kwin/scene_opengl.cpp

1696 lines
63 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
Based on glcompmgr code by Felix Bellaby.
Using code from Compiz and Beryl.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
/*
This is the OpenGL-based compositing code. It is the primary and most powerful
compositing backend.
Sources and other compositing managers:
=======================================
- http://opengl.org
- documentation
- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
- extensions docs (http://www.opengl.org/registry/)
- glcompmgr
- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
- simple and easy to understand
- works even without texture_from_pixmap extension
- claims to support several different gfx cards
- compile with something like
"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
- compiz
- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
- the ultimate <whatever>
- glxcompmgr
- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
- a rather old version of compiz, but also simpler and as such simpler
to understand
- beryl
- a fork of Compiz
- http://beryl-project.org
- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
the full list should be at git://anongit.beryl-project.org/beryl/)
- libcm (metacity)
- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
- does not seem to be very powerful or with that much development going on
*/
#include "scene_opengl.h"
#include <kxerrorhandler.h>
#include <kwinglplatform.h>
#include "utils.h"
#include "client.h"
#include "deleted.h"
#include "effects.h"
#include "overlaywindow.h"
#include <math.h>
// turns on checks for opengl errors in various places (for easier finding of them)
// normally only few of them are enabled
//#define CHECK_GL_ERROR
#include <X11/extensions/Xcomposite.h>
#include <qpainter.h>
#include <QVector2D>
#include <QVector4D>
#include <QMatrix4x4>
namespace KWin
{
extern int currentRefreshRate();
//****************************************
// SceneOpenGL
//****************************************
bool SceneOpenGL::db; // destination drawable is double-buffered
#ifdef KWIN_HAVE_OPENGLES
#include "scene_opengl_egl.cpp"
#else
#include "scene_opengl_glx.cpp"
#endif
bool SceneOpenGL::initFailed() const
{
return !init_ok;
}
bool SceneOpenGL::selectMode()
{
if (!initDrawableConfigs())
return false;
return true;
}
QMatrix4x4 SceneOpenGL::transformation(int mask, const ScreenPaintData &data) const
{
QMatrix4x4 matrix;
if (!(mask & PAINT_SCREEN_TRANSFORMED))
return matrix;
matrix.translate(data.xTranslate, data.yTranslate, data.zTranslate);
matrix.scale(data.xScale, data.yScale, data.zScale);
if (!data.rotation)
return matrix;
// Apply the rotation
const qreal xAxis = (data.rotation->axis == RotationData::XAxis ? 1.0 : 0.0);
const qreal yAxis = (data.rotation->axis == RotationData::YAxis ? 1.0 : 0.0);
const qreal zAxis = (data.rotation->axis == RotationData::ZAxis ? 1.0 : 0.0);
matrix.translate(data.rotation->xRotationPoint,
data.rotation->yRotationPoint,
data.rotation->zRotationPoint);
matrix.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
matrix.translate(-data.rotation->xRotationPoint,
-data.rotation->yRotationPoint,
-data.rotation->zRotationPoint);
return matrix;
}
void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data)
{
ShaderManager *shaderManager = ShaderManager::instance();
const bool useShader = shaderManager->isValid();
const QMatrix4x4 matrix = transformation(mask, data);
if (useShader) {
GLShader *shader = shaderManager->pushShader(ShaderManager::GenericShader);
shader->setUniform(GLShader::ScreenTransformation, matrix);
} else {
pushMatrix(matrix);
}
Scene::paintGenericScreen(mask, data);
if (useShader)
shaderManager->popShader();
else
popMatrix();
}
void SceneOpenGL::paintBackground(QRegion region)
{
PaintClipper pc(region);
if (!PaintClipper::clip()) {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
return;
}
if (pc.clip() && pc.paintArea().isEmpty())
return; // no background to paint
