]> git.tdb.fi Git - geometrycompositor.git/blobdiff - source/main.c
Be more efficient when finding the window for a damage event
[geometrycompositor.git] / source / main.c
index 539378465600ae409bdb1d709545909ec465af9c..afcd7646b9ecdd38df1d7a557d85f8a366a64d82 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);
@@ -301,6 +308,24 @@ CompositedWindow *find_window(CompositedScreen *screen, Window w)
        return NULL;
 }
 
+CompositedWindow *find_window_global(Compositor *compositor, Window w, CompositedScreen **screen)
+{
+       unsigned i, j;
+
+       for(i=0; i<compositor->nscreens; ++i)
+               for(j=0; j<compositor->screens[i].nwindows; ++j)
+                       if(compositor->screens[i].windows[j].window==w)
+                       {
+                               if(screen)
+                                       *screen = &compositor->screens[i];
+                               return &compositor->screens[i].windows[j];
+                       }
+
+       if(screen)
+               *screen = NULL;
+       return NULL;
+}
+
 void create_window_pixmap(Compositor *compositor, CompositedScreen *screen, CompositedWindow *window)
 {
        int attribs[5];
@@ -366,11 +391,7 @@ 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;
 }
@@ -444,18 +465,6 @@ CompositedScreen *find_screen_by_root(Compositor *compositor, Window root)
        return NULL;
 }
 
-CompositedScreen *find_screen_by_window(Compositor *compositor, Window w)
-{
-       unsigned i, j;
-
-       for(i=0; i<compositor->nscreens; ++i)
-               for(j=0; j<compositor->screens[i].nwindows; ++j)
-                       if(compositor->screens[i].windows[j].window==w)
-                               return &compositor->screens[i];
-
-       return NULL;
-}
-
 void update_monitor_vertices(CompositedScreen *screen, CompositedMonitor *monitor)
 {
        unsigned t;
@@ -465,49 +474,75 @@ void update_monitor_vertices(CompositedScreen *screen, CompositedMonitor *monito
        unsigned x, y;
        unsigned i;
        float aspect;
-       float cyl_w_sq;
+       float cyl_radius;
+       float cyl_arc;
        float sin_ksv;
        float cos_ksv;
+       float distance;
+       float eye[3];
+       float look[3];
 
        t = monitor->tessellation;
 
        data_size = (t+1)*(t+1)*4*sizeof(float);
        vertex_data = (float *)malloc(data_size);
+
        aspect = (float)monitor->width/monitor->height;
-       cyl_w_sq = 0.25f-(0.5f-monitor->cylinder_depth)*(0.5f-monitor->cylinder_depth);
+
+       if(monitor->cylinder_depth)
+       {
+               cyl_radius = (monitor->cylinder_depth*monitor->cylinder_depth+0.25f)/(2.0f*monitor->cylinder_depth);
+               cyl_arc = 2.0f*asin(0.5f/cyl_radius);
+       }
+
        sin_ksv = monitor->keystone_vertical/sqrt(1.0f+monitor->keystone_vertical*monitor->keystone_vertical);
        cos_ksv = sqrt(1.0f-sin_ksv*sin_ksv);
+       distance = monitor->perspective+sin_ksv*((sin_ksv>0)-monitor->vertical_center)/aspect;
+
+       eye[0] = 0.0f;
+       eye[1] = (monitor->vertical_center-0.5f)/aspect+sin_ksv*distance;
+       eye[2] = cos_ksv*distance;
+
+       look[0] = 0.0f;
+       look[1] = -sin_ksv;
+       look[2] = -cos_ksv;
+
        for(y=0; y<=t; ++y)
                for(x=0; x<=t; ++x)
                {
-                       float xf, yf, z, rz;
-                       float scale;
                        float *v;
 
