kwin/lib/kwinglutils.h

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_GLUTILS_H
#define KWIN_GLUTILS_H
#include <kwinconfig.h> // KWIN_HAVE_OPENGL
#ifdef KWIN_HAVE_OPENGL
#include <kwinglutils_funcs.h>
#include <QtGui/QPixmap>
#include <QtGui/QImage>
#include <QtCore/QSize>
#include <QtCore/QSharedData>
/** @addtogroup kwineffects */
/** @{ */
class QVector2D;
class QVector3D;
class QVector4D;
template< class K, class V > class QHash;
namespace KWin
{
class GLTexture;
class GLVertexBuffer;
class GLVertexBufferPrivate;
// Initializes GLX function pointers
void KWIN_EXPORT initGLX();
// Initializes OpenGL stuff. This includes resolving function pointers as
// well as checking for GL version and extensions
// Note that GL context has to be created by the time this function is called
void KWIN_EXPORT initGL();
// Number of supported texture units
extern KWIN_EXPORT int glTextureUnitsCount;
bool KWIN_EXPORT hasGLVersion(int major, int minor, int release = 0);
bool KWIN_EXPORT hasGLXVersion(int major, int minor, int release = 0);
// use for both OpenGL and GLX extensions
bool KWIN_EXPORT hasGLExtension(const QString& extension);
// detect OpenGL error (add to various places in code to pinpoint the place)
bool KWIN_EXPORT checkGLError( const char* txt );
inline bool KWIN_EXPORT isPowerOfTwo( int x ) { return (( x & ( x - 1 )) == 0 ); }
/**
* @return power of two integer _greater or equal to_ x.
* E.g. nearestPowerOfTwo(513) = nearestPowerOfTwo(800) = 1024
**/
int KWIN_EXPORT nearestPowerOfTwo( int x );
/**
* Renders quads using given vertices.
* If texture is not 0, each texture coordinate much have two components (st).
* If color is not 0, each color much have four components (rgba).
* Note that texture coordinates must match texture type (normalized/unnormalized
* for GL_TEXTURE_2D/GL_TEXTURE_ARB).
*
* In OpenGL ES this method is a no-op.
2010-09-14 19:43:34 +00:00
*
* @param count number of vertices to use.
* @param dim number of components per vertex coordinate in vertices array.
* @param stride byte offset of consecutive elements in arrays. If 0, then
* arrays must be tighly packed. Stride must be a multiple of sizeof(float)!
* @deprecated Use GLVertexBuffer
* @see GLVertexBuffer
**/
KWIN_EXPORT void renderGLGeometry( const QRegion& region, int count,
const float* vertices, const float* texture = 0, const float* color = 0,
int dim = 2, int stride = 0 );
/**
* Same as above, renders without specified region
* @deprecated Use GLVertexBuffer
* @see GLVertexBuffer
**/
KWIN_EXPORT void renderGLGeometry( int count,
const float* vertices, const float* texture = 0, const float* color = 0,
int dim = 2, int stride = 0 );
/**
2010-09-14 19:43:34 +00:00
* In OpenGL ES this method is a no-op.
*
* @deprecated Use GLVertexBuffer
* @see GLVertexBuffer
**/
KWIN_EXPORT void renderGLGeometryImmediate( int count,
const float* vertices, const float* texture = 0, const float* color = 0,
int dim = 2, int stride = 0 );
/**
* @deprecated Quads are not available in OpenGL ES
**/
KWIN_EXPORT void addQuadVertices( QVector<float>& verts, float x1, float y1, float x2, float y2 );
class KWIN_EXPORT GLTexture
: public QSharedData
{
public:
GLTexture();
explicit GLTexture( const QImage& image, GLenum target = GL_TEXTURE_2D );
explicit GLTexture( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D );
GLTexture( const QString& fileName );
GLTexture( int width, int height );
virtual ~GLTexture();
bool isNull() const;
QSize size() const;
int width() const { return mSize.width(); } /// @since 4.5
int height() const { return mSize.height(); } /// @since 4.5
virtual bool load( const QImage& image, GLenum target = GL_TEXTURE_2D );
virtual bool load( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D );
virtual bool load( const QString& fileName );
virtual void discard();
virtual void bind();
virtual void unbind();
void render( QRegion region, const QRect& rect );
/**
* Same as above, but allows to specify if the geometry of the texture
* should be passed for a core profile shader. The shader needs to be
* bound before. The default is to perform legacy rendering.
