0353f3376e
There's also a kwineffects library now, containing the effects API, which makes it possible to write third-party effects. API isn't complete yet and for now just two effects have been converted but I'm working on it :-) svn path=/branches/work/kwin_composite/; revision=652226
596 lines
16 KiB
C++
596 lines
16 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) 2006-2007 Rivo Laks <rivolaks@hot.ee>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "kwinglutils.h"
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#include "kwinglobals.h"
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#include "kdebug.h"
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#include <QPixmap>
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#include <QImage>
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#include <QHash>
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#include <QFile>
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#define MAKE_GL_VERSION(major, minor, release) ( ((major) << 16) | ((minor) << 8) | (release) )
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namespace KWin
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{
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// Variables
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// GL version, use MAKE_GL_VERSION() macro for comparing with a specific version
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static int glVersion;
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// GLX version, use MAKE_GL_VERSION() macro for comparing with a specific version
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static int glXVersion;
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// List of all supported GL and GLX extensions
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static QStringList glExtensions;
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int glTextureUnitsCount;
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// Functions
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void initGLX()
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{
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#ifdef HAVE_OPENGL
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// Get GLX version
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int major, minor;
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glXQueryVersion( display(), &major, &minor );
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glXVersion = MAKE_GL_VERSION( major, minor, 0 );
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// Get list of supported GLX extensions. Simply add it to the list of OpenGL extensions.
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glExtensions += QString((const char*)glXQueryExtensionsString(
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display(), DefaultScreen( display()))).split(" ");
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glxResolveFunctions();
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#else
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glXVersion = MAKE_GL_VERSION( 0, 0, 0 );
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#endif
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}
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void initGL()
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{
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#ifdef HAVE_OPENGL
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// Get OpenGL version
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QString glversionstring = QString((const char*)glGetString(GL_VERSION));
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QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.');
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glVersion = MAKE_GL_VERSION(glversioninfo[0].toInt(), glversioninfo[1].toInt(),
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glversioninfo.count() > 2 ? glversioninfo[2].toInt() : 0);
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// Get list of supported OpenGL extensions
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glExtensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(" ");
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// handle OpenGL extensions functions
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glResolveFunctions();
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GLTexture::initStatic();
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GLShader::initStatic();
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#else
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glVersion = MAKE_GL_VERSION( 0, 0, 0 );
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#endif
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}
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bool hasGLVersion(int major, int minor, int release)
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{
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return glVersion >= MAKE_GL_VERSION(major, minor, release);
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}
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bool hasGLXVersion(int major, int minor, int release)
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{
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return glXVersion >= MAKE_GL_VERSION(major, minor, release);
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}
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bool hasGLExtension(const QString& extension)
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{
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return glExtensions.contains(extension);
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}
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int nearestPowerOfTwo( int x )
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{
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// This method had been copied from Qt's nearest_gl_texture_size()
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int n = 0, last = 0;
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for (int s = 0; s < 32; ++s) {
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if (((x>>s) & 1) == 1) {
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++n;
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last = s;
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}
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}
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if (n > 1)
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return 1 << (last+1);
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return 1 << last;
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}
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#ifdef HAVE_OPENGL
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//****************************************
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// GLTexture
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//****************************************
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bool GLTexture::mNPOTTextureSupported = false;
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bool GLTexture::mFramebufferObjectSupported = false;
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bool GLTexture::mSaturationSupported = false;
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GLTexture::GLTexture()
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{
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init();
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}
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GLTexture::GLTexture( const QImage& image, GLenum target )
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{
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init();
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load( image, target );
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}
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GLTexture::GLTexture( const QPixmap& pixmap, GLenum target )
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{
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init();
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load( pixmap, target );
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}
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GLTexture::GLTexture( const QString& fileName )
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{
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init();
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load( fileName );
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}
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GLTexture::~GLTexture()
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{
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discard();
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}
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void GLTexture::init()
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{
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mTexture = None;
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mTarget = 0;
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mFilter = 0;
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y_inverted = false;
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can_use_mipmaps = false;
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has_valid_mipmaps = false;
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}
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void GLTexture::initStatic()
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{
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mNPOTTextureSupported = hasGLExtension( "GL_ARB_texture_non_power_of_two" );
