コード例 #1
0
ファイル: paint.cpp プロジェクト: Jubei-Mitsuyoshi/aaa-compiz
bool
GLScreen::glPaintOutput (const GLScreenPaintAttrib &sAttrib,
			 const GLMatrix            &transform,
			 const CompRegion          &region,
			 CompOutput                *output,
			 unsigned int              mask)
{
    WRAPABLE_HND_FUNCTN_RETURN (bool, glPaintOutput, sAttrib, transform,
			      region, output, mask)

    GLMatrix sTransform = transform;

    if (mask & PAINT_SCREEN_REGION_MASK)
    {
	if (mask & PAINT_SCREEN_TRANSFORMED_MASK)
	{
	    if (mask & PAINT_SCREEN_FULL_MASK)
	    {
		glPaintTransformedOutput (sAttrib, sTransform,
					  CompRegion (*output), output, mask);

		return true;
	    }

	    return false;
	}

	setLighting (false);

	sTransform.toScreenSpace (output, -DEFAULT_Z_CAMERA);

	/*
	 * Sometimes region might be empty but we still need to force the
	 * repaint. This can happen when a fullscreen window is unredirected,
	 * and damageScreen is called. CompositeScreen::handlePaintTimeout
	 * then subtracts the whole screen of damage because it's an overlay
	 * and we're left with an empty damage region.
	 * Even when this happens we may want to force the repaint if
	 * windows are getting transformed (and so the unredirected window
	 * needs to be redirected again).
	 */
	if (!region.isEmpty () ||
	    (mask & PAINT_SCREEN_FULL_MASK) ||
	    (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_MASK))
	    priv->paintOutputRegion (sTransform, region, output, mask);

	return true;
    }
    else if (mask & PAINT_SCREEN_FULL_MASK)
    {
	glPaintTransformedOutput (sAttrib, sTransform, CompRegion (*output),
				  output, mask);

	return true;
    }
    else
    {
	return false;
    }
}
コード例 #2
0
bool
ShowrepaintScreen::glPaintOutput (const GLScreenPaintAttrib &attrib,
				  const GLMatrix            &transform,
				  const CompRegion          &region,
				  CompOutput                *output,
				  unsigned int               mask)
{
    bool           status;
    GLMatrix       sTransform; // initially identity matrix
    unsigned short color[4];

    status = gScreen->glPaintOutput (attrib, transform, region, output, mask);

    tmpRegion = region.intersected (*output);

    if (tmpRegion.isEmpty ())
	return status;

    sTransform.toScreenSpace (output, -DEFAULT_Z_CAMERA);

    color[3] = optionGetIntensity () * 0xffff / 100;
    color[0] = (rand () & 7) * color[3] / 8;
    color[1] = (rand () & 7) * color[3] / 8;
    color[2] = (rand () & 7) * color[3] / 8;

    glColor4usv (color);
    glPushMatrix ();
    glLoadMatrixf (sTransform.getMatrix ());
    glEnable (GL_BLEND);

    glBegin (GL_QUADS);
    foreach (const CompRect &box, tmpRegion.rects ())
    {
	glVertex2i (box.x1 (), box.y1 ());
	glVertex2i (box.x1 (), box.y2 ());
	glVertex2i (box.x2 (), box.y2 ());
	glVertex2i (box.x2 (), box.y1 ());
    }
    glEnd ();

    glDisable (GL_BLEND);
    glPopMatrix();

    glColor4usv (defaultColor);

    return status;
}
コード例 #3
0
ファイル: workspacenames.cpp プロジェクト: pfreris/compiz
bool
WSNamesScreen::glPaintOutput (const GLScreenPaintAttrib	&attrib,
                              const GLMatrix		&transform,
                              const CompRegion		&region,
                              CompOutput		*output,
                              unsigned int		mask)
{
    bool status;

    status = gScreen->glPaintOutput (attrib, transform, region, output, mask);

    if (textData.getWidth () && textData.getHeight ())
    {
        GLMatrix sTransform (transform);

        sTransform.toScreenSpace (output, -DEFAULT_Z_CAMERA);

        drawText (sTransform);
    }

    return status;
}
コード例 #4
0
ファイル: paint.cpp プロジェクト: Jubei-Mitsuyoshi/aaa-compiz
void
GLScreen::glPaintCompositedOutput (const CompRegion    &region,
				   GLFramebufferObject *fbo,
				   unsigned int         mask)
{
    WRAPABLE_HND_FUNCTN (glPaintCompositedOutput, region, fbo, mask)

