7fd4cf0227
This method allows the caller to specify which component of a texel is placed in each respective component of the vector returned to the shader.
142 lines
3.8 KiB
C++
142 lines
3.8 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) 2006-2007 Rivo Laks <rivolaks@hot.ee>
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Copyright (C) 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_GLTEXTURE_H
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#define KWIN_GLTEXTURE_H
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#include <kwinglutils_export.h>
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#include <QSize>
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#include <QRegion>
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#include <QSharedPointer>
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#include <QExplicitlySharedDataPointer>
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#include <QtGui/QMatrix4x4>
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class QImage;
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class QPixmap;
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/** @addtogroup kwineffects */
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/** @{ */
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namespace KWin
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{
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class GLVertexBuffer;
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class GLTexturePrivate;
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enum TextureCoordinateType {
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NormalizedCoordinates = 0,
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UnnormalizedCoordinates
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};
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class KWINGLUTILS_EXPORT GLTexture
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{
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public:
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GLTexture();
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GLTexture(const GLTexture& tex);
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explicit GLTexture(const QImage& image, GLenum target = GL_TEXTURE_2D);
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explicit GLTexture(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D);
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explicit GLTexture(const QString& fileName);
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GLTexture(GLenum internalFormat, int width, int height, int levels = 1);
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explicit GLTexture(GLenum internalFormat, const QSize &size, int levels = 1);
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virtual ~GLTexture();
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GLTexture & operator = (const GLTexture& tex);
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bool isNull() const;
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QSize size() const;
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int width() const;
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int height() const;
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/**
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* @since 4.7
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**/
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bool isYInverted() const;
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/**
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* @since 4.8
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**/
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void setYInverted(bool inverted);
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/**
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* Specifies which component of a texel is placed in each respective
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* component of the vector returned to the shader.
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*
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* Valid values are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_ONE and GL_ZERO.
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*
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* @see swizzleSupported()
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* @since 5.2
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*/
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void setSwizzle(GLenum red, GLenum green, GLenum blue, GLenum alpha);
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/**
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* Returns a matrix that transforms texture coordinates of the given type,
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* taking the texture target and the y-inversion flag into account.
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*
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* @since 4.11
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*/
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QMatrix4x4 matrix(TextureCoordinateType type) const;
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void update(const QImage& image, const QPoint &offset = QPoint(0, 0), const QRect &src = QRect());
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virtual void discard();
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void bind();
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void unbind();
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void render(QRegion region, const QRect& rect, bool hardwareClipping = false);
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GLuint texture() const;
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GLenum target() const;
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GLenum filter() const;
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GLenum internalFormat() const;
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/** @short
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* Make the texture fully transparent
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* Warning: this clobbers the current framebuffer binding except on fglrx
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*/
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void clear();
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bool isDirty() const;
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void setFilter(GLenum filter);
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void setWrapMode(GLenum mode);
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void setDirty();
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void generateMipmaps();
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static bool framebufferObjectSupported();
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/**
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* Returns true if texture swizzle is supported, and false otherwise
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*
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* Texture swizzle requires OpenGL 3.3, GL_ARB_texture_swizzle, or OpenGL ES 3.0.
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*
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* @since 5.2
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*/
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static bool supportsSwizzle();
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protected:
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QExplicitlySharedDataPointer<GLTexturePrivate> d_ptr;
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GLTexture(GLTexturePrivate& dd);
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private:
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Q_DECLARE_PRIVATE(GLTexture)
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};
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} // namespace
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/** @} */
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#endif
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