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mFramebufferObjectSupported = hasGLExtension( "GL_EXT_framebuffer_object" );
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mSaturationSupported = ((hasGLExtension("GL_ARB_texture_env_crossbar")
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&& hasGLExtension("GL_ARB_texture_env_dot3")) || hasGLVersion(1, 4))
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&& (glTextureUnitsCount >= 4) && glActiveTexture != NULL;
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}
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bool GLTexture::isNull() const
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{
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return mTexture == None;
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}
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bool GLTexture::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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QImage img = image;
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mTarget = target;
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if( mTarget != GL_TEXTURE_RECTANGLE_ARB )
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{
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if( !NPOTTextureSupported()
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&& ( !isPowerOfTwo( image.width()) || !isPowerOfTwo( image.height())))
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{ // non-rectangular target requires POT texture
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img = img.scaled( nearestPowerOfTwo( image.width()),
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nearestPowerOfTwo( image.height()));
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}
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mScale.setWidth( 1.0 / img.width());
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mScale.setHeight( 1.0 / img.height());
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can_use_mipmaps = true;
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}
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else
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{
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mScale.setWidth( 1.0 );
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mScale.setHeight( 1.0 );
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can_use_mipmaps = false;
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}
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setFilter( GL_LINEAR );
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mSize = img.size();
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y_inverted = false;
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img = convertToGLFormat( img );
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setDirty();
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if( isNull())
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glGenTextures( 1, &mTexture );
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bind();
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glTexImage2D( mTarget, 0, GL_RGBA, img.width(), img.height(), 0,
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GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
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unbind();
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return true;
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}
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bool GLTexture::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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return load( pixmap.toImage(), target );
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}
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bool GLTexture::load( const QString& fileName )
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{
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if( fileName.isEmpty())
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return false;
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return load( QImage( fileName ));
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}
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void GLTexture::discard()
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{
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setDirty();
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if( mTexture != None )
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glDeleteTextures( 1, &mTexture );
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mTexture = None;
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}
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void GLTexture::bind()
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{
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glEnable( mTarget );
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glBindTexture( mTarget, mTexture );
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enableFilter();
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}
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void GLTexture::unbind()
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{
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glBindTexture( mTarget, 0 );
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glDisable( mTarget );
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}
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void GLTexture::enableUnnormalizedTexCoords()
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{
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// update texture matrix to handle GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE
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glMatrixMode( GL_TEXTURE );
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glPushMatrix();
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glLoadIdentity();
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glScalef( mScale.width(), mScale.height(), 1 );
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if( !y_inverted )
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{
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// Modify texture matrix so that we could always use non-opengl
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// coordinates for textures
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glScalef( 1, -1, 1 );
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glTranslatef( 0, -mSize.height(), 0 );
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}
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glMatrixMode( GL_MODELVIEW );
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}
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void GLTexture::disableUnnormalizedTexCoords()
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{
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// Restore texture matrix
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glMatrixMode( GL_TEXTURE );
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glPopMatrix();
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glMatrixMode( GL_MODELVIEW );
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}
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GLuint GLTexture::texture() const
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{
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return mTexture;
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}
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GLenum GLTexture::target() const
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{
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return mTarget;
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}
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GLenum GLTexture::filter() const
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{
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return mFilter;
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}
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bool GLTexture::isDirty() const
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{
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return has_valid_mipmaps;
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}
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void GLTexture::setTexture( GLuint texture )
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{
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discard();
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mTexture = texture;
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}
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void GLTexture::setTarget( GLenum target )
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{
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mTarget = target;
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}
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void GLTexture::setFilter( GLenum filter )
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{
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mFilter = filter;
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}
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void GLTexture::setDirty()
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{
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has_valid_mipmaps = false;
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}
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void GLTexture::enableFilter()
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{
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if( mFilter == GL_LINEAR_MIPMAP_LINEAR )
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{ // trilinear filtering requested, but is it possible?
