588 lines
21 KiB
C++
588 lines
21 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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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_GLUTILS_H
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#define KWIN_GLUTILS_H
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#include <kwinconfig.h> // KWIN_HAVE_OPENGL
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#ifdef KWIN_HAVE_OPENGL
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#include <kwinglutils_funcs.h>
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#include <QtGui/QPixmap>
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#include <QtGui/QImage>
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#include <QtCore/QSize>
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#include <QtCore/QSharedData>
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#include <QtCore/QStack>
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/** @addtogroup kwineffects */
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/** @{ */
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class QVector2D;
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class QVector3D;
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class QVector4D;
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class QMatrix4x4;
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template< class K, class V > class QHash;
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namespace KWin
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{
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class GLTexture;
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class GLVertexBuffer;
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class GLVertexBufferPrivate;
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// Initializes GLX function pointers
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void KWIN_EXPORT initGLX();
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// Initializes OpenGL stuff. This includes resolving function pointers as
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// well as checking for GL version and extensions
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// Note that GL context has to be created by the time this function is called
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void KWIN_EXPORT initGL();
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// Initializes EGL function pointers
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void KWIN_EXPORT initEGL();
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// Number of supported texture units
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extern KWIN_EXPORT int glTextureUnitsCount;
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bool KWIN_EXPORT hasGLVersion(int major, int minor, int release = 0);
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bool KWIN_EXPORT hasGLXVersion(int major, int minor, int release = 0);
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bool KWIN_EXPORT hasEGLVersion(int major, int minor, int release = 0);
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// use for both OpenGL and GLX extensions
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bool KWIN_EXPORT hasGLExtension(const QString& extension);
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// detect OpenGL error (add to various places in code to pinpoint the place)
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bool KWIN_EXPORT checkGLError( const char* txt );
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inline bool KWIN_EXPORT isPowerOfTwo( int x ) { return (( x & ( x - 1 )) == 0 ); }
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/**
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* @return power of two integer _greater or equal to_ x.
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* E.g. nearestPowerOfTwo(513) = nearestPowerOfTwo(800) = 1024
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**/
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int KWIN_EXPORT nearestPowerOfTwo( int x );
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/**
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* Renders quads using given vertices.
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* If texture is not 0, each texture coordinate much have two components (st).
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* If color is not 0, each color much have four components (rgba).
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* Note that texture coordinates must match texture type (normalized/unnormalized
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* for GL_TEXTURE_2D/GL_TEXTURE_ARB).
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*
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* In OpenGL ES this method is a no-op.
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*
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* @param count number of vertices to use.
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* @param dim number of components per vertex coordinate in vertices array.
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* @param stride byte offset of consecutive elements in arrays. If 0, then
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* arrays must be tighly packed. Stride must be a multiple of sizeof(float)!
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* @deprecated Use GLVertexBuffer
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* @see GLVertexBuffer
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**/
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KWIN_EXPORT void renderGLGeometry( const QRegion& region, int count,
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const float* vertices, const float* texture = 0, const float* color = 0,
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int dim = 2, int stride = 0 );
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/**
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* Same as above, renders without specified region
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* @deprecated Use GLVertexBuffer
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* @see GLVertexBuffer
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**/
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KWIN_EXPORT void renderGLGeometry( int count,
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const float* vertices, const float* texture = 0, const float* color = 0,
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int dim = 2, int stride = 0 );
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/**
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* In OpenGL ES this method is a no-op.
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*
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* @deprecated Use GLVertexBuffer
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* @see GLVertexBuffer
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**/
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KWIN_EXPORT void renderGLGeometryImmediate( int count,
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const float* vertices, const float* texture = 0, const float* color = 0,
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int dim = 2, int stride = 0 );
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/**
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* @deprecated Quads are not available in OpenGL ES
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**/
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KWIN_EXPORT void addQuadVertices( QVector<float>& verts, float x1, float y1, float x2, float y2 );
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class KWIN_EXPORT GLTexture
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: public QSharedData
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{
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public:
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GLTexture();
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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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GLTexture( const QString& fileName );
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GLTexture( int width, int height );
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virtual ~GLTexture();
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bool isNull() const;
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QSize size() const;
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int width() const { return mSize.width(); } /// @since 4.5
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int height() const { return mSize.height(); } /// @since 4.5
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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 bool load( const QString& fileName );
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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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void render( QRegion region, const QRect& rect );
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/**
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* Same as above, but allows to specify if the geometry of the texture
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* should be passed for a core profile shader. The shader needs to be
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* bound before. The default is to perform legacy rendering.
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* @param useShader If @c true core profile compatible rendering is used.
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* If a bound shader is not core profile compatible @c false should be used.
