/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006-2007 Rivo Laks You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #ifndef KWIN_GLUTILS_H #define KWIN_GLUTILS_H #include #ifdef HAVE_OPENGL #include #include #include #endif #include #include #include #include template< class K, class V > class QHash; namespace KWin { // 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) void KWIN_EXPORT checkGLError( const char* txt ); inline bool KWIN_EXPORT isPowerOfTwo( int x ) { return (( x & ( x - 1 )) == 0 ); } int KWIN_EXPORT nearestPowerOfTwo( int x ); #ifdef HAVE_OPENGL // renders quads using the given vertices KWIN_EXPORT void renderGLGeometry( bool clip, QRegion region, const float* vertices, const float* texture, int count, int dim = 2, int stride = 0 ); // sets clip according to mask KWIN_EXPORT void renderGLGeometry( int mask, QRegion region, const float* vertices, const float* texture, int count, int dim = 2, int stride = 0 ); // clip = false KWIN_EXPORT void renderGLGeometry( const float* vertices, const float* texture, int count, int dim = 2, int stride = 0 ); class KWIN_EXPORT GLTexture { public: GLTexture(); GLTexture( const QImage& image, GLenum target = GL_TEXTURE_2D ); GLTexture( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D ); GLTexture( const QString& fileName ); GLTexture( int width, int height ); virtual ~GLTexture(); bool isNull() const; 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( bool clip, QRegion region, const QRect& rect ); void render( int mask, QRegion region, const QRect& rect ); void enableUnnormalizedTexCoords(); void disableUnnormalizedTexCoords(); 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(); static bool mNPOTTextureSupported; static bool mFramebufferObjectSupported; static bool mSaturationSupported; }; 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 QString& name); bool setUniform(const QString& name, float value); bool setUniform(const QString& name, int value); int attributeLocation(const QString& name); bool setAttribute(const QString& name, float value); 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; QHash< QString, int >* mVariableLocations; static bool mFragmentShaderSupported; static bool mVertexShaderSupported; }; /** * @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 **/ 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; } protected: void initFBO(); private: GLTexture* mTexture; bool mValid; GLuint mFramebuffer; }; #endif } // namespace #endif