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if( NPOTTextureSupported()
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&& framebufferObjectSupported()
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&& can_use_mipmaps )
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{
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glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
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glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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if( !has_valid_mipmaps )
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{
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glGenerateMipmap( mTarget );
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has_valid_mipmaps = true;
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}
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}
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else
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{ // can't use trilinear, so use bilinear
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setFilter( GL_LINEAR );
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glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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}
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}
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else if( mFilter == GL_LINEAR )
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{
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glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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}
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else
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{ // if neither trilinear nor bilinear, default to fast filtering
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setFilter( GL_NEAREST );
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glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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}
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}
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QImage GLTexture::convertToGLFormat( const QImage& img ) const
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{
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// This method has been copied from Qt's QGLWidget::convertToGLFormat()
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QImage res = img.convertToFormat(QImage::Format_ARGB32);
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res = res.mirrored();
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if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
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// Qt has ARGB; OpenGL wants RGBA
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for (int i=0; i < res.height(); i++) {
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uint *p = (uint*)res.scanLine(i);
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uint *end = p + res.width();
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while (p < end) {
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*p = (*p << 8) | ((*p >> 24) & 0xFF);
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p++;
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}
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}
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}
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else {
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// Qt has ARGB; OpenGL wants ABGR (i.e. RGBA backwards)
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res = res.rgbSwapped();
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}
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return res;
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}
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//****************************************
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// GLShader
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//****************************************
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bool GLShader::mFragmentShaderSupported = false;
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bool GLShader::mVertexShaderSupported = false;
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void GLShader::initStatic()
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{
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mFragmentShaderSupported = mVertexShaderSupported =
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hasGLExtension("GL_ARB_shader_objects") && hasGLExtension("GL_ARB_shading_language_100");
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mVertexShaderSupported &= hasGLExtension("GL_ARB_vertex_shader");
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mFragmentShaderSupported &= hasGLExtension("GL_ARB_fragment_shader");
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}
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GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile)
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{
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mValid = false;
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mVariableLocations = 0;
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loadFromFiles(vertexfile, fragmentfile);
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}
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bool GLShader::loadFromFiles(const QString& vertexfile, const QString& fragmentfile)
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{
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QFile vf(vertexfile);
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if(!vf.open(IO_ReadOnly))
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{
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kError(1212) << k_funcinfo << "Couldn't open '" << vertexfile << "' for reading!" << endl;
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return false;
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}
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QString vertexsource(vf.readAll());
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QFile ff(fragmentfile);
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if(!ff.open(IO_ReadOnly))
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{
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kError(1212) << k_funcinfo << "Couldn't open '" << fragmentfile << "' for reading!" << endl;
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return false;
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}
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QString fragsource(ff.readAll());
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return load(vertexsource, fragsource);
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}
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bool GLShader::load(const QString& vertexsource, const QString& fragmentsource)
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{
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// Make sure shaders are actually supported
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if(( !vertexsource.isEmpty() && !vertexShaderSupported() ) ||
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( !fragmentsource.isEmpty() && !fragmentShaderSupported() ))
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{
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kDebug(1212) << k_funcinfo << "Shaders not supported" << endl;
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return false;
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}
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GLuint vertexshader;
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GLuint fragmentshader;
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GLsizei logsize, logarraysize;
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char* log = 0;
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// Create program object
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mProgram = glCreateProgram();
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if(!vertexsource.isEmpty())
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{
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// Create shader object
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vertexshader = glCreateShader(GL_VERTEX_SHADER);
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// Load it
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const QByteArray& srcba = vertexsource.toLatin1();
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const char* src = srcba.data();
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glShaderSource(vertexshader, 1, &src, NULL);
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// Compile the shader
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glCompileShader(vertexshader);
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// Make sure it compiled correctly
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int compiled;
