12220a0d59
For a complete documentation of new functionality refer to: http://community.kde.org/KWin/Shadow The current implementation includes a new Shadow class and Toplevel holds a pointer to an instance of this class. The Shadow class reads the data from the X11 Property. There is one extended class located in SceneOpenGL to render the shadow. Compositor is adjusted to include the shadow region into the painting passes. Implementation for XRender still missing and Shadow needs to respond to size changes of the Toplevel to update cached shadow region and WindowQuads.
253 lines
7.9 KiB
C++
253 lines
7.9 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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Copyright (C) 2009, 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_SCENE_OPENGL_H
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#define KWIN_SCENE_OPENGL_H
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#include "scene.h"
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#include "shadow.h"
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#include "kwinglutils.h"
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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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 EffectFrame;
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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 bool initFailed() const;
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virtual CompositingType compositingType() const {
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return OpenGLCompositing;
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}
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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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QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
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private:
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bool selectMode();
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bool initTfp();
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bool initBuffer();
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bool 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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bool selfCheck();
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void selfCheckSetup();
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bool selfCheckFinish();
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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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#ifndef KWIN_HAVE_OPENGLES
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GLXFBConfig fbconfig;
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#endif
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int bind_texture_format;
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int texture_targets;
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int y_inverted;
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int mipmap;
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};
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#ifndef KWIN_HAVE_OPENGLES
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Drawable buffer;
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GLXFBConfig fbcbuffer;
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#endif
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static bool db;
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#ifndef KWIN_HAVE_OPENGLES
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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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#endif
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QHash< Toplevel*, Window* > windows;
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bool init_ok;
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bool selfCheckDone;
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bool debug;
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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 release(); // undo the tfp_mode binding
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virtual void bind();
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virtual void unbind();
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void setYInverted(bool inverted) {
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y_inverted = inverted;
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}
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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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void createTexture();
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private:
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void init();
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#ifndef KWIN_HAVE_OPENGLES
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GLXPixmap glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
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#endif
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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 pixmapDiscarded();
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bool bindTexture();
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void discardTexture();
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void checkTextureSize();
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protected:
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enum TextureType {
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Content,
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DecorationTop,
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DecorationLeft,
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DecorationRight,
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DecorationBottom,
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Shadow
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};
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QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
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void paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco);
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void paintShadow(WindowQuadType type, const QRegion ®ion, const WindowPaintData &data);
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void makeDecorationArrays(const WindowQuadList& quads, const QRect& rect) const;
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void renderQuads(int mask, const QRegion& region, const WindowQuadList& quads);
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void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
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void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture);
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void prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex);
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void prepareShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
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void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
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void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture);
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void restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex);
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void restoreShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
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private:
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Texture texture;
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Texture topTexture;
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Texture leftTexture;
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Texture rightTexture;
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Texture bottomTexture;
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};
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class SceneOpenGL::EffectFrame
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: public Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl* frame);
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virtual ~EffectFrame();
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virtual void free();
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virtual void freeIconFrame();
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virtual void freeTextFrame();
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virtual void freeSelection();
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virtual void render(QRegion region, double opacity, double frameOpacity);
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virtual void crossFadeIcon();
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virtual void crossFadeText();
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static void cleanup();
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private:
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void updateTexture();
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void updateTextTexture();
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Texture* m_texture;
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Texture* m_textTexture;
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Texture* m_oldTextTexture;
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QPixmap* m_textPixmap; // need to keep the pixmap around to workaround some driver problems
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Texture* m_iconTexture;
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Texture* m_oldIconTexture;
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Texture* m_selectionTexture;
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GLVertexBuffer* m_unstyledVBO;
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static Texture* m_unstyledTexture;
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static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems
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static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture
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};
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/**
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* @short OpenGL implementation of Shadow.
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*
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* This class extends Shadow by the Elements required for OpenGL rendering.
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* @author Martin Gräßlin <mgraesslin@kde.org>
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**/
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class SceneOpenGLShadow
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: public Shadow
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{
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public:
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SceneOpenGLShadow(Toplevel *toplevel);
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virtual ~SceneOpenGLShadow();
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/**
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* Returns the Texture for a specific ShadowQuad. The method takes care of performing
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* the Texture from Pixmap operation. The calling method can use the returned Texture
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* directly.
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* In error case the method returns @c NULL.
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* @return OpenGL Texture for the Shadow Quad. May be @c NULL.
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**/
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SceneOpenGL::Texture *textureForQuadType(WindowQuadType type);
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private:
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SceneOpenGL::Texture m_shadowTextures[ShadowElementsCount];
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};
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} // namespace
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#endif
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#endif
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