2d954a6bf3
The Scene has always been created and destroyed inside what is now the split out compositor. Which means it is actually owned by the Compositor. The static pointer has never been needed inside KWin core. Access to the Scene is not required for the Window Manager. The only real usage is in the EffectsHandlerImpl and in utils.h to provide a convenient way to figure out whether compositing is currently active (scene != NULL). The EffectsHandlerImpl gets also created by the Compositor after the Scene is created and gets deleted just before the Scene gets deleted. This allows to inject the Scene into the EffectsHandlerImpl to resolve the static access in this class. The convenient way to access the compositing() in utils.h had to go. To provide the same feature the Compositor provides a hasScene() access which has the same behavior as the old method. In order to keep the code changes small in Workspace and Toplevel a new method compositing() is defined which properly resolves the state. A disadvantage is that this can no longer be inlined and consists of several method calls and pointer checks.
1689 lines
62 KiB
C++
1689 lines
62 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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|
|
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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Based on glcompmgr code by Felix Bellaby.
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Using code from Compiz and Beryl.
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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|
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/*
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This is the OpenGL-based compositing code. It is the primary and most powerful
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compositing backend.
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Sources and other compositing managers:
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=======================================
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- http://opengl.org
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- documentation
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- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
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- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
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- extensions docs (http://www.opengl.org/registry/)
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- glcompmgr
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- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
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- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
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- simple and easy to understand
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- works even without texture_from_pixmap extension
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- claims to support several different gfx cards
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- compile with something like
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"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
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- compiz
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- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
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- the ultimate <whatever>
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- glxcompmgr
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- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
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- a rather old version of compiz, but also simpler and as such simpler
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to understand
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- beryl
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- a fork of Compiz
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- http://beryl-project.org
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- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
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the full list should be at git://anongit.beryl-project.org/beryl/)
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- libcm (metacity)
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- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
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- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
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- does not seem to be very powerful or with that much development going on
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*/
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#include "scene_opengl.h"
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#include <kxerrorhandler.h>
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#include <kwinglplatform.h>
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#include "utils.h"
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#include "client.h"
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#include "deleted.h"
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#include "effects.h"
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#include "overlaywindow.h"
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#include <math.h>
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// turns on checks for opengl errors in various places (for easier finding of them)
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// normally only few of them are enabled
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//#define CHECK_GL_ERROR
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#include <X11/extensions/Xcomposite.h>
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#include <qpainter.h>
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#include <QVector2D>
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#include <QVector4D>
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#include <QMatrix4x4>
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namespace KWin
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{
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extern int currentRefreshRate();
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//****************************************
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// SceneOpenGL
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//****************************************
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bool SceneOpenGL::db; // destination drawable is double-buffered
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#ifdef KWIN_HAVE_OPENGLES
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#include "scene_opengl_egl.cpp"
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#else
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#include "scene_opengl_glx.cpp"
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#endif
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void SceneOpenGL::idle()
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{
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flushBuffer(m_lastMask, m_lastDamage);
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Scene::idle();
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}
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bool SceneOpenGL::initFailed() const
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|
{
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return !init_ok;
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|
}
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bool SceneOpenGL::selectMode()
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|
{
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if (!initDrawableConfigs())
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return false;
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return true;
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|
}
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|
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QMatrix4x4 SceneOpenGL::transformation(int mask, const ScreenPaintData &data) const
|
|
{
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|
QMatrix4x4 matrix;
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|
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if (!(mask & PAINT_SCREEN_TRANSFORMED))
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return matrix;
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matrix.translate(data.translation());
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data.scale().applyTo(&matrix);
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|
|
if (data.rotationAngle() == 0.0)
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return matrix;
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|
|
// Apply the rotation
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|
// cannot use data.rotation->applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D
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matrix.translate(data.rotationOrigin());
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const QVector3D axis = data.rotationAxis();
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matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z());
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matrix.translate(-data.rotationOrigin());
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return matrix;
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}
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|
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void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data)
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|
{
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ShaderManager *shaderManager = ShaderManager::instance();
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const bool useShader = shaderManager->isValid();
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const QMatrix4x4 matrix = transformation(mask, data);
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if (useShader) {
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GLShader *shader = shaderManager->pushShader(ShaderManager::GenericShader);
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shader->setUniform(GLShader::ScreenTransformation, matrix);
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} else {
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pushMatrix(matrix);
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}
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Scene::paintGenericScreen(mask, data);
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if (useShader)
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shaderManager->popShader();
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else
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popMatrix();
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}
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void SceneOpenGL::paintBackground(QRegion region)
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|
{
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PaintClipper pc(region);
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if (!PaintClipper::clip()) {
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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return;
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}
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if (pc.clip() && pc.paintArea().isEmpty())
