d2aee14a35
svn path=/trunk/KDE/kdebase/workspace/; revision=702583
956 lines
26 KiB
C++
956 lines
26 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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#ifdef HAVE_OPENGL
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#include "kwinglobals.h"
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#include "kwineffects.h"
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#include "kdebug.h"
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#include <kstandarddirs.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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static QStringList glxExtensions;
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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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// 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
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glxExtensions = QString((const char*)glXQueryExtensionsString(
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display(), DefaultScreen( display()))).split(" ");
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glxResolveFunctions();
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}
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void initGL()
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{
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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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GLRenderTarget::initStatic();
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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) || glxExtensions.contains(extension);
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}
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void checkGLError( const char* txt )
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{
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GLenum err = glGetError();
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if( err != GL_NO_ERROR )
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kWarning() << "GL error (" << txt << "): 0x" << QString::number( err, 16 ) ;
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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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void renderGLGeometry( int count, const float* vertices, const float* texture, const float* color,
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int dim, int stride )
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{
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return renderGLGeometry( false, QRegion(), count, vertices, texture, color, dim, stride );
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}
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void renderGLGeometry( int mask, const QRegion& region, int count,
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const float* vertices, const float* texture, const float* color,
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int dim, int stride )
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{
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return renderGLGeometry( !( mask & ( Effect::PAINT_WINDOW_TRANSFORMED | Effect::PAINT_SCREEN_TRANSFORMED )),
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region, count, vertices, texture, color, dim, stride );
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}
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void renderGLGeometry( bool clip, const QRegion& region, int count,
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const float* vertices, const float* texture, const float* color,
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int dim, int stride )
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{
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// Using arrays only makes sense if we have larger number of vertices.
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// Otherwise overhead of enabling/disabling them is too big.
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bool use_arrays = (count > 5);
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if( use_arrays )
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{
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glPushAttrib( GL_ENABLE_BIT );
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glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
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// Enable arrays
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glEnableClientState( GL_VERTEX_ARRAY );
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glVertexPointer( dim, GL_FLOAT, stride, vertices );
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if( texture != NULL )
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{
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glTexCoordPointer( 2, GL_FLOAT, stride, texture );
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}
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if( color != NULL )
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{
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glEnableClientState( GL_COLOR_ARRAY );
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glColorPointer( 4, GL_FLOAT, stride, color );
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}
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}
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// Render
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if( !clip )
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{
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// Just draw the entire window, no clipping
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if( use_arrays )
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glDrawArrays( GL_QUADS, 0, count );
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else
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renderGLGeometryImmediate( count, vertices, texture, color, dim, stride );
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}
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else
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{
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// Make sure there's only a single quad (no transformed vertices)
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// Clip using scissoring
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glEnable( GL_SCISSOR_TEST );
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int dh = displayHeight();
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if( use_arrays )
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{
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foreach( QRect r, region.rects())
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{
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// Scissor rect has to be given in OpenGL coords
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glScissor(r.x(), dh - r.y() - r.height(), r.width(), r.height());
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glDrawArrays( GL_QUADS, 0, count );
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}
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}
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else
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{
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foreach( QRect r, region.rects())
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{
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// Scissor rect has to be given in OpenGL coords
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glScissor(r.x(), dh - r.y() - r.height(), r.width(), r.height());
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renderGLGeometryImmediate( count, vertices, texture, color, dim, stride );
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}
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}
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}
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if( use_arrays )
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{
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glPopClientAttrib();
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glPopAttrib();
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}
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}
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void renderGLGeometryImmediate( int count, const float* vertices, const float* texture, const float* color,
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int dim, int stride )
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{
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// Find out correct glVertex*fv function according to dim parameter.
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void ( *glVertexFunc )( const float* ) = glVertex2fv;
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if( dim == 3 )
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glVertexFunc = glVertex3fv;
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else if( dim == 4 )
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glVertexFunc = glVertex4fv;
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// These are number of _floats_ per item, not _bytes_ per item as opengl uses.
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int vsize, tsize, csize;
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vsize = tsize = csize = stride / sizeof(float);
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if( !stride )
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{
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// 0 means that arrays are tightly packed. This gives us different
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// strides for different arrays
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vsize = dim;
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tsize = 2;
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csize = 4;
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}
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glBegin( GL_QUADS );
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// This sucks. But makes it faster.