    GLMatrix sTransform;
    const GLTexture::Matrix & texmatrix = fbo->tex ()->matrix ();
    GLVertexBuffer *streamingBuffer = GLVertexBuffer::streamingBuffer ();

    streamingBuffer->begin (GL_TRIANGLES);

    if (mask & COMPOSITE_SCREEN_DAMAGE_ALL_MASK)
    {
	GLfloat tx1 = COMP_TEX_COORD_X (texmatrix, 0.0f);
	GLfloat tx2 = COMP_TEX_COORD_X (texmatrix, screen->width ());
	GLfloat ty1 = 1.0 - COMP_TEX_COORD_Y (texmatrix, 0.0f);
	GLfloat ty2 = 1.0 - COMP_TEX_COORD_Y (texmatrix, screen->height ());

	const GLfloat vertexData[] = {
	    0.0f,                    0.0f,                     0.0f,
	    0.0f,                    (float)screen->height (), 0.0f,
	    (float)screen->width (), 0.0f,                     0.0f,

	    0.0f,                    (float)screen->height (), 0.0f,
	    (float)screen->width (), (float)screen->height (), 0.0f,
	    (float)screen->width (), 0.0f,                     0.0f,
	};

	const GLfloat textureData[] = {
	    tx1, ty1,
	    tx1, ty2,
	    tx2, ty1,
	    tx1, ty2,
	    tx2, ty2,
	    tx2, ty1,
	};

	streamingBuffer->addVertices (6, &vertexData[0]);
	streamingBuffer->addTexCoords (0, 6, &textureData[0]);
    }
    else
    {
	BoxPtr pBox = const_cast <Region> (region.handle ())->rects;
	int nBox = const_cast <Region> (region.handle ())->numRects;

	while (nBox--)
	{
	    GLfloat tx1 = COMP_TEX_COORD_X (texmatrix, pBox->x1);
	    GLfloat tx2 = COMP_TEX_COORD_X (texmatrix, pBox->x2);
	    GLfloat ty1 = 1.0 - COMP_TEX_COORD_Y (texmatrix, pBox->y1);
	    GLfloat ty2 = 1.0 - COMP_TEX_COORD_Y (texmatrix, pBox->y2);

	    const GLfloat vertexData[] = {
		(float)pBox->x1, (float)pBox->y1, 0.0f,
		(float)pBox->x1, (float)pBox->y2, 0.0f,
		(float)pBox->x2, (float)pBox->y1, 0.0f,

		(float)pBox->x1, (float)pBox->y2, 0.0f,
		(float)pBox->x2, (float)pBox->y2, 0.0f,
		(float)pBox->x2, (float)pBox->y1, 0.0f,
	    };

	    const GLfloat textureData[] = {
		tx1, ty1,
		tx1, ty2,
		tx2, ty1,
		tx1, ty2,
		tx2, ty2,
		tx2, ty1,
	    };

	    streamingBuffer->addVertices (6, &vertexData[0]);
	    streamingBuffer->addTexCoords (0, 6, &textureData[0]);
	    pBox++;
	}
    }

    streamingBuffer->end ();
    fbo->tex ()->enable (GLTexture::Fast);
    sTransform.toScreenSpace (&screen->fullscreenOutput (), -DEFAULT_Z_CAMERA);
    streamingBuffer->render (sTransform);
    fbo->tex ()->disable ();
}
コード例 #5
0
ファイル: paint.cpp プロジェクト: Jubei-Mitsuyoshi/aaa-compiz
void
GLScreen::glPaintTransformedOutput (const GLScreenPaintAttrib &sAttrib,
				    const GLMatrix            &transform,
				    const CompRegion          &region,
				    CompOutput                *output,
				    unsigned int              mask)
{
    WRAPABLE_HND_FUNCTN (glPaintTransformedOutput, sAttrib, transform,
		       region, output, mask)

