]> git.tdb.fi Git - geometrycompositor.git/blobdiff - source/main.c
Add a helper function for creating textures
[geometrycompositor.git] / source / main.c
index 08be9dda8e8f8224f384939342fa07db2cc48ec5..adb582799936b0d75d504c7d183cd608e046dd81 100644 (file)
@@ -241,6 +241,17 @@ unsigned link_program(unsigned *shaders, unsigned nshaders)
        return program;
 }
 
+unsigned create_2d_texture()
+{
+       unsigned texture;
+       glGenTextures(1, &texture);
+       glBindTexture(GL_TEXTURE_2D, texture);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       return texture;
+}
+
 int create_gl_resources(Compositor *compositor, CompositedScreen *screen)
 {
        unsigned stride;
@@ -273,12 +284,8 @@ int create_gl_resources(Compositor *compositor, CompositedScreen *screen)
 
        glBindBuffer(GL_ARRAY_BUFFER, 0);
 
-       glGenTextures(1, &screen->fb_texture);
-       glBindTexture(GL_TEXTURE_2D, screen->fb_texture);
+       screen->fb_texture = create_2d_texture();
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screen->width, screen->height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glBindTexture(GL_TEXTURE_2D, 0);
 
        glGenFramebuffers(1, &screen->framebuffer);
@@ -366,11 +373,7 @@ CompositedWindow *add_window(Compositor *compositor, CompositedScreen *screen, W
        if(window->map_state==IsViewable)
                create_window_pixmap(compositor, screen, window);
 
-       glGenTextures(1, &window->texture);
-       glBindTexture(GL_TEXTURE_2D, window->texture);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       window->texture = create_2d_texture();
 
        return window;
 }
@@ -1069,14 +1072,15 @@ void refresh_screen(Compositor *compositor, CompositedScreen *screen)
                if(window->map_state!=IsViewable)
                        continue;
 
+               XDamageSubtract(compositor->display, window->damage, None, None);
+
                glBindTexture(GL_TEXTURE_2D, window->texture);
                compositor->glXBindTexImageEXT(compositor->display, window->glx_pixmap, GLX_FRONT_LEFT_EXT, NULL);
                glUniform4f(screen->geometry_loc,
-                       (float)window->x/screen->width, ((float)screen->height-window->y-window->height)/screen->height,
+                       (float)window->x/screen->width, 1.0f-(float)(window->y+window->height)/screen->height,
                        (float)(window->width+2*window->border)/screen->width, (float)(window->height+2*window->border)/screen->height);
                glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
                compositor->glXReleaseTexImageEXT(compositor->display, window->glx_pixmap, GLX_FRONT_LEFT_EXT);
-               XDamageSubtract(compositor->display, window->damage, None, None);
        }
 
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
@@ -1093,7 +1097,7 @@ void refresh_screen(Compositor *compositor, CompositedScreen *screen)
                        continue;
 
                glUniform4f(screen->geometry_loc,
-                       (float)monitor->x/screen->width, ((float)screen->height-monitor->y-monitor->height)/screen->height,
+                       (float)monitor->x/screen->width, 1.0f-(float)(monitor->y+monitor->height)/screen->height,
                        (float)monitor->width/screen->width, (float)monitor->height/screen->height);
 
                glBindVertexArray(monitor->vertex_array);