void PrivateGLScreen::paintBackground (const GLMatrix &transform, const CompRegion ®ion, bool transformed) { GLVertexBuffer *streamingBuffer = GLVertexBuffer::streamingBuffer (); GLfloat vertexData[18]; GLushort colorData[4]; BoxPtr pBox = const_cast <Region> (region.handle ())->rects; int n, nBox = const_cast <Region> (region.handle ())->numRects; if (!nBox) return; if (screen->desktopWindowCount ()) { if (!backgroundTextures.empty ()) { backgroundTextures.clear (); } backgroundLoaded = false; return; } else { if (!backgroundLoaded) updateScreenBackground (); backgroundLoaded = true; } if (backgroundTextures.empty ()) { streamingBuffer->begin (GL_TRIANGLES); n = nBox; while (n--) { vertexData[0] = pBox->x1; vertexData[1] = pBox->y1; vertexData[2] = 0.0f; vertexData[3] = pBox->x1; vertexData[4] = pBox->y2; vertexData[5] = 0.0f; vertexData[6] = pBox->x2; vertexData[7] = pBox->y1; vertexData[8] = 0.0f; vertexData[9] = pBox->x1; vertexData[10] = pBox->y2; vertexData[11] = 0.0f; vertexData[12] = pBox->x2; vertexData[13] = pBox->y2; vertexData[14] = 0.0f; vertexData[15] = pBox->x2; vertexData[16] = pBox->y1; vertexData[17] = 0.0f; streamingBuffer->addVertices (6, vertexData); pBox++; } colorData[0] = colorData[1] = colorData[2] = 0; colorData[3] = std::numeric_limits <unsigned short>::max (); streamingBuffer->addColors (1, colorData); streamingBuffer->end (); streamingBuffer->render (transform); } else { n = nBox; for (unsigned int i = 0; i < backgroundTextures.size (); i++) { GLfloat textureData[12]; GLTexture *bg = backgroundTextures[i]; CompRegion r = region & *bg; pBox = const_cast <Region> (r.handle ())->rects; nBox = const_cast <Region> (r.handle ())->numRects; n = nBox; streamingBuffer->begin (GL_TRIANGLES); while (n--) { GLfloat tx1 = COMP_TEX_COORD_X (bg->matrix (), pBox->x1); GLfloat tx2 = COMP_TEX_COORD_X (bg->matrix (), pBox->x2); GLfloat ty1 = COMP_TEX_COORD_Y (bg->matrix (), pBox->y1); GLfloat ty2 = COMP_TEX_COORD_Y (bg->matrix (), pBox->y2); vertexData[0] = pBox->x1; vertexData[1] = pBox->y1; vertexData[2] = 0.0f; vertexData[3] = pBox->x1; vertexData[4] = pBox->y2; vertexData[5] = 0.0f; vertexData[6] = pBox->x2; vertexData[7] = pBox->y1; vertexData[8] = 0.0f; vertexData[9] = pBox->x1; vertexData[10] = pBox->y2; vertexData[11] = 0.0f; vertexData[12] = pBox->x2; vertexData[13] = pBox->y2; vertexData[14] = 0.0f; vertexData[15] = pBox->x2; vertexData[16] = pBox->y1; vertexData[17] = 0.0f; textureData[0] = tx1; textureData[1] = ty1; textureData[2] = tx1; textureData[3] = ty2; textureData[4] = tx2; textureData[5] = ty1; textureData[6] = tx1; textureData[7] = ty2; textureData[8] = tx2; textureData[9] = ty2; textureData[10] = tx2; textureData[11] = ty1; streamingBuffer->addVertices (6, vertexData); streamingBuffer->addTexCoords (0, 6, textureData); pBox++; } streamingBuffer->end (); if (bg->name ()) { if (transformed) bg->enable (GLTexture::Good); else bg->enable (GLTexture::Fast); streamingBuffer->render (transform); bg->disable (); } } } }
void CompText::draw (const GLMatrix &transform, float x, float y, float alpha) const { GLint oldBlendSrc, oldBlendDst; GLushort colorData[4]; GLfloat textureData[8]; GLfloat vertexData[12]; GLVertexBuffer *streamingBuffer = GLVertexBuffer::streamingBuffer (); if (texture.empty ()) return; #ifdef USE_GLES GLint oldBlendSrcAlpha, oldBlendDstAlpha; glGetIntegerv (GL_BLEND_SRC_RGB, &oldBlendSrc); glGetIntegerv (GL_BLEND_DST_RGB, &oldBlendDst); glGetIntegerv (GL_BLEND_SRC_ALPHA, &oldBlendSrcAlpha); glGetIntegerv (GL_BLEND_DST_ALPHA, &oldBlendDstAlpha); #else glGetIntegerv (GL_BLEND_SRC, &oldBlendSrc); glGetIntegerv (GL_BLEND_DST, &oldBlendDst); GLboolean wasBlend; wasBlend = glIsEnabled (GL_BLEND); if (!wasBlend) glEnable (GL_BLEND); #endif glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); colorData[0] = alpha * 65535; colorData[1] = alpha * 65535; colorData[2] = alpha * 65535; colorData[3] = alpha * 65535; for (unsigned int i = 0; i < texture.size (); i++) { GLTexture *tex = texture[i]; GLTexture::Matrix m = tex->matrix (); tex->enable (GLTexture::Good); streamingBuffer->begin (GL_TRIANGLE_STRIP); vertexData[0] = x; vertexData[1] = y - height; vertexData[2] = 0; vertexData[3] = x; vertexData[4] = y; vertexData[5] = 0; vertexData[6] = x + width; vertexData[7] = y - height; vertexData[8] = 0; vertexData[9] = x + width; vertexData[10] = y; vertexData[11] = 0; textureData[0] = COMP_TEX_COORD_X (m, 0); textureData[1] = COMP_TEX_COORD_Y (m, 0); textureData[2] = COMP_TEX_COORD_X (m, 0); textureData[3] = COMP_TEX_COORD_Y (m, height); textureData[4] = COMP_TEX_COORD_X (m, width); textureData[5] = COMP_TEX_COORD_Y (m, 0); textureData[6] = COMP_TEX_COORD_X (m, width); textureData[7] = COMP_TEX_COORD_Y (m, height); streamingBuffer->addColors (1, colorData); streamingBuffer->addVertices (4, vertexData); streamingBuffer->addTexCoords (0, 4, textureData); streamingBuffer->end (); streamingBuffer->render (transform); tex->disable (); } #ifdef USE_GLES glBlendFuncSeparate (oldBlendSrc, oldBlendDst, oldBlendSrcAlpha, oldBlendDstAlpha); #else if (!wasBlend) glDisable (GL_BLEND); glBlendFunc (oldBlendSrc, oldBlendDst); #endif }