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authorRichard Grenville <[email protected]>2013-03-25 11:36:39 +0800
committerRichard Grenville <[email protected]>2013-03-25 11:36:39 +0800
commit47f7b4072200463557ff692d41bf621f6954604f (patch)
treeb4d5f4d84151cb6fb45bfceadecd0b038637185f /opengl.c
parente9ea554fa6f246cc17e578bb3af4c1f9847e57ad (diff)
downloadtdebase-47f7b4072200463557ff692d41bf621f6954604f.tar.gz
tdebase-47f7b4072200463557ff692d41bf621f6954604f.zip
Bug fix: GLX: Fix --inactive-dim & fix color inversion
- GLX backend: Fix broken --inactive-dim. - GLX backend: Fix bugs when inverting colors of windows. Thanks to madsy and neure for help. - GLX backend: Lift `glx_no_stencil` restriction from glx_init_blur(). It still probably won't work, but the user can try. - XRender backend: Use XRenderFillRectangles() instead of XRenderComposite() to do dimming.
Diffstat (limited to 'opengl.c')
-rw-r--r--opengl.c136
1 files changed, 124 insertions, 12 deletions
diff --git a/opengl.c b/opengl.c
index 3f1f419b7..45f7b5f32 100644
--- a/opengl.c
+++ b/opengl.c
@@ -194,7 +194,6 @@ glx_init_blur(session_t *ps) {
if (ps->o.glx_no_stencil) {
printf_errf("(): I'm afraid blur background won't work so well without "
"stencil buffer support.");
- return false;
}
// Build shader
@@ -738,6 +737,37 @@ glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
return true;
}
+bool
+glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, float z,
+ GLfloat factor) {
+ // It's possible to dim in glx_render(), but it would be over-complicated
+ // considering all those mess in color negation and modulation
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glColor4f(0.0f, 0.0f, 0.0f, factor);
+
+ glBegin(GL_QUADS);
+
+ {
+ GLint rdx = dx;
+ GLint rdy = ps->root_height - dy;
+ GLint rdxe = rdx + width;
+ GLint rdye = rdy - height;
+
+ glVertex3i(rdx, rdy, z);
+ glVertex3i(rdxe, rdy, z);
+ glVertex3i(rdxe, rdye, z);
+ glVertex3i(rdx, rdye, z);
+ }
+
+ glEnd();
+
+ glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
+ glDisable(GL_BLEND);
+
+ return true;
+}
+
/**
* @brief Render a region with texture data.
*/
@@ -750,16 +780,23 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
return false;
}
+ const bool argb = (GLX_TEXTURE_FORMAT_RGBA_EXT ==
+ ps->glx_fbconfigs[ptex->depth]->texture_fmt);
+ bool dual_texture = false;
+
+ // It's required by legacy versions of OpenGL to enable texture target
+ // before specifying environment. Thanks to madsy for telling me.
+ glEnable(ptex->target);
+
// Enable blending if needed
- if (opacity < 1.0 || GLX_TEXTURE_FORMAT_RGBA_EXT ==
- ps->glx_fbconfigs[ptex->depth]->texture_fmt) {
+ if (opacity < 1.0 || argb) {
glEnable(GL_BLEND);
// Needed for handling opacity of ARGB texture
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- // This is all weird, but X Render is using premulitplied ARGB format, and
+ // This is all weird, but X Render is using premultiplied ARGB format, and
// we need to use those things to correct it. Thanks to derhass for help.
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(opacity, opacity, opacity, opacity);
@@ -772,11 +809,68 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_COPY_INVERTED);
}
- // Blending color negation
+ // ARGB texture color negation
+ else if (argb) {
+ dual_texture = true;
+
+ // Use two texture stages because the calculation is too complicated,
+ // thanks to madsy for providing code
+ // Texture stage 0
+ glActiveTexture(GL_TEXTURE0);
+
+ // Negation for premultiplied color: color = A - C
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+
+ // Pass texture alpha through
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+
+ // Texture stage 1
+ glActiveTexture(GL_TEXTURE1);
+ glEnable(ptex->target);
+ glBindTexture(ptex->target, ptex->texture);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+
+ // Modulation with constant factor
+ 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_ALPHA);
+
+ // Modulation with constant factor
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
+ 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);
+
+ glActiveTexture(GL_TEXTURE0);
+ }
+ // RGB blend color negation
else {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
- glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
- glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
+
+ // Modulation with constant factor
+ 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_ONE_MINUS_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+
+ // Modulation with constant factor
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
+ 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);
}
}
@@ -807,8 +901,12 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
rects = XFixesFetchRegion(ps->dpy, reg_new, &nrects);
}
- glEnable(ptex->target);
glBindTexture(ptex->target, ptex->texture);
+ if (dual_texture) {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(ptex->target, ptex->texture);
+ glActiveTexture(GL_TEXTURE0);
+ }
glBegin(GL_QUADS);
@@ -833,16 +931,23 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
printf_dbgf("(): Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d\n", i, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
#endif
- glTexCoord2f(rx, ry);
+#define P_TEXCOORD(cx, cy) { \
+ if (dual_texture) { \
+ glMultiTexCoord2f(GL_TEXTURE0, cx, cy); \
+ glMultiTexCoord2f(GL_TEXTURE1, cx, cy); \
+ } \
+ else glTexCoord2f(cx, cy); \
+}
+ P_TEXCOORD(rx, ry);
glVertex3i(rdx, rdy, z);
- glTexCoord2f(rxe, ry);
+ P_TEXCOORD(rxe, ry);
glVertex3i(rdxe, rdy, z);
- glTexCoord2f(rxe, rye);
+ P_TEXCOORD(rxe, rye);
glVertex3i(rdxe, rdye, z);
- glTexCoord2f(rx, rye);
+ P_TEXCOORD(rx, rye);
glVertex3i(rdx, rdye, z);
}
@@ -861,6 +966,13 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
glDisable(GL_COLOR_LOGIC_OP);
glDisable(ptex->target);
+ if (dual_texture) {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(ptex->target, 0);
+ glDisable(ptex->target);
+ glActiveTexture(GL_TEXTURE0);
+ }
+
return true;
}