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glGetShaderiv(vertexshader, GL_COMPILE_STATUS, &compiled);
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// Get info log
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glGetShaderiv(vertexshader, GL_INFO_LOG_LENGTH, &logarraysize);
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log = new char[logarraysize];
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glGetShaderInfoLog(vertexshader, logarraysize, &logsize, log);
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if(!compiled)
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{
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kError(1212) << k_funcinfo << "Couldn't compile vertex shader! Log:" << endl << log << endl;
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delete[] log;
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return false;
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}
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else if(logsize > 0)
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kDebug(1212) << "Vertex shader compilation log:" << endl << log << endl;
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// Attach the shader to the program
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glAttachShader(mProgram, vertexshader);
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// Delete shader
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glDeleteShader(vertexshader);
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delete[] log;
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}
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if(!fragmentsource.isEmpty())
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{
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fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
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// Load it
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const QByteArray& srcba = fragmentsource.toLatin1();
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const char* src = srcba.data();
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glShaderSource(fragmentshader, 1, &src, NULL);
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//glShaderSource(fragmentshader, 1, &fragmentsrc.latin1(), NULL);
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// Compile the shader
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glCompileShader(fragmentshader);
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// Make sure it compiled correctly
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int compiled;
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glGetShaderiv(fragmentshader, GL_COMPILE_STATUS, &compiled);
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// Get info log
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glGetShaderiv(fragmentshader, GL_INFO_LOG_LENGTH, &logarraysize);
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log = new char[logarraysize];
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glGetShaderInfoLog(fragmentshader, logarraysize, &logsize, log);
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if(!compiled)
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{
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kError(1212) << k_funcinfo << "Couldn't compile fragment shader! Log:" << endl << log << endl;
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delete[] log;
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return false;
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}
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else if(logsize > 0)
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kDebug(1212) << "Fragment shader compilation log:" << endl << log << endl;
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// Attach the shader to the program
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glAttachShader(mProgram, fragmentshader);
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// Delete shader
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glDeleteShader(fragmentshader);
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delete[] log;
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}
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// Link the program
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glLinkProgram(mProgram);
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// Make sure it linked correctly
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int linked;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
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// Get info log
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glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &logarraysize);
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log = new char[logarraysize];
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glGetProgramInfoLog(mProgram, logarraysize, &logsize, log);
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if(!linked)
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{
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kError(1212) << k_funcinfo << "Couldn't link the program! Log" << endl << log << endl;
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delete[] log;
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return false;
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}
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else if(logsize > 0)
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kDebug(1212) << "Shader linking log:" << endl << log << endl;
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delete[] log;
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mVariableLocations = new QHash<QString, int>;
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mValid = true;
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return true;
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}
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void GLShader::bind()
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{
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glUseProgram(mProgram);
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}
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void GLShader::unbind()
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{
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glUseProgram(0);
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}
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int GLShader::uniformLocation(const QString& name)
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{
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if(!mVariableLocations)
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{
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return -1;
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}
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if(!mVariableLocations->contains(name))
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{
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int location = glGetUniformLocation(mProgram, name.toLatin1().data());
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mVariableLocations->insert(name, location);
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}
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return mVariableLocations->value(name);
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}
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bool GLShader::setUniform(const QString& name, float value)
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{
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int location = uniformLocation(name);
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if(location >= 0)
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{
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glUniform1f(location, value);
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}
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return (location >= 0);
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}
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bool GLShader::setUniform(const QString& name, int value)
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{
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int location = uniformLocation(name);
|
|
if(location >= 0)
|
|
{
|
|
glUniform1i(location, value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
int GLShader::attributeLocation(const QString& name)
|
|
{
|
|
if(!mVariableLocations)
|
|
{
|
|
return -1;
|
|
}
|
|
if(!mVariableLocations->contains(name))
|
|
{
|
|
int location = glGetAttribLocation(mProgram, name.toLatin1().data());
|
|
mVariableLocations->insert(name, location);
|
|
}
|
|
return mVariableLocations->value(name);
|
|
}
|
|
|
|
bool GLShader::setAttribute(const QString& name, float value)
|
|
{
|
|
int location = attributeLocation(name);
|
|
if(location >= 0)
|
|
{
|
|
glVertexAttrib1f(location, value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
#endif
|
|
|
|
} // namespace
|