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* @see render
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* @see GLVertexBuffer::setUseShader
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* @since 4.7
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*/
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void render( QRegion region, const QRect& rect, bool useShader );
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/**
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* Set up texture transformation matrix to automatically map unnormalized
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* texture coordinates (i.e. 0 to width, 0 to height, (0,0) is top-left)
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* to OpenGL coordinates. Automatically adjusts for different texture
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* types. This can be done only for one texture at a time, repeated
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* calls for the same texture are allowed though, requiring the same
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* amount of calls to disableUnnormalizedTexCoords().
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*
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* In OpenGL ES this method is a no-op. In core profile a shader should be used
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* @deprecated
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*/
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void enableUnnormalizedTexCoords();
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/**
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* Disables transformation set up using enableUnnormalizedTexCoords().
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*
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* In OpenGL ES this method is a no-op. In core profile a shader should be used
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* @deprecated
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*/
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void disableUnnormalizedTexCoords();
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/**
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* Set up texture transformation matrix to automatically map normalized
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* texture coordinates (i.e. 0 to 1, 0 to 1, (0,0) is bottom-left)
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* to OpenGL coordinates. Automatically adjusts for different texture
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* types. This can be done only for one texture at a time, repeated
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* calls for the same texture are allowed though, requiring the same
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* amount of calls to disableNormalizedTexCoords().
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*
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* In OpenGL ES this method is a no-op. In core profile a shader should be used
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* @deprecated
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*/
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void enableNormalizedTexCoords();
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/**
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* Disables transformation set up using enableNormalizedTexCoords().
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*
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* In OpenGL ES this method is a no-op. In core profile a shader should be used
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* @deprecated
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*/
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void disableNormalizedTexCoords();
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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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virtual bool isDirty() const;
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void setTexture( GLuint texture );
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void setTarget( GLenum target );
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void setFilter( GLenum filter );
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void setWrapMode( GLenum mode );
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virtual void setDirty();
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static void initStatic();
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static bool NPOTTextureSupported() { return mNPOTTextureSupported; }
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static bool framebufferObjectSupported() { return mFramebufferObjectSupported; }
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static bool saturationSupported() { return mSaturationSupported; }
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protected:
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void enableFilter();
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QImage convertToGLFormat( const QImage& img ) const;
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GLuint mTexture;
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GLenum mTarget;
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GLenum mFilter;
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QSize mSize;
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QSizeF mScale; // to un-normalize GL_TEXTURE_2D
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bool y_inverted; // texture has y inverted
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bool can_use_mipmaps;
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bool has_valid_mipmaps;
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private:
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void init();
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int mUnnormalizeActive; // 0 - no, otherwise refcount
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int mNormalizeActive; // 0 - no, otherwise refcount
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GLVertexBuffer* m_vbo;
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QSize m_cachedSize;
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static bool mNPOTTextureSupported;
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static bool mFramebufferObjectSupported;
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static bool mSaturationSupported;
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Q_DISABLE_COPY( GLTexture )
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};
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class KWIN_EXPORT GLShader
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{
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public:
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GLShader(const QString& vertexfile, const QString& fragmentfile);
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~GLShader();
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bool isValid() const { return mValid; }
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void bind();
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void unbind();
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int uniformLocation(const char* name);
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bool setUniform(const char* name, float value);
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bool setUniform(const char* name, int value);
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bool setUniform(const char* name, const QVector2D& value);
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bool setUniform(const char* name, const QVector3D& value);
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bool setUniform(const char* name, const QVector4D& value);
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bool setUniform(const char* name, const QMatrix4x4& value);
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bool setUniform(const char* name, const QColor& color);
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int attributeLocation(const char* name);
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bool setAttribute(const char* name, float value);
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/**
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* Binds an attribute location for this shader.
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* The rendering pipeline assumes vertices to be bound to index 0
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* and texcoords to index 1.
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* @param index the index of the location to be bound
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* @param name the name of the attribute
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* @since 4.7
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*/
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void bindAttributeLocation(int index, const char* name);
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void setTextureWidth( float width );
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void setTextureHeight( float height );
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float textureWidth();
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float textureHeight();
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static void initStatic();
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static bool fragmentShaderSupported() { return mFragmentShaderSupported; }
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static bool vertexShaderSupported() { return mVertexShaderSupported; }
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protected:
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bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
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bool load(const QString& vertexsource, const QString& fragmentsource);
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private:
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unsigned int mProgram;
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bool mValid;
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static bool mFragmentShaderSupported;
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static bool mVertexShaderSupported;
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float mTextureWidth;
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float mTextureHeight;
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};
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/**
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* @short Manager for Shaders.
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*
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* This class provides some built-in shaders to be used by both compositing scene and effects.
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* The ShaderManager provides methods to bind a built-in or a custom shader and keeps track of
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* the shaders which have been bound. When a shader is unbound the previously bound shader
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* will be rebound.
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*
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* @author Martin Gräßlin <kde@martin-graesslin.com>
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* @since 4.7
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**/
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class KWIN_EXPORT ShaderManager
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{
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public:
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/**
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* Identifiers for built-in shaders available for effects and scene
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**/
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enum ShaderType {
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/**
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* An orthographic projection shader able to render textured geometries.