    GLMatrix sTransform = transform;

    if (mask & PAINT_SCREEN_CLEAR_MASK)
	clearTargetOutput (GL_COLOR_BUFFER_BIT);

    setLighting (true);

    glApplyTransform (sAttrib, output, &sTransform);

    if ((mask & CLIP_PLANE_MASK) == CLIP_PLANE_MASK)
    {
	if (transformIsSimple (sTransform))
	{
	    glEnableOutputClipping (sTransform, region, output);
	    sTransform.toScreenSpace (output, -sAttrib.zTranslate);
	    priv->paintOutputRegion (sTransform, region, output, mask);
	    glDisableOutputClipping ();
	}
	else if ( (GL::fboEnabled && GL::fboStencilSupported) ||
                  GL::stencilBuffer )
	{
	    sTransform.toScreenSpace (output, -sAttrib.zTranslate);

	    glClearStencil (0);
	    glClear (GL_STENCIL_BUFFER_BIT);
	    glEnable (GL_STENCIL_TEST);
	    glStencilFunc (GL_ALWAYS, 1, 1);
	    glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);

	    GLVertexBuffer vb;
	    vb.setAutoProgram (priv->autoProgram);
	    glBufferStencil (sTransform, vb, output);
	    glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
	    glStencilMask (1);
	    vb.render (sTransform);
	    glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

	    glStencilFunc (GL_EQUAL, 1, 1);
	    glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
	    priv->paintOutputRegion (sTransform, region, output, mask);
	    glDisable (GL_STENCIL_TEST);
	}
	else
	{
	    // This won't look quite right but should never happen.
	    // Give a warning?
	    sTransform.toScreenSpace (output, -sAttrib.zTranslate);
	    priv->paintOutputRegion (sTransform, region, output, mask);
	}
    }
    else
    {
	sTransform.toScreenSpace (output, -sAttrib.zTranslate);
	priv->paintOutputRegion (sTransform, region, output, mask);
    }
}
コード例 #6
0
ファイル: resize.cpp プロジェクト: CannedFish/deepin-compiz
void
ResizeScreen::glPaintRectangle (const GLScreenPaintAttrib &sAttrib,
				const GLMatrix            &transform,
				CompOutput                *output,
				unsigned short            *borderColor,
				unsigned short            *fillColor)
{
    GLVertexBuffer *streamingBuffer = GLVertexBuffer::streamingBuffer ();

    BoxRec   	   box;
    GLMatrix 	   sTransform (transform);
    GLfloat         vertexData [12];
    GLfloat         vertexData2[24];
    GLint    	   origSrc, origDst;
    GLushort	    fc[4], bc[4];

#ifdef USE_GLES
    GLint           origSrcAlpha, origDstAlpha;
    glGetIntegerv (GL_BLEND_SRC_RGB, &origSrc);
    glGetIntegerv (GL_BLEND_DST_RGB, &origDst);
    glGetIntegerv (GL_BLEND_SRC_ALPHA, &origSrcAlpha);
    glGetIntegerv (GL_BLEND_DST_ALPHA, &origDstAlpha);
#else
    glGetIntegerv (GL_BLEND_SRC, &origSrc);
    glGetIntegerv (GL_BLEND_DST, &origDst);
#endif

    /* Premultiply the alpha values */
    bc[3] = (float) borderColor[3] / (float) 65535.0f;
    bc[0] = ((float) borderColor[0] / 65535.0f) * bc[3];
    bc[1] = ((float) borderColor[1] / 65535.0f) * bc[3];
    bc[2] = ((float) borderColor[2] / 65535.0f) * bc[3];

    logic.getPaintRectangle (&box);

    vertexData[0]  = box.x1;
    vertexData[1]  = box.y1;
    vertexData[2]  = 0.0f;
    vertexData[3]  = box.x1;
    vertexData[4]  = box.y2;
    vertexData[5]  = 0.0f;
    vertexData[6]  = box.x2;
    vertexData[7]  = box.y1;
    vertexData[8]  = 0.0f;
    vertexData[9]  = box.x2;
    vertexData[10] = box.y2;
    vertexData[11] = 0.0f;

