kwin/lib/kwinglutils.cpp
Rivo Laks 0353f3376e Make effects actual plugins, so it's possible to load them on runtime.
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
2007-04-10 13:02:08 +00:00

596 lines
16 KiB
C++

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