 0);
}
void ShadowBuffer::bind()
{
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
GLRenderTarget::setKWinFramebuffer(m_framebuffer);
}
bool ShadowBuffer::isComplete() const
{
return m_texture && m_framebuffer && m_vbo;
}
int ShadowBuffer::texture() const
{
return m_texture;
}
QSize ShadowBuffer::textureSize() const
{
return m_size;
}
}