    // FIXME: this is a quick work-around.
    // GL_LINE_LOOP and GL_LINE_STRIP primitive types in the SGX Pvr X11 driver
    // take special number of vertices (and reorder them). Thus, usage of
    // those line primitive is currently not supported by our GLVertexBuffer
    // implementation. This is a quick workaround to make it all work until
    // we come up with a better GLVertexBuffer::render(...) function.

    vertexData2[0]  = box.x1;
    vertexData2[1]  = box.y1;
    vertexData2[2]  = 0.0f;
    vertexData2[3]  = box.x1;
    vertexData2[4]  = box.y2;
    vertexData2[5]  = 0.0f;
    vertexData2[6]  = box.x1;
    vertexData2[7]  = box.y2;
    vertexData2[8]  = 0.0f;
    vertexData2[9]  = box.x2;
    vertexData2[10] = box.y2;
    vertexData2[11] = 0.0f;
    vertexData2[12] = box.x2;
    vertexData2[13] = box.y2;
    vertexData2[14] = 0.0f;
    vertexData2[15] = box.x2;
    vertexData2[16] = box.y1;
    vertexData2[17] = 0.0f;
    vertexData2[18] = box.x2;
    vertexData2[19] = box.y1;
    vertexData2[20] = 0.0f;
    vertexData2[21] = box.x1;
    vertexData2[22] = box.y1;
    vertexData2[23] = 0.0f;

    sTransform.toScreenSpace (output, -DEFAULT_Z_CAMERA);

    glEnable (GL_BLEND);
    glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

    /* fill rectangle */
    if (fillColor)
    {
	fc[3] = fillColor[3];
	fc[0] = fillColor[0] * (unsigned long)fc[3] / 65535;
	fc[1] = fillColor[1] * (unsigned long)fc[3] / 65535;
	fc[2] = fillColor[2] * (unsigned long)fc[3] / 65535;

	streamingBuffer->begin (GL_TRIANGLE_STRIP);
	streamingBuffer->addColors (1, fc);
	streamingBuffer->addVertices (4, &vertexData[0]);
	streamingBuffer->end ();
	streamingBuffer->render (sTransform);
    }

    /* draw outline */
    static const int borderWidth = 2;
    glLineWidth (borderWidth);
    streamingBuffer->begin (GL_LINES);
    streamingBuffer->addColors (1, borderColor);
    streamingBuffer->addVertices (8, &vertexData2[0]);
    streamingBuffer->end ();
    streamingBuffer->render (sTransform);

    glDisable (GL_BLEND);
#ifdef USE_GLES
    glBlendFuncSeparate (origSrc, origDst,
                         origSrcAlpha, origDstAlpha);
#else
    glBlendFunc (origSrc, origDst);
#endif

    CompositeScreen *cScreen = CompositeScreen::get (screen);
    CompRect damage (box.x1 - borderWidth,
                     box.y1 - borderWidth,
                     box.x2 - box.x1 + 2 * borderWidth,
                     box.y2 - box.y1 + 2 * borderWidth);
    cScreen->damageRegion (damage);
}
コード例 #7
0
bool
FireScreen::glPaintOutput (const GLScreenPaintAttrib &attrib,
			   const GLMatrix            &transform,
			   const CompRegion          &region,
			   CompOutput                *output,
			   unsigned int              mask)
{
    bool status = gScreen->glPaintOutput (attrib, transform, region, output, mask);

    if ((!init && ps.active) || brightness < 1.0)
    {
	GLMatrix sTransform = transform;

	sTransform.toScreenSpace (output, -DEFAULT_Z_CAMERA);

	if (brightness < 1.0)
	{
	    /* cover the screen with a rectangle and darken it
	     * (coded as two GL_TRIANGLES for GLES compatibility)
	     */
	    GLfloat vertices[18];
	    GLushort colors[24];

	    vertices[0] = (GLfloat)output->region ()->extents.x1;
	    vertices[1] = (GLfloat)output->region ()->extents.y1;
	    vertices[2] = 0.0f;

	    vertices[3] = (GLfloat)output->region ()->extents.x1;
	    vertices[4] = (GLfloat)output->region ()->extents.y2;
	    vertices[5] = 0.0f;

	    vertices[6] = (GLfloat)output->region ()->extents.x2;
	    vertices[7] = (GLfloat)output->region ()->extents.y2;
	    vertices[8] = 0.0f;

