0353f3376e
There's also a kwineffects library now, containing the effects API, which makes it possible to write third-party effects. API isn't complete yet and for now just two effects have been converted but I'm working on it :-) svn path=/branches/work/kwin_composite/; revision=652226
189 lines
6.2 KiB
C++
189 lines
6.2 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#ifndef KWIN_SCENE_OPENGL_H
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#define KWIN_SCENE_OPENGL_H
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#include "scene.h"
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#include "kwinglutils.h"
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#ifdef HAVE_OPENGL
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#ifdef HAVE_XSHM
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#include <X11/extensions/XShm.h>
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#endif
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namespace KWin
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{
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class SceneOpenGL
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: public Scene
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{
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public:
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class Texture;
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class Window;
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SceneOpenGL( Workspace* ws );
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virtual ~SceneOpenGL();
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virtual CompositingType compositingType() const { return OpenGLCompositing; }
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virtual void paint( QRegion damage, ToplevelList windows );
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virtual void windowGeometryShapeChanged( Toplevel* );
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virtual void windowOpacityChanged( Toplevel* );
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virtual void windowAdded( Toplevel* );
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virtual void windowClosed( Toplevel*, Deleted* );
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virtual void windowDeleted( Deleted* );
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protected:
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virtual void paintGenericScreen( int mask, ScreenPaintData data );
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virtual void paintBackground( QRegion region );
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private:
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void selectMode();
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bool initTfp();
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bool initShm();
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void cleanupShm();
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void initBuffer();
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void initRenderingContext();
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bool initBufferConfigs();
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bool initDrawableConfigs();
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void waitSync();
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void flushBuffer( int mask, QRegion damage );
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GC gcroot;
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class FBConfigInfo
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{
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public:
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GLXFBConfig fbconfig;
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int bind_texture_format;
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int y_inverted;
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int mipmap;
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};
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Drawable buffer;
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GLXFBConfig fbcbuffer;
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static bool db;
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static GLXFBConfig fbcbuffer_db;
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static GLXFBConfig fbcbuffer_nondb;
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static FBConfigInfo fbcdrawableinfo[ 32 + 1 ];
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static GLXDrawable glxbuffer;
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static GLXContext ctxbuffer;
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static GLXContext ctxdrawable;
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static GLXDrawable last_pixmap; // for a workaround in bindTexture()
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static bool tfp_mode;
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static bool shm_mode;
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static bool strict_binding;
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static bool copy_buffer_hack;
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QHash< Toplevel*, Window* > windows;
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#ifdef HAVE_XSHM
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static XShmSegmentInfo shm;
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#endif
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};
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class SceneOpenGL::Texture
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: public GLTexture
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{
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public:
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Texture();
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Texture( const Pixmap& pix, const QSize& size, int depth );
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virtual ~Texture();
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using GLTexture::load;
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virtual bool load( const Pixmap& pix, const QSize& size, int depth,
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QRegion region );
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virtual bool load( const Pixmap& pix, const QSize& size, int depth );
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virtual bool load( const QImage& image, GLenum target = GL_TEXTURE_2D );
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virtual bool load( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D );
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virtual void discard();
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virtual void bind();
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virtual void unbind();
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protected:
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void findTarget();
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QRegion optimizeBindDamage( const QRegion& reg, int limit );
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private:
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void init();
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GLXPixmap bound_glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
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};
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class SceneOpenGL::Window
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: public Scene::Window
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{
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public:
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Window( Toplevel* c );
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virtual ~Window();
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virtual void performPaint( int mask, QRegion region, WindowPaintData data );
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virtual void prepareForPainting();
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bool bindTexture();
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void discardTexture();
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void discardVertices();
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/**
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* @short Vertex class
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* Vertex has position and texture coordinate which are equal at first,
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* however effects can e.g. modify position to move the window or part of it.
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**/
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class Vertex
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{
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public:
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Vertex() {}
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Vertex(float x, float y)
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{
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pos[0] = texcoord[0] = x; pos[1] = texcoord[1] = y; pos[2] = 0.0f;
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}
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Vertex(float x, float y, float u, float v)
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{
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pos[0] = x; pos[1] = y; pos[2] = 0.0f; texcoord[0] = u; texcoord[1] = v;
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}
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float pos[3];
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float texcoord[2];
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};
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// Returns list of vertices
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QVector<Vertex>& vertices() { return verticeslist; }
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// Can be called in pre-paint pass. Makes sure that all quads that the
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// window consists of are not bigger than maxquadsize x maxquadsize
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// (in pixels) in the following paint pass.
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void requestVertexGrid(int maxquadsize);
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// Marks vertices of the window as dirty. Call this if you change
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// position of the vertices
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void markVerticesDirty() { verticesDirty = true; }
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void setShader( GLShader* s ) { shader = s; }
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protected:
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// Makes sure that vertex grid requests are fulfilled and that vertices
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// aren't dirty. Call this before paint pass
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void prepareVertices();
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void createVertexGrid(int xres, int yres);
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void resetVertices(); // Resets positions of vertices
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void prepareRenderStates( int mask, WindowPaintData data );
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void prepareShaderRenderStates( int mask, WindowPaintData data );
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void renderGeometry( int mask, QRegion region );
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void restoreRenderStates( int mask, WindowPaintData data );
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void restoreShaderRenderStates( int mask, WindowPaintData data );
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private:
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Texture texture;
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QVector<Vertex> verticeslist;
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// Maximum size of the biggest quad that window currently has, in pixels
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int currentXResolution;
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int currentYResolution;
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// Requested maximum size of the biggest quad that window would have
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// during the next paint pass, in pixels
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int requestedXResolution;
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int requestedYResolution;
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bool verticesDirty; // vertices have been modified in some way
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GLShader* shader; // shader to be used for rendering, if any
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};
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} // namespace
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#endif
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#endif
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