示例#1
0
CompRegion
CompRegion::xored (const CompRegion &r) const
{
    CompRegion rv;
    rv.priv->makeReal ();
    XXorRegion (handle (), r.handle (), rv.handle ());
    return rv;
}
示例#2
0
CompRegion
CompRegion::united (const CompRegion &r) const
{
    CompRegion rv;
    rv.priv->makeReal ();
    XUnionRegion (handle (), r.handle (), rv.handle ());
    return rv;
}
示例#3
0
CompRegion
CompRegion::subtracted (const CompRegion &r) const
{
    CompRegion rv;
    rv.priv->makeReal ();
    XSubtractRegion (handle (), r.handle (), rv.handle ());
    return rv;
}
示例#4
0
CompRegion
CompRegion::intersected (const CompRect &r) const
{
    CompRegion reg (r);
    reg.priv->makeReal ();
    XIntersectRegion (reg.handle (), handle (), reg.handle ());
    return reg;
}
示例#5
0
void
GLWindow::glAddGeometry (const GLTexture::MatrixList &matrix,
			 const CompRegion            &region,
			 const CompRegion            &clip,
			 unsigned int                maxGridWidth,
			 unsigned int                maxGridHeight)
{
    WRAPABLE_HND_FUNCTN (glAddGeometry, matrix, region, clip)

    BoxRec full;
    int    nMatrix = matrix.size ();

    full = clip.handle ()->extents;
    if (region.handle ()->extents.x1 > full.x1)
	full.x1 = region.handle ()->extents.x1;
    if (region.handle ()->extents.y1 > full.y1)
	full.y1 = region.handle ()->extents.y1;
    if (region.handle ()->extents.x2 < full.x2)
	full.x2 = region.handle ()->extents.x2;
    if (region.handle ()->extents.y2 < full.y2)
	full.y2 = region.handle ()->extents.y2;

    if (full.x1 < full.x2 && full.y1 < full.y2)
    {
	BoxPtr  pBox;
	int     nBox;
	BoxPtr  pClip;
	int     nClip;
	BoxRec  cbox;
	int     it, x1, y1, x2, y2;
	bool    rect = true;

	for (it = 0; it < nMatrix; it++)
	{
	    if (matrix[it].xy != 0.0f || matrix[it].yx != 0.0f)
	    {
		rect = false;
		break;
	    }
	}

	pBox = const_cast <Region> (region.handle ())->rects;
	nBox = const_cast <Region> (region.handle ())->numRects;

	while (nBox--)
	{
	    x1 = pBox->x1;
	    y1 = pBox->y1;
	    x2 = pBox->x2;
	    y2 = pBox->y2;

	    pBox++;

	    if (x1 < full.x1)
		x1 = full.x1;
	    if (y1 < full.y1)
		y1 = full.y1;
	    if (x2 > full.x2)
		x2 = full.x2;
	    if (y2 > full.y2)
		y2 = full.y2;

	    if (x1 < x2 && y1 < y2)
	    {
		nClip = const_cast <Region> (clip.handle ())->numRects;

		if (nClip == 1)
		{
		    addQuads (priv->vertexBuffer, matrix, nMatrix,
			      x1, y1, x2, y2,
			      rect,
			      maxGridWidth, maxGridHeight);
		}
		else
		{
		    pClip = const_cast <Region> (clip.handle ())->rects;

		    while (nClip--)
		    {
			cbox = *pClip;

			pClip++;

			if (cbox.x1 < x1)
			    cbox.x1 = x1;
			if (cbox.y1 < y1)
			    cbox.y1 = y1;
			if (cbox.x2 > x2)
			    cbox.x2 = x2;
			if (cbox.y2 > y2)
			    cbox.y2 = y2;

			if (cbox.x1 < cbox.x2 && cbox.y1 < cbox.y2)
			{
			    addQuads (priv->vertexBuffer, matrix, nMatrix,
				      cbox.x1, cbox.y1, cbox.x2, cbox.y2,
				      rect,
				      maxGridWidth, maxGridHeight);
			}
		    }
		}
	    }
	}
    }
}
示例#6
0
void
PrivateGLScreen::paintBackground (const GLMatrix   &transform,
                                  const CompRegion &region,
				  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 ();
	    }
	}
    }
}
示例#7
0
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 ();
}
示例#8
0
bool
CompRegion::operator== (const CompRegion &c) const
{
    return XEqualRegion (handle (), c.handle ());
}