* @param useShader If @c true core profile compatible rendering is used.
* If a bound shader is not core profile compatible @c false should be used.
* @see render
* @see GLVertexBuffer::setUseShader
* @since 4.7
*/
void render( QRegion region, const QRect& rect, bool useShader );
/**
* Set up texture transformation matrix to automatically map unnormalized
* texture coordinates (i.e. 0 to width, 0 to height, (0,0) is top-left)
* to OpenGL coordinates. Automatically adjusts for different texture
* types. This can be done only for one texture at a time, repeated
* calls for the same texture are allowed though, requiring the same
* amount of calls to disableUnnormalizedTexCoords().
*
* In OpenGL ES this method is a no-op. In core profile a shader should be used
* @deprecated
*/
void enableUnnormalizedTexCoords();
/**
* Disables transformation set up using enableUnnormalizedTexCoords().
*
* In OpenGL ES this method is a no-op. In core profile a shader should be used
* @deprecated
*/
void disableUnnormalizedTexCoords();
/**
* Set up texture transformation matrix to automatically map normalized
* texture coordinates (i.e. 0 to 1, 0 to 1, (0,0) is bottom-left)
* to OpenGL coordinates. Automatically adjusts for different texture
* types. This can be done only for one texture at a time, repeated
* calls for the same texture are allowed though, requiring the same
* amount of calls to disableNormalizedTexCoords().
*
* In OpenGL ES this method is a no-op. In core profile a shader should be used
* @deprecated
*/
void enableNormalizedTexCoords();
/**
* Disables transformation set up using enableNormalizedTexCoords().
*
* In OpenGL ES this method is a no-op. In core profile a shader should be used
* @deprecated
*/
void disableNormalizedTexCoords();
GLuint texture() const;
GLenum target() const;
GLenum filter() const;
virtual bool isDirty() const;
void setTexture( GLuint texture );
void setTarget( GLenum target );
void setFilter( GLenum filter );
void setWrapMode( GLenum mode );
virtual void setDirty();
static void initStatic();
static bool NPOTTextureSupported() { return mNPOTTextureSupported; }
static bool framebufferObjectSupported() { return mFramebufferObjectSupported; }
static bool saturationSupported() { return mSaturationSupported; }
protected:
void enableFilter();
QImage convertToGLFormat( const QImage& img ) const;
GLuint mTexture;
GLenum mTarget;
GLenum mFilter;
QSize mSize;
QSizeF mScale; // to un-normalize GL_TEXTURE_2D
bool y_inverted; // texture has y inverted
bool can_use_mipmaps;
bool has_valid_mipmaps;
private:
void init();
int mUnnormalizeActive; // 0 - no, otherwise refcount
int mNormalizeActive; // 0 - no, otherwise refcount
GLVertexBuffer* m_vbo;
QSize m_cachedSize;
static bool mNPOTTextureSupported;
static bool mFramebufferObjectSupported;
static bool mSaturationSupported;
Q_DISABLE_COPY( GLTexture )
};
class KWIN_EXPORT GLShader
{
public:
GLShader(const QString& vertexfile, const QString& fragmentfile);
~GLShader();
bool isValid() const { return mValid; }
void bind();
void unbind();
int uniformLocation(const char* name);
bool setUniform(const char* name, float value);
bool setUniform(const char* name, int value);
bool setUniform(const char* name, const QVector2D& value);
bool setUniform(const char* name, const QVector3D& value);
bool setUniform(const char* name, const QVector4D& value);
int attributeLocation(const char* name);
bool setAttribute(const char* name, float value);
/**
* Binds an attribute location for this shader.
* The rendering pipeline assumes vertices to be bound to index 0
* and texcoords to index 1.