QVector<float> verts;
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
QRect r = iterator.boundingRect();
verts << r.x() + r.width() << r.y();
verts << r.x() << r.y();
verts << r.x() << r.y() + r.height();
verts << r.x() << r.y() + r.height();
verts << r.x() + r.width() << r.y() + r.height();
verts << r.x() + r.width() << r.y();
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setUseColor(true);
vbo->setData(verts.count() / 2, 2, verts.data(), NULL);
const bool useShader = ShaderManager::instance()->isValid();
if (useShader) {
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
}
vbo->render(GL_TRIANGLES);
if (useShader) {
ShaderManager::instance()->popShader();
}
}
void SceneOpenGL::windowAdded(Toplevel* c)
{
assert(!windows.contains(c));
windows[ c ] = new Window(c);
connect(c, SIGNAL(opacityChanged(KWin::Toplevel*,qreal)), SLOT(windowOpacityChanged(KWin::Toplevel*)));
connect(c, SIGNAL(geometryShapeChanged(KWin::Toplevel*,QRect)), SLOT(windowGeometryShapeChanged(KWin::Toplevel*)));
connect(c, SIGNAL(windowClosed(KWin::Toplevel*,KWin::Deleted*)), SLOT(windowClosed(KWin::Toplevel*,KWin::Deleted*)));
c->effectWindow()->setSceneWindow(windows[ c ]);
c->getShadow();
windows[ c ]->updateShadow(c->shadow());
}
void SceneOpenGL::windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted)
{
assert(windows.contains(c));
if (deleted != NULL) {
// replace c with deleted
Window* w = windows.take(c);
w->updateToplevel(deleted);
if (w->shadow()) {
w->shadow()->setToplevel(deleted);
}
windows[ deleted ] = w;
} else {
delete windows.take(c);
c->effectWindow()->setSceneWindow(NULL);
}
}
void SceneOpenGL::windowDeleted(Deleted* c)
{
assert(windows.contains(c));
delete windows.take(c);
c->effectWindow()->setSceneWindow(NULL);
}
void SceneOpenGL::windowGeometryShapeChanged(KWin::Toplevel* c)
{
if (!windows.contains(c)) // this is ok, shape is not valid
return; // by default
Window* w = windows[ c ];
w->discardShape();
w->checkTextureSize();
}
void SceneOpenGL::windowOpacityChanged(KWin::Toplevel* t)
{
Q_UNUSED(t)
#if 0 // not really needed, windows are painted on every repaint
// and opacity is used when applying texture, not when
// creating it
if (!windows.contains(c)) // this is ok, texture is created
return; // on demand
Window* w = windows[ c ];
w->discardTexture();
#endif
}
//****************************************
// SceneOpenGL::Texture
//****************************************
SceneOpenGL::Texture::Texture() : GLTexture(*new TexturePrivate())
{
}
SceneOpenGL::Texture::Texture(TexturePrivate& dd) : GLTexture(dd)
{
}
SceneOpenGL::Texture::Texture(const SceneOpenGL::Texture& tex) : GLTexture(*tex.d_ptr)
{
}
SceneOpenGL::Texture::Texture(const Pixmap& pix, const QSize& size, int depth)
: GLTexture(*new TexturePrivate())
{
load(pix, size, depth);
}
SceneOpenGL::Texture::Texture(const QPixmap& pix, GLenum target)
: GLTexture(*new TexturePrivate())
{
load(pix, target);
}
SceneOpenGL::Texture::~Texture()
{
}
SceneOpenGL::Texture& SceneOpenGL::Texture::operator = (const SceneOpenGL::Texture& tex)
{
d_ptr = tex.d_ptr;
return *this;
}
void SceneOpenGL::Texture::discard()
{
d_ptr = new TexturePrivate();
}
bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
int depth)
{
if (pix == None)
return false;
return load(pix, size, depth,
QRegion(0, 0, size.width(), size.height()));
}
bool SceneOpenGL::Texture::load(const QImage& image, GLenum target)
{
if (image.isNull())
return false;
return load(QPixmap::fromImage(image), target);
}
bool SceneOpenGL::Texture::load(const QPixmap& pixmap, GLenum target)
{
if (pixmap.isNull())
return false;
// Checking whether QPixmap comes with its own X11 Pixmap
if (Extensions::nonNativePixmaps()) {
return GLTexture::load(pixmap.toImage(), target);
}
// use the X11 pixmap provided by Qt
return load(pixmap.handle(), pixmap.size(), pixmap.depth());
}
//****************************************
// SceneOpenGL::Window
//****************************************
SceneOpenGL::Window::Window(Toplevel* c)