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return; // no background to paint
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QVector<float> verts;
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for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
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QRect r = iterator.boundingRect();
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verts << r.x() + r.width() << r.y();
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verts << r.x() << r.y();
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verts << r.x() << r.y() + r.height();
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verts << r.x() << r.y() + r.height();
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verts << r.x() + r.width() << r.y() + r.height();
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verts << r.x() + r.width() << r.y();
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}
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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vbo->setUseColor(true);
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vbo->setData(verts.count() / 2, 2, verts.data(), NULL);
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const bool useShader = ShaderManager::instance()->isValid();
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if (useShader) {
|
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GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
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shader->setUniform(GLShader::Offset, QVector2D(0, 0));
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}
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vbo->render(GL_TRIANGLES);
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if (useShader) {
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ShaderManager::instance()->popShader();
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}
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}
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void SceneOpenGL::windowAdded(Toplevel* c)
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{
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assert(!windows.contains(c));
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Window *w = new Window(c);
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windows[ c ] = w;
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w->setScene(this);
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connect(c, SIGNAL(opacityChanged(KWin::Toplevel*,qreal)), SLOT(windowOpacityChanged(KWin::Toplevel*)));
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connect(c, SIGNAL(geometryShapeChanged(KWin::Toplevel*,QRect)), SLOT(windowGeometryShapeChanged(KWin::Toplevel*)));
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connect(c, SIGNAL(windowClosed(KWin::Toplevel*,KWin::Deleted*)), SLOT(windowClosed(KWin::Toplevel*,KWin::Deleted*)));
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c->effectWindow()->setSceneWindow(windows[ c ]);
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c->getShadow();
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windows[ c ]->updateShadow(c->shadow());
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}
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void SceneOpenGL::windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted)
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{
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assert(windows.contains(c));
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if (deleted != NULL) {
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// replace c with deleted
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Window* w = windows.take(c);
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w->updateToplevel(deleted);
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if (w->shadow()) {
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w->shadow()->setToplevel(deleted);
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}
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windows[ deleted ] = w;
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} else {
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delete windows.take(c);
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c->effectWindow()->setSceneWindow(NULL);
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}
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}
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void SceneOpenGL::windowDeleted(Deleted* c)
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{
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assert(windows.contains(c));
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delete windows.take(c);
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c->effectWindow()->setSceneWindow(NULL);
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}
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|
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void SceneOpenGL::windowGeometryShapeChanged(KWin::Toplevel* c)
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{
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if (!windows.contains(c)) // this is ok, shape is not valid
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return; // by default
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Window* w = windows[ c ];
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w->discardShape();
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w->checkTextureSize();
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}
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void SceneOpenGL::windowOpacityChanged(KWin::Toplevel* t)
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{
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Q_UNUSED(t)
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#if 0 // not really needed, windows are painted on every repaint
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// and opacity is used when applying texture, not when
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// creating it
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if (!windows.contains(c)) // this is ok, texture is created
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return; // on demand
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Window* w = windows[ c ];
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w->discardTexture();
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#endif
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}
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//****************************************
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// SceneOpenGL::Texture
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//****************************************
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SceneOpenGL::Texture::Texture() : GLTexture(*new TexturePrivate())
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{
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}
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SceneOpenGL::Texture::Texture(TexturePrivate& dd) : GLTexture(dd)
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{
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}
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SceneOpenGL::Texture::Texture(const SceneOpenGL::Texture& tex) : GLTexture(*tex.d_ptr)
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{
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}
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SceneOpenGL::Texture::Texture(const Pixmap& pix, const QSize& size, int depth)
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: GLTexture(*new TexturePrivate())
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{
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load(pix, size, depth);
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}
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SceneOpenGL::Texture::Texture(const QPixmap& pix, GLenum target)
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: GLTexture(*new TexturePrivate())
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{
|
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load(pix, target);
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}
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SceneOpenGL::Texture::~Texture()
|
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{
|
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}
|
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SceneOpenGL::Texture& SceneOpenGL::Texture::operator = (const SceneOpenGL::Texture& tex)
|
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{
|
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d_ptr = tex.d_ptr;
|
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return *this;
|
|
}
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|
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void SceneOpenGL::Texture::discard()
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{
|
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d_ptr = new TexturePrivate();
|
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}
|
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|
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bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
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int depth)
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{
|
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if (pix == None)
|
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return false;
|
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return load(pix, size, depth,
|
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QRegion(0, 0, size.width(), size.height()));
|
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}
|
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|
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bool SceneOpenGL::Texture::load(const QImage& image, GLenum target)
|
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{
|
|
if (image.isNull())
|
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return false;
|
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return load(QPixmap::fromImage(image), target);
|
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}
|
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|
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bool SceneOpenGL::Texture::load(const QPixmap& pixmap, GLenum target)
|
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{
|
|
if (pixmap.isNull())
|
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return false;
|
|
|
|
// Checking whether QPixmap comes with its own X11 Pixmap
|
|
if (Extensions::nonNativePixmaps()) {
|
|
return GLTexture::load(pixmap.toImage(), target);
|
|
}
|
|
|
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// use the X11 pixmap provided by Qt
|
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return load(pixmap.handle(), pixmap.size(), pixmap.depth());
|
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}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Window
|
|
//****************************************
|
|
|
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SceneOpenGL::Window::Window(Toplevel* c)
|
|
: Scene::Window(c)
|
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, texture()
|
|
, topTexture()
|
|
, leftTexture()
|
|
, rightTexture()
|
|
, bottomTexture()
|
|
, m_scene(NULL)
|
|
{
|
|
}
|
|
|
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SceneOpenGL::Window::~Window()
|
|
{
|
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discardTexture();
|
|
}
|
|
|
|
// Bind the window pixmap to an OpenGL texture.