* @param index the index of the location to be bound
* @param name the name of the attribute
* @since 4.7
*/
void bindAttributeLocation(int index, const char* name);
void setTextureWidth( float width );
void setTextureHeight( float height );
float textureWidth();
float textureHeight();
static void initStatic();
static bool fragmentShaderSupported() { return mFragmentShaderSupported; }
static bool vertexShaderSupported() { return mVertexShaderSupported; }
protected:
bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
bool load(const QString& vertexsource, const QString& fragmentsource);
private:
unsigned int mProgram;
bool mValid;
static bool mFragmentShaderSupported;
static bool mVertexShaderSupported;
float mTextureWidth;
float mTextureHeight;
};
/**
* @short Render target object
*
* Render target object enables you to render onto a texture. This texture can
* later be used to e.g. do post-processing of the scene.
*
* @author Rivo Laks <rivolaks@hot.ee>
**/
class KWIN_EXPORT GLRenderTarget
{
public:
/**
* Constructs a GLRenderTarget
* @param color texture where the scene will be rendered onto
**/
GLRenderTarget(GLTexture* color);
~GLRenderTarget();
/**
* Enables this render target.
* All OpenGL commands from now on affect this render target until the
* @ref disable method is called
**/
bool enable();
/**
* Disables this render target, activating whichever target was active
* when @ref enable was called.
**/
bool disable();
bool valid() const { return mValid; }
static void initStatic();
static bool supported() { return mSupported; }
protected:
void initFBO();
private:
static bool mSupported;
GLTexture* mTexture;
bool mValid;
GLuint mFramebuffer;
};
/**
* @short Vertex Buffer Object
*
* This is a short helper class to use vertex buffer objects (VBO). A VBO can be used to buffer
* vertex data and to store them on graphics memory. It is the only allowed way to pass vertex
* data to the GPU in OpenGL ES 2 and OpenGL 3 with forward compatible mode.
*
* If VBOs are not supported on the used OpenGL profile this class falls back to legacy
* rendering using client arrays. Therefore this class should always be used for rendering geometries.
*
* @author Martin Gräßlin <kde@martin-graesslin.com>
* @since 4.6
*/
class KWIN_EXPORT GLVertexBuffer
{
public:
/**
* Enum to define how often the vertex data in the buffer object changes.
*/
enum UsageHint
{
Dynamic, ///< frequent changes, but used several times for rendering
Static, ///< No changes to data
Stream ///< Data only used once for rendering, updated very frequently
};
GLVertexBuffer( UsageHint hint );
~GLVertexBuffer();
/**
* Sets the vertex data.
* @param numberVertices The number of vertices in the arrays
* @param dim The dimension of the vertices: 2 for x/y, 3 for x/y/z
* @param vertices The vertices, size must equal @a numberVertices * @a dim
* @param texcoords The texture coordinates for each vertex.
* Size must equal 2 * @a numberVertices.
*/
void setData( int numberVertices, int dim, const float* vertices, const float* texcoords);
/**
* Renders the vertex data in given @a primitiveMode.
* Please refer to OpenGL documentation of glDrawArrays or glDrawElements for allowed
* values for @a primitiveMode. Best is to use GL_TRIANGLES or similar to be future
* compatible.
*/
void render( GLenum primitiveMode );
/**
* Same as above restricting painting to @a region.
*/
void render( const QRegion& region, GLenum primitiveMode );
/**
* Use methods from core profile to perform rendering. A core compatible shader has
* to be bound while rendering.
* If the shader emulates fixed functionality rendering (e.g. uses gl_Vertex) using core
* rendering should be disabled.
* The default rendering path does not use core profile rendering.
* @param use enable/disable use of core profile rendering.
* @since 4.7
**/
void setUseShader( bool use );
/**
* @returns @c true if core profile methods are used for rendering, @c false otherwise.
* @see setUseShader
* @since 4.7
**/
bool isUseShader() const;
/**
* @internal
*/
static void initStatic();
/**
* Returns true if VBOs are supported, it is save to use this class even if VBOs are not
* supported.
* @returns true if vertex buffer objects are supported
*/
static bool isSupported();
private:
GLVertexBufferPrivate* const d;
};
} // namespace
#endif
/** @} */
#endif