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author | Timothy Pearson <kb9vqf@pearsoncomputing.net> | 2014-11-22 16:51:56 -0600 |
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committer | Timothy Pearson <kb9vqf@pearsoncomputing.net> | 2014-11-22 16:51:56 -0600 |
commit | a582c6e22dc2ca97d3589b2459aba83aaf95ed0d (patch) | |
tree | 9ec380591408880d6c707da2c788a074f58b4e7b /twin/compton-tde/opengl.c | |
parent | c7056bbf7b320a5855760c6b6ecd3f14606e5306 (diff) | |
download | tdebase-a582c6e22dc2ca97d3589b2459aba83aaf95ed0d.tar.gz tdebase-a582c6e22dc2ca97d3589b2459aba83aaf95ed0d.zip |
Add optional global/per window greyscale transparency filter to compton-tde
Diffstat (limited to 'twin/compton-tde/opengl.c')
-rw-r--r-- | twin/compton-tde/opengl.c | 169 |
1 files changed, 169 insertions, 0 deletions
diff --git a/twin/compton-tde/opengl.c b/twin/compton-tde/opengl.c index 2b9ff6286..de485de74 100644 --- a/twin/compton-tde/opengl.c +++ b/twin/compton-tde/opengl.c @@ -1386,6 +1386,175 @@ glx_blur_dst_end: #endif bool +glx_greyscale_dst(session_t *ps, int dx, int dy, int width, int height, float z, + XserverRegion reg_tgt, const reg_data_t *pcache_reg, glx_greyscale_cache_t *pbc) { + bool ret = false; + + // Calculate copy region size + glx_greyscale_cache_t ibc = { .width = 0, .height = 0 }; + if (!pbc) + pbc = &ibc; + +#ifdef DEBUG_GLX + printf_dbgf("(): %d, %d, %d, %d\n", dx, dy, width, height); +#endif + + // Free textures if size inconsistency discovered + if (width != pbc->width || height != pbc->height) + free_glx_gc_resize(ps, pbc); + + // Generate FBO and textures if needed + if (!pbc->textures[0]) + pbc->textures[0] = glx_gen_texture(ps, GL_TEXTURE_2D, width, height); + GLuint tex_scr1 = pbc->textures[0]; + pbc->width = width; + pbc->height = height; + + if (!tex_scr1) { + printf_errf("(): Failed to allocate texture."); + goto glx_greyscale_dst_end; + } + + // Texture scaling factor + GLfloat texfac_x = 1.0f, texfac_y = 1.0f; + texfac_x /= width; + texfac_y /= height; + + // Greyscale conversion in OpenGL ES taken nearly verbatim from this answer on Stack Overflow: http://stackoverflow.com/a/9690145 + + // Enable texture unit 0 to divide RGB values in our texture by 2 + glActiveTexture(GL_TEXTURE0); + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, tex_scr1); + + // Read destination pixels into the GL texture + glx_copy_region_to_tex(ps, GL_TEXTURE_2D, dx, dy, dx, dy, width, height); + + // Finish setting up texture + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); + glClientActiveTexture(GL_TEXTURE0); + + // GL_MODULATE is Arg0 * Arg1 + glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); + + // Configure Arg0 + glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE); + glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); + + // Configure Arg1 + float multipliers[4] = {.5, .5, .5, 0.0}; + glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT); + glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); + glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (GLfloat*)&multipliers); + + // Enable texture unit 1 to increase RGB values by .5 + glActiveTexture(GL_TEXTURE1); + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, tex_scr1); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); + glClientActiveTexture(GL_TEXTURE1); + + // GL_ADD is Arg0 + Arg1 + glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD); + + // Configure Arg0 + glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); + glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); + + // Configure Arg1 + GLfloat additions[4] = {.5, .5, .5, 0.0}; + glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT); + glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); + glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (GLfloat*)&additions); + + // Enable texture combiner 2 to get a DOT3_RGB product of your RGB values + glActiveTexture(GL_TEXTURE2); + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, tex_scr1); + glClientActiveTexture(GL_TEXTURE2); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); + + // GL_DOT3_RGB is 4*((Arg0r - 0.5) * (Arg1r - 0.5) + (Arg0g - 0.5) * (Arg1g - 0.5) + (Arg0b - 0.5) * (Arg1b - 0.5)) + glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB); + + // Configure Arg0 + glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); + glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); + + // Configure Arg1 + // We want this to adjust our DOT3 by R*0.3 + G*0.59 + B*0.11 + // So, our actual adjustment will need to take into consideration + // the fact that OpenGL will subtract .5 from our Arg1 + // and we need to also take into consideration that we have divided + // our RGB values by 2 and we are multiplying the entire + // DOT3 product by 4 + // So, for Red adjustment you will get : + // .65 = (4*(0.3))/2 + 0.5 = (0.3/2) + 0.5 + GLfloat weights[4] = {.65, .795, .555, 1.}; + glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT); + glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); + glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (GLfloat*)&weights); + + // Render! + { + P_PAINTREG_START(); + { + const GLfloat rx = (crect.x - dx) * texfac_x; + const GLfloat ry = (height - (crect.y - dy)) * texfac_y; + const GLfloat rxe = rx + crect.width * texfac_x; + const GLfloat rye = ry - crect.height * texfac_y; + GLfloat rdx = crect.x; + GLfloat rdy = ps->root_height - crect.y; + GLfloat rdxe = rdx + crect.width; + GLfloat rdye = rdy - crect.height; + +#ifdef DEBUG_GLX + printf_dbgf("(): %f, %f, %f, %f -> %f, %f, %f, %f\n", rx, ry, rxe, rye, rdx, rdy, rdxe, rdye); +#endif + + glTexCoord2f(rx, ry); + glVertex3f(rdx, rdy, z); + + glTexCoord2f(rxe, ry); + glVertex3f(rdxe, rdy, z); + + glTexCoord2f(rxe, rye); + glVertex3f(rdxe, rdye, z); + + glTexCoord2f(rx, rye); + glVertex3f(rdx, rdye, z); + } + P_PAINTREG_END(); + } + + glEnd(); + + // Clean up by disabling your texture combiners or texture units. + glActiveTexture(GL_TEXTURE2); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glDisable(GL_TEXTURE_2D); + + glActiveTexture(GL_TEXTURE1); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glDisable(GL_TEXTURE_2D); + + glActiveTexture(GL_TEXTURE0); + glClientActiveTexture(GL_TEXTURE0); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + ret = true; + +glx_greyscale_dst_end: + if (&ibc == pbc) { + free_glx_gc(ps, pbc); + } + + glx_check_err(ps); + + return ret; +} + +bool glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, float z, GLfloat factor, XserverRegion reg_tgt, const reg_data_t *pcache_reg) { // It's possible to dim in glx_render(), but it would be over-complicated |