|
|
bool SceneOpenGL::Window::bindTexture()
|
|
{
|
|
if (!texture.isNull()) {
|
|
if (!toplevel->damage().isEmpty()) {
|
|
// mipmaps need to be updated
|
|
texture.setDirty();
|
|
toplevel->resetDamage(QRect(toplevel->clientPos(), toplevel->clientSize()));
|
|
}
|
|
return true;
|
|
}
|
|
// 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(),
|
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toplevel->damage());
|
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|
|
if (success)
|
|
toplevel->resetDamage(QRect(toplevel->clientPos(), toplevel->clientSize()));
|
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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.discard();
|
|
}
|
|
|
|
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.translation());
|
|
data.scale().applyTo(&matrix);
|
|
|
|
if (data.rotationAngle() == 0.0)
|
|
return matrix;
|
|
|
|
// Apply the rotation
|
|
// cannot use data.rotation.applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D
|
|
matrix.translate(data.rotationOrigin());
|
|
const QVector3D axis = data.rotationAxis();
|
|
matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z());
|
|
matrix.translate(-data.rotationOrigin());
|
|
|
|
return matrix;
|
|
}
|
|
|
|
// paint the window
|
|
void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData data)
|
|
{
|
|
if (region.isEmpty())
|
|
return;
|
|
|
|
bool hardwareClipping = region != infiniteRegion() && (mask & PAINT_WINDOW_TRANSFORMED);
|
|
if (region != infiniteRegion() && !hardwareClipping) {
|
|
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;
|
|
}
|
|
|
|
if (hardwareClipping) {
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
// 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, hardwareClipping);
|
|
}
|
|
// 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, hardwareClipping);
|
|
paintDecoration(left, DecorationLeft, region, leftRect, data, leftList, updateDeco, hardwareClipping);
|
|
paintDecoration(right, DecorationRight, region, rightRect, data, rightList, updateDeco, hardwareClipping);
|
|
paintDecoration(bottom, DecorationBottom, region, bottomRect, data, bottomList, updateDeco, hardwareClipping);
|
|
}
|
|
}
|
|
|
|
// paint the content
|
|
WindowQuadList contentQuads = data.quads.select(WindowQuadContents);
|
|
if (!contentQuads.empty()) {
|
|
texture.bind();
|
|
prepareStates(Content, data.opacity(), data.brightness(), data.saturation(), data.shader);
|
|
renderQuads(mask, region, contentQuads, &texture, false, hardwareClipping);
|
|
restoreStates(Content, data.opacity(), data.brightness(), data.saturation(), data.shader);
|
|
texture.unbind();
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (m_scene && m_scene->debug) {
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
renderQuads(mask, region, contentQuads, &texture, false, hardwareClipping);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if (hardwareClipping) {
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
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, bool hardwareClipping)
|
|
{
|
|
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 (decoration->isNull()) {
|
|
return;
|
|
}
|
|
if (decorationTexture->isNull() || updateDeco) {
|
|
bool success = decorationTexture->load(*decoration);
|
|
if (!success) {
|
|
kDebug(1212) << "Failed to bind decoartion";
|
|
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 don't 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.decorationOpacity(), data.brightness(), data.saturation(), data.shader);
|
|
makeDecorationArrays(quads, rect, decorationTexture);
|
|
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES, hardwareClipping);
|
|
restoreStates(decorationType, data.opacity() * data.decorationOpacity(), data.brightness(), data.saturation(), data.shader);
|
|
decorationTexture->unbind();
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (m_scene && m_scene->debug) {
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES, hardwareClipping);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void SceneOpenGL::Window::paintShadow(const QRegion ®ion, const WindowPaintData &data, bool hardwareClipping)