	    vertices[9]  = (GLfloat)output->region ()->extents.x2;
	    vertices[10] = (GLfloat)output->region ()->extents.y2;
	    vertices[11] = 0.0f;

	    vertices[12] = (GLfloat)output->region ()->extents.x2;
	    vertices[13] = (GLfloat)output->region ()->extents.y1;
	    vertices[14] = 0.0f;

	    vertices[15] = (GLfloat)output->region ()->extents.x1;
	    vertices[16] = (GLfloat)output->region ()->extents.y1;
	    vertices[17] = 0.0f;

	    for (int i = 0; i <= 5; ++i)
	    {
		colors[i*4+0] = 0;
		colors[i*4+1] = 0;
		colors[i*4+2] = 0;
		colors[i*4+3] = (1.0 - brightness) * 65535.0f;
	    }

	    GLVertexBuffer *stream        = GLVertexBuffer::streamingBuffer ();
	    GLboolean      glBlendEnabled = glIsEnabled (GL_BLEND);

	    if (!glBlendEnabled)
		glEnable (GL_BLEND);

	    stream->begin (GL_TRIANGLES);
	    stream->addVertices (6, vertices);
	    stream->addColors (6, colors);

	    if (stream->end ())
		stream->render (sTransform);

	    /* only disable blending if it was already disabled */
	    if (!glBlendEnabled)
		glDisable (GL_BLEND);
	}

	if (!init && ps.active)
	    ps.drawParticles (sTransform);
    }

    return status;
}
コード例 #8
0
ファイル: showrepaint.cpp プロジェクト: gloob/compiz-tracking
bool
ShowrepaintScreen::glPaintOutput (const GLScreenPaintAttrib &attrib,
				  const GLMatrix            &transform,
				  const CompRegion          &region,
				  CompOutput                *output,
				  unsigned int               mask)
{
    bool           status;
    GLMatrix       sTransform; // initially identity matrix
    unsigned short color[4];

    status = gScreen->glPaintOutput (attrib, transform, region, output, mask);

    tmpRegion = region.intersected (*output);

    if (tmpRegion.isEmpty ())
	return status;

    sTransform.toScreenSpace (output, -DEFAULT_Z_CAMERA);

    color[3] = optionGetIntensity () * 0xffff / 100;
    color[0] = (rand () & 7) * color[3] / 8;
    color[1] = (rand () & 7) * color[3] / 8;
    color[2] = (rand () & 7) * color[3] / 8;

    GLboolean glBlendEnabled = glIsEnabled (GL_BLEND);

    if (!glBlendEnabled)
	glEnable (GL_BLEND);

    std::vector<GLfloat> vertices;
    /* for each rectangle, use two triangles to display it */
    foreach (const CompRect &box, tmpRegion.rects ())
    {
	//first triangle
	vertices.push_back (box.x1 ());
	vertices.push_back (box.y1 ());
	vertices.push_back (0.0f);

	vertices.push_back (box.x1 ());
	vertices.push_back (box.y2 ());
	vertices.push_back (0.0f);

	vertices.push_back (box.x2 ());
	vertices.push_back (box.y2 ());
	vertices.push_back (0.0f);

	//second triangle
	vertices.push_back (box.x2 ());
	vertices.push_back (box.y2 ());
	vertices.push_back (0.0f);

	vertices.push_back (box.x2 ());
	vertices.push_back (box.y1 ());
	vertices.push_back (0.0f);

	vertices.push_back (box.x1 ());
	vertices.push_back (box.y1 ());
	vertices.push_back (0.0f);
    }

    GLVertexBuffer *stream = GLVertexBuffer::streamingBuffer ();

    stream->begin (GL_TRIANGLES);
    stream->color4f ((float)color[0] / 65535.0f, (float)color[1] / 65535.0f, (float)color[2] / 65535.0f, (float)color[3] / 65535.0f);
    stream->addVertices (vertices.size () / 3, &vertices[0]);
    if (stream->end ())
	stream->render (sTransform);

    stream->colorDefault ();

    /* only disable blending if it was disabled before */
    if (!glBlendEnabled)
	glDisable (GL_BLEND);

    return status;
}