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if( texture && color )
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{
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for( int i = 0; i < count; i++ )
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{
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glTexCoord2fv( texture + i*tsize );
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glColor4fv( color + i*csize );
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glVertexFunc( vertices + i*vsize );
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}
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}
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else if( texture )
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{
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for( int i = 0; i < count; i++ )
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{
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glTexCoord2fv( texture + i*tsize );
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glVertexFunc( vertices + i*vsize );
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}
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}
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else if( color )
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{
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for( int i = 0; i < count; i++ )
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{
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glColor4fv( color + i*csize );
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glVertexFunc( vertices + i*vsize );
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}
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}
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else
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{
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for( int i = 0; i < count; i++ )
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glVertexFunc( vertices + i*vsize );
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}
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glEnd();
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}
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void addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2)
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{
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verts << x1 << y1;
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verts << x1 << y2;
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verts << x2 << y2;
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verts << x2 << y1;
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}
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void renderRoundBox( const QRect& area, float roundness, GLTexture* texture )
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{
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static GLTexture* circleTexture = 0;
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if( !texture && !circleTexture )
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{
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QString texturefile = KGlobal::dirs()->findResource("data", "kwin/circle.png");
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circleTexture = new GLTexture(texturefile);
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}
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if( !texture )
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{
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texture = circleTexture;
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}
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glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glPushMatrix();
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QVector<float> verts, texcoords;
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// center
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addQuadVertices(verts, area.left() + roundness, area.top() + roundness, area.right() - roundness, area.bottom() - roundness);
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addQuadVertices(texcoords, 0.5, 0.5, 0.5, 0.5);
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// sides
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// left
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addQuadVertices(verts, area.left(), area.top() + roundness, area.left() + roundness, area.bottom() - roundness);
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addQuadVertices(texcoords, 0.0, 0.5, 0.5, 0.5);
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// top
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addQuadVertices(verts, area.left() + roundness, area.top(), area.right() - roundness, area.top() + roundness);
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addQuadVertices(texcoords, 0.5, 0.0, 0.5, 0.5);
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// right
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addQuadVertices(verts, area.right() - roundness, area.top() + roundness, area.right(), area.bottom() - roundness);
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addQuadVertices(texcoords, 0.5, 0.5, 1.0, 0.5);
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// bottom
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addQuadVertices(verts, area.left() + roundness, area.bottom() - roundness, area.right() - roundness, area.bottom());
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addQuadVertices(texcoords, 0.5, 0.5, 0.5, 1.0);
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// corners
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// top-left
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addQuadVertices(verts, area.left(), area.top(), area.left() + roundness, area.top() + roundness);
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addQuadVertices(texcoords, 0.0, 0.0, 0.5, 0.5);
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// top-right
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addQuadVertices(verts, area.right() - roundness, area.top(), area.right(), area.top() + roundness);
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addQuadVertices(texcoords, 0.5, 0.0, 1.0, 0.5);
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// bottom-left
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addQuadVertices(verts, area.left(), area.bottom() - roundness, area.left() + roundness, area.bottom());
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addQuadVertices(texcoords, 0.0, 0.5, 0.5, 1.0);
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// bottom-right
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addQuadVertices(verts, area.right() - roundness, area.bottom() - roundness, area.right(), area.bottom());
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addQuadVertices(texcoords, 0.5, 0.5, 1.0, 1.0);
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texture->bind();
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// We have two elements per vertex in the verts array