: Scene::Window(c)
, texture()
, topTexture()
, leftTexture()
, rightTexture()
, bottomTexture()
{
}
SceneOpenGL::Window::~Window()
{
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(),
toplevel->damage());
if (success)
toplevel->resetDamage(QRect(toplevel->clientPos(), toplevel->clientSize()));
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.xTranslate, data.yTranslate, data.zTranslate);
matrix.scale(data.xScale, data.yScale, data.zScale);
if (!data.rotation)
return matrix;
// Apply the rotation
const qreal xAxis = (data.rotation->axis == RotationData::XAxis ? 1.0 : 0.0);
const qreal yAxis = (data.rotation->axis == RotationData::YAxis ? 1.0 : 0.0);
const qreal zAxis = (data.rotation->axis == RotationData::ZAxis ? 1.0 : 0.0);
matrix.translate(data.rotation->xRotationPoint,
data.rotation->yRotationPoint,
data.rotation->zRotationPoint);
matrix.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
matrix.translate(-data.rotation->xRotationPoint,
-data.rotation->yRotationPoint,
-data.rotation->zRotationPoint);
return matrix;
}
// paint the window
void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData data)
{
// check if there is something to paint (e.g. don't paint if the window
// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested)
/* HACK: It seems this causes painting glitches, disable temporarily
bool opaque = isOpaque() && data.opacity == 1.0;
if (( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT ))
{ // We are only painting either opaque OR translucent windows, not both
if ( mask & PAINT_WINDOW_OPAQUE && !opaque )
return; // Only painting opaque and window is translucent
if ( mask & PAINT_WINDOW_TRANSLUCENT && opaque )
return; // Only painting translucent and window is opaque
}*/
if (region.isEmpty())
return;
if (region != infiniteRegion() && !(mask & PAINT_WINDOW_TRANSFORMED)) {
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;
// 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);
}
// 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);
paintDecoration(left, DecorationLeft, region, leftRect, data, leftList, updateDeco);
paintDecoration(right, DecorationRight, region, rightRect, data, rightList, updateDeco);
paintDecoration(bottom, DecorationBottom, region, bottomRect, data, bottomList, updateDeco);
}
}
// paint the content
WindowQuadList contentQuads = data.quads.select(WindowQuadContents);
if (!contentQuads.empty()) {
texture.bind();
prepareStates(Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader);
renderQuads(mask, region, contentQuads, &texture);
restoreStates(Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader);
texture.unbind();
#ifndef KWIN_HAVE_OPENGLES
if (static_cast<SceneOpenGL*>(scene)->debug) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
renderQuads(mask, region, contentQuads, &texture);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
}
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)
{
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.decoration_opacity, data.brightness, data.saturation, data.shader);
makeDecorationArrays(quads, rect, decorationTexture);
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES);
restoreStates(decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader);
decorationTexture->unbind();
#ifndef KWIN_HAVE_OPENGLES
if (static_cast<SceneOpenGL*>(scene)->debug) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
}
void SceneOpenGL::Window::paintShadow(const QRegion &region, const WindowPaintData &data)
{
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);
restoreStates(Shadow, data.opacity, data.brightness, data.saturation, data.shader, texture);
texture->unbind();
#ifndef KWIN_HAVE_OPENGLES
if (static_cast<SceneOpenGL*>(scene)->debug) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
renderQuads(0, region, quads, texture);
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)
{
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);
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