|
|
{
|
|
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, hardwareClipping);
|
|
restoreStates(Shadow, data.opacity(), data.brightness(), data.saturation(), data.shader, texture);
|
|
texture->unbind();
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (m_scene && m_scene->debug) {
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
renderQuads(0, region, quads, texture, true, hardwareClipping);
|
|
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 = rect.width();
|
|
float height = rect.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, bool hardwareClipping)
|
|
{
|
|
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, hardwareClipping);
|
|
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
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
#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);
|
|
}
|
|
|
|
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
|
|
m_shadowQuads.clear();
|
|
const QSizeF top(shadowPixmap(ShadowElementTop).size());
|
|
const QSizeF topRight(shadowPixmap(ShadowElementTopRight).size());
|
|
const QSizeF right(shadowPixmap(ShadowElementRight).size());
|
|
const QSizeF bottomRight(shadowPixmap(ShadowElementBottomRight).size());
|
|
const QSizeF bottom(shadowPixmap(ShadowElementBottom).size());
|
|
const QSizeF bottomLeft(shadowPixmap(ShadowElementBottomLeft).size());
|
|
const QSizeF left(shadowPixmap(ShadowElementLeft).size());
|
|
const QSizeF topLeft(shadowPixmap(ShadowElementTopLeft).size());
|
|
if ((left.width() - leftOffset() > topLevel()->width()) ||
|
|
(right.width() - rightOffset() > topLevel()->width()) ||
|
|
(top.height() - topOffset() > topLevel()->height()) ||
|
|
(bottom.height() - bottomOffset() > topLevel()->height())) {
|
|
// if our shadow is bigger than the window, we don't render the shadow
|
|
setShadowRegion(QRegion());
|
|
return;
|
|
}
|
|
|
|
const QRectF outerRect(QPointF(-leftOffset(), -topOffset()),
|
|
QPointF(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset()));
|
|
|
|
const qreal width = topLeft.width() + top.width() + topRight.width();
|
|
const qreal height = topLeft.height() + left.height() + bottomLeft.height();
|
|
|
|
qreal tx1(0.0), tx2(0.0), ty1(0.0), ty2(0.0);
|
|
|
|
tx2 = topLeft.width()/width;
|
|
ty2 = topLeft.height()/height;
|
|
WindowQuad topLeftQuad(WindowQuadShadowTopLeft);
|
|
topLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y(), tx1, ty1);
|
|
topLeftQuad[ 1 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx2, ty1);
|
|
topLeftQuad[ 2 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + topLeft.height(), tx2, ty2);
|
|
topLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty2);
|
|
m_shadowQuads.append(topLeftQuad);
|
|
|
|
tx1 = tx2;
|
|
tx2 = (topLeft.width() + top.width())/width;
|
|
ty2 = top.height()/height;
|
|
WindowQuad topQuad(WindowQuadShadowTop);
|
|
topQuad[ 0 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx1, ty1);
|
|
topQuad[ 1 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx2, ty1);
|
|
topQuad[ 2 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + top.height(),tx2, ty2);
|
|
topQuad[ 3 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + top.height(), tx1, ty2);
|
|
m_shadowQuads.append(topQuad);
|
|
|
|
tx1 = tx2;
|
|
tx2 = 1.0;
|
|
ty2 = topRight.height()/height;
|
|
WindowQuad topRightQuad(WindowQuadShadowTopRight);
|
|
topRightQuad[ 0 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx1, ty1);
|
|
topRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y(), tx2, ty1);
|
|
topRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty2);
|
|
topRightQuad[ 3 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + topRight.height(), tx1, ty2);
|
|
m_shadowQuads.append(topRightQuad);
|
|
|
|
tx1 = (width - right.width())/width;
|
|
ty1 = topRight.height()/height;
|
|
ty2 = (topRight.height() + right.height())/height;
|
|
WindowQuad rightQuad(WindowQuadShadowRight);
|
|
rightQuad[ 0 ] = WindowVertex(outerRect.right() - right.width(), outerRect.y() + topRight.height(), tx1, ty1);
|
|
rightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty1);
|
|
rightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty2);
|
|
rightQuad[ 3 ] = WindowVertex(outerRect.right() - right.width(), outerRect.bottom() - bottomRight.height(), tx1, ty2);
|
|
m_shadowQuads.append(rightQuad);
|
|
|
|
tx1 = (width - bottomRight.width())/width;
|
|
ty1 = ty2;
|
|
ty2 = 1.0;
|
|
WindowQuad bottomRightQuad(WindowQuadShadowBottomRight);
|
|
bottomRightQuad[ 0 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottomRight.height(), tx1, ty1);
|
|
bottomRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty1);
|
|
bottomRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom(), tx2, ty2);
|
|
bottomRightQuad[ 3 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx1, ty2);
|
|
m_shadowQuads.append(bottomRightQuad);
|
|
|
|
tx2 = tx1;
|
|
tx1 = bottomLeft.width()/width;
|
|
ty1 = (height - bottom.height())/height;
|
|
WindowQuad bottomQuad(WindowQuadShadowBottom);
|
|
bottomQuad[ 0 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottom.height(), tx1, ty1);
|
|
bottomQuad[ 1 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottom.height(), tx2, ty1);
|
|
bottomQuad[ 2 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx2, ty2);
|
|
bottomQuad[ 3 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx1, ty2);
|
|
m_shadowQuads.append(bottomQuad);
|
|
|
|
tx1 = 0.0;
|
|
tx2 = bottomLeft.width()/width;
|
|
ty1 = (height - bottomLeft.height())/height;
|
|
WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft);
|
|
bottomLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty1);
|
|
bottomLeftQuad[ 1 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty1);
|
|
bottomLeftQuad[ 2 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx2, ty2);
|
|
bottomLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom(), tx1, ty2);
|
|
m_shadowQuads.append(bottomLeftQuad);
|
|
|
|
tx2 = left.width()/width;
|
|
ty2 = ty1;
|
|
ty1 = topLeft.height()/height;
|
|
WindowQuad leftQuad(WindowQuadShadowLeft);
|
|
leftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty1);
|
|
leftQuad[ 1 ] = WindowVertex(outerRect.x() + left.width(), outerRect.y() + topLeft.height(), tx2, ty1);
|
|
leftQuad[ 2 ] = WindowVertex(outerRect.x() + left.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty2);
|
|
leftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty2);
|
|
m_shadowQuads.append(leftQuad);
|
|
}
|
|
|
|
bool SceneOpenGLShadow::prepareBackend()
|
|
{
|
|
const QSize top(shadowPixmap(ShadowElementTop).size());
|
|
const QSize topRight(shadowPixmap(ShadowElementTopRight).size());
|
|
const QSize right(shadowPixmap(ShadowElementRight).size());
|
|
const QSize bottomRight(shadowPixmap(ShadowElementBottomRight).size());
|
|
const QSize bottom(shadowPixmap(ShadowElementBottom).size());
|
|
const QSize bottomLeft(shadowPixmap(ShadowElementBottomLeft).size());
|
|
const QSize left(shadowPixmap(ShadowElementLeft).size());
|
|
const QSize topLeft(shadowPixmap(ShadowElementTopLeft).size());
|
|
|
|
const int width = topLeft.width() + top.width() + topRight.width();
|
|
const int height = topLeft.height() + left.height() + bottomLeft.height();
|
|
|
|
QImage image(width, height, QImage::Format_ARGB32);
|
|
image.fill(Qt::transparent);
|
|
QPainter p;
|
|
p.begin(&image);
|
|
p.drawPixmap(0, 0, shadowPixmap(ShadowElementTopLeft));
|
|
p.drawPixmap(topLeft.width(), 0, shadowPixmap(ShadowElementTop));
|
|
p.drawPixmap(topLeft.width() + top.width(), 0, shadowPixmap(ShadowElementTopRight));
|
|
p.drawPixmap(0, topLeft.height(), shadowPixmap(ShadowElementLeft));
|
|
p.drawPixmap(width - right.width(), topRight.height(), shadowPixmap(ShadowElementRight));
|
|
p.drawPixmap(0, topLeft.height() + left.height(), shadowPixmap(ShadowElementBottomLeft));
|
|
p.drawPixmap(bottomLeft.width(), height - bottom.height(), shadowPixmap(ShadowElementBottom));
|
|
p.drawPixmap(bottomLeft.width() + bottom.width(), topRight.height() + right.height(), shadowPixmap(ShadowElementBottomRight));
|
|
p.end();
|
|
|
|
delete m_texture;
|
|
m_texture = new GLTexture(image);
|
|
|
|
return true;
|
|
}
|
|
|
|
} // namespace
|