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int verticesCount = verts.count() / 2;
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renderGLGeometry( verticesCount, verts.data(), texcoords.data() );
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texture->unbind();
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glPopMatrix();
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glPopAttrib();
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}
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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( int width, int height )
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{
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init();
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if( NPOTTextureSupported() || ( isPowerOfTwo( width ) && isPowerOfTwo( height )))
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{
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mTarget = GL_TEXTURE_2D;
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mScale.setWidth( 1.0 / width);
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mScale.setHeight( 1.0 / height);
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can_use_mipmaps = true;
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glGenTextures( 1, &mTexture );
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bind();
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glTexImage2D( mTarget, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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unbind();
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}
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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::render( int mask, QRegion region, const QRect& rect )
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{
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return render( !( mask & ( Effect::PAINT_WINDOW_TRANSFORMED | Effect::PAINT_SCREEN_TRANSFORMED )),
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region, rect );
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}
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void GLTexture::render( bool clip, QRegion region, const QRect& rect )
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{
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const float verts[ 4 * 2 ] =
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{
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rect.x(), rect.y(),
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rect.x(), rect.y() + rect.height(),
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rect.x() + rect.width(), rect.y() + rect.height(),
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rect.x() + rect.width(), rect.y()
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};
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const float texcoords[ 4 * 2 ] =
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{
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0, 1,
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0, 0,
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1, 0,
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1, 1
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};
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renderGLGeometry( clip, region, 4, verts, texcoords );
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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
|
|
{
|
|
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::setWrapMode( GLenum mode )
|
|
{
|
|
bind();
|
|
glTexParameteri( mTarget, GL_TEXTURE_WRAP_S, mode );
|
|
glTexParameteri( mTarget, GL_TEXTURE_WRAP_T, mode );
|
|
unbind();
|
|
}
|
|
|
|
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;
|
|
mProgram = 0;
|
|
|
|
loadFromFiles(vertexfile, fragmentfile);
|
|
}
|
|
|
|
GLShader::~GLShader()
|
|
{
|
|
if(mVariableLocations)
|
|
{
|
|
mVariableLocations->clear();
|
|
delete mVariableLocations;
|
|
}
|
|
|
|
if(mProgram)
|
|
{
|
|
glDeleteProgram(mProgram);
|
|
}
|
|
}
|
|
|
|
bool GLShader::loadFromFiles(const QString& vertexfile, const QString& fragmentfile)
|
|
{
|
|
QFile vf(vertexfile);
|
|
if(!vf.open(QIODevice::ReadOnly))
|
|
{
|
|
kError(1212) << "Couldn't open '" << vertexfile << "' for reading!" << endl;
|
|
return false;
|
|
}
|
|
QString vertexsource(vf.readAll());
|
|
|
|
QFile ff(fragmentfile);
|
|
if(!ff.open(QIODevice::ReadOnly))
|
|
{
|
|
kError(1212) << "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) << "Shaders not supported";
|
|
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) << "Couldn't compile vertex shader! Log:" << endl << log << endl;
|
|
delete[] log;
|
|
return false;
|
|
}
|
|
else if(logsize > 0)
|
|
kDebug(1212) << "Vertex shader compilation log:"<< log;
|
|
// 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) << "Couldn't compile fragment shader! Log:" << endl << log << endl;
|
|
delete[] log;
|
|
return false;
|
|
}
|
|
else if(logsize > 0)
|
|
kDebug(1212) << "Fragment shader compilation log:"<< log;
|
|
// 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) << "Couldn't link the program! Log" << endl << log << endl;
|
|
delete[] log;
|
|
return false;
|
|
}
|
|
else if(logsize > 0)
|
|
kDebug(1212) << "Shader linking log:"<< log;
|
|
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);
|
|
}
|
|
|
|
|
|
|
|
/*** GLRenderTarget ***/
|
|
bool GLRenderTarget::mSupported = false;
|
|
|
|
void GLRenderTarget::initStatic()
|
|
{
|
|
mSupported = hasGLExtension("GL_EXT_framebuffer_object") && glFramebufferTexture2D;
|
|
}
|
|
|
|
GLRenderTarget::GLRenderTarget(GLTexture* color)
|
|
{
|
|
// Reset variables
|
|
mValid = false;
|
|
|
|
mTexture = color;
|
|
|
|
// Make sure FBO is supported
|
|
if(mSupported && mTexture && !mTexture->isNull())
|
|
{
|
|
initFBO();
|
|
}
|
|
else
|
|
kError(1212) << "Render targets aren't supported!" << endl;
|
|
}
|
|
|
|
GLRenderTarget::~GLRenderTarget()
|
|
{
|
|
if(mValid)
|
|
{
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
}
|
|
}
|
|
|
|
bool GLRenderTarget::enable()
|
|
{
|
|
if(!valid())
|
|
{
|
|
kError(1212) << "Can't enable invalid render target!" << endl;
|
|
return false;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER_EXT, mFramebuffer);
|
|
mTexture->setDirty();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GLRenderTarget::disable()
|
|
{
|
|
if(!valid())
|
|
{
|
|
kError(1212) << "Can't disable invalid render target!" << endl;
|
|
return false;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
|
|
mTexture->setDirty();
|
|
|
|
return true;
|
|
}
|
|
|
|
void GLRenderTarget::initFBO()
|
|
{
|
|
glGenFramebuffers(1, &mFramebuffer);
|
|
glBindFramebuffer(GL_FRAMEBUFFER_EXT, mFramebuffer);
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
mTexture->target(), mTexture->texture(), 0);
|
|
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
|
|
if(status != GL_FRAMEBUFFER_COMPLETE_EXT)
|
|
{
|
|
kError(1212) << "Invalid fb status: " << status << endl;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
mValid = true;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
#endif
|