-                       xf = (float)x/t;
-                       yf = (float)y/t;
-
-                       v = vertex_data+(y*(t+1)+x)*4;
-                       v[2] = (monitor->x+xf*monitor->width)/screen->width;
-                       v[3] = ((float)screen->height-monitor->y-monitor->height+yf*monitor->height)/screen->height;
-
-                       z = sqrt(0.25f-(xf-0.5f)*(xf-0.5f)*4.0f*cyl_w_sq)-0.5f+monitor->cylinder_depth;
-                       if(monitor->keystone_vertical>0)
-                       {
-                               rz = (1.0f-yf)/aspect*sin_ksv+z*cos_ksv;
-                               yf = 1.0f-((1.0f-yf)*cos_ksv-z*aspect*sin_ksv);
-                               z = rz;
-                       }
-                       else if(monitor->keystone_vertical<0)
+                       v = vertex_data+(y*(t+1)+x)*3;
+                       v[0] = (float)x/t-0.5f;
+                       v[1] = ((float)y/t-0.5f)/aspect;
+                       v[2] = 0;
+                       if(monitor->cylinder_depth)
                        {
-                               rz = z*cos_ksv-yf/aspect*sin_ksv;
-                               yf = yf*cos_ksv+z*aspect*sin_ksv;
-                               z = rz;
+                               v[2] = (1.0f-cos(v[0]*cyl_arc))*cyl_radius-monitor->cylinder_depth;
+                               v[0] = sin(v[0]*cyl_arc)*cyl_radius;
                        }
-                       scale = monitor->perspective/(monitor->perspective+z);
-                       v[0] = 0.5f+(xf-0.5f)*scale;
-                       v[1] = monitor->vertical_center+(yf-monitor->vertical_center)*scale;
                }
+
+       for(y=t; y<=t; --y)
+               for(x=t; x<=t; --x)
+               {
+                       float *v;
+                       float px, py, pz;
+                       float scale;
+
+                       v = vertex_data+(y*(t+1)+x)*3;
+                       px = v[0]-eye[0];
+                       py = (v[0]-eye[0])*look[0] - (v[1]-eye[1])*look[2] + (v[2]-eye[2])*look[1];
+                       pz = (v[0]-eye[0])*look[0] + (v[1]-eye[1])*look[1] + (v[2]-eye[2])*look[2];
+                       scale = monitor->perspective/pz;
+
+                       v = vertex_data+(y*(t+1)+x)*4;
+                       v[0] = px*scale+0.5f;
+                       v[1] = py*aspect*scale+monitor->vertical_center;
+                       v[2] = (monitor->x+(float)x*monitor->width/t)/screen->width;
+                       v[3] = 1.0f-(monitor->y+(1.0f-(float)y/t)*monitor->height)/screen->height;
+               }
+
        glBindBuffer(GL_ARRAY_BUFFER, monitor->vertex_buffer);
        glBufferData(GL_ARRAY_BUFFER, data_size, vertex_data, GL_STATIC_DRAW);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
@@ -644,7 +679,8 @@ void update_geometry_correction(Compositor *compositor, CompositedScreen *screen
                        monitor->vertical_center = values[i*4+2]/10000.0f;
                        monitor->perspective = values[i*4+3]/10000.0f;
 
-                       update_monitor_vertices(screen, monitor);
+                       if(monitor->enabled)
+                               update_monitor_vertices(screen, monitor);
                }
 
                name_ptr += strlen(name_ptr)+1;
@@ -970,12 +1006,8 @@ void process_damage_event(Compositor *compositor, XDamageNotifyEvent *event)
        CompositedScreen *screen;
        CompositedWindow *window;
 
-       screen = find_screen_by_window(compositor, event->drawable);
-       if(!screen)
-               return;
-
-       window = find_window(screen, event->drawable);
-       if(window->map_state==IsViewable)
+       window = find_window_global(compositor, event->drawable, &screen);
+       if(window && window->map_state==IsViewable)
                mark_dirty(compositor, screen);
 }
 
@@ -1042,14 +1074,15 @@ 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);
@@ -1066,7 +1099,7 @@ 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);