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* Expects a @c vec2 uniform @c offset describing the offset from top-left corner
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* and defaults to @c (0/0). Expects a @c vec2 uniform @c textureSize to calculate
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* normalized texture coordinates. Defaults to @c (1.0/1.0). And expects a @c vec3
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* uniform @c colorManiuplation, with @c x being opacity, @c y being brightness and
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* @c z being saturation. All three values default to @c 1.0.
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* The sampler uniform is @c sample and defaults to @c 0.
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* The shader uses two vertex attributes @c vertex and @c texCoord.
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**/
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SimpleShader,
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/**
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* A generic shader able to render transformed, textured geometries.
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* This shader is mostly needed by the scene and not of much interest for effects.
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* Effects can influence this shader through @link ScreenPaintData and @link WindowPaintData.
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* The shader expects four @c mat4 uniforms @c projection, @c modelview,
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* @c screenTransformation and @c windowTransformation. The fragment shader expect the
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* same uniforms as the SimpleShader and the same vertex attributes are used.
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**/
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GenericShader,
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/**
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* An orthographic shader to render simple colored geometries without texturing.
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* Expects a @c vec2 uniform @c offset describing the offset from top-left corner
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* and defaults to @c (0/0). The fragment shader expects a single @c vec4 uniform
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* @c geometryColor, which defaults to fully opaque black.
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* The Shader uses one vertex attribute @c vertex.
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**/
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ColorShader
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};
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/**
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* @return The currently bound shader or @c null if no shader is bound.
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**/
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GLShader *getBoundShader() const;
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/**
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* @return @c true if a shader is bound, @c false otherwise
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**/
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bool isShaderBound() const;
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/**
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* @return @c true if the built-in shaders are valid, @c false otherwise
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**/
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bool isValid() const;
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/**
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* Binds the shader of specified @p type.
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* To unbind the shader use @link popShader. A previous bound shader will be rebound.
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* @param type The built-in shader to bind
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* @param reset Whether all uniforms should be reset to their default values
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* @return The bound shader or @c NULL if shaders are not valid
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* @see popShader
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**/
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GLShader *pushShader(ShaderType type, bool reset = false);
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/**
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* Binds the @p shader.
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* To unbind the shader use @link popShader. A previous bound shader will be rebound.
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* To bind a built-in shader use the more specific method.
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* @param shader The shader to be bound
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* @see popShader
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**/
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void pushShader(GLShader *shader);
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/**
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* Unbinds the currently bound shader and rebinds a previous stored shader.
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* If there is no previous shader, no shader will be rebound.
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* It is not safe to call this method if there is no bound shader.
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* @see pushShader
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* @see getBoundShader
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**/
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void popShader();
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/**
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* @return a pointer to the ShaderManager instance
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**/
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static ShaderManager *instance();
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/**
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* @internal
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**/
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static void cleanup();
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private:
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ShaderManager();
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~ShaderManager();
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void initShaders();
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void resetShader(ShaderType type);
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QStack<GLShader*> m_boundShaders;
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GLShader *m_orthoShader;
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GLShader *m_genericShader;
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GLShader *m_colorShader;
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bool m_inited;
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bool m_valid;
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static ShaderManager *s_shaderManager;
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};
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/**
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* @short Render target object
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*
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* Render target object enables you to render onto a texture. This texture can
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* later be used to e.g. do post-processing of the scene.
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*
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* @author Rivo Laks <rivolaks@hot.ee>
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**/
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class KWIN_EXPORT GLRenderTarget
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{
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public:
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/**
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* Constructs a GLRenderTarget
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* @param color texture where the scene will be rendered onto
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**/
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GLRenderTarget(GLTexture* color);
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~GLRenderTarget();
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/**
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* Enables this render target.
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* All OpenGL commands from now on affect this render target until the
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* @ref disable method is called
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**/
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bool enable();
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/**
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* Disables this render target, activating whichever target was active
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* when @ref enable was called.
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**/
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bool disable();
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bool valid() const { return mValid; }
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static void initStatic();
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static bool supported() { return mSupported; }
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protected:
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void initFBO();
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private:
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static bool mSupported;
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GLTexture* mTexture;
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bool mValid;
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GLuint mFramebuffer;
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};
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/**
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* @short Vertex Buffer Object
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*
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* This is a short helper class to use vertex buffer objects (VBO). A VBO can be used to buffer
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* vertex data and to store them on graphics memory. It is the only allowed way to pass vertex
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* data to the GPU in OpenGL ES 2 and OpenGL 3 with forward compatible mode.
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*
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* If VBOs are not supported on the used OpenGL profile this class falls back to legacy
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* rendering using client arrays. Therefore this class should always be used for rendering geometries.
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*
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* @author Martin Gräßlin <kde@martin-graesslin.com>
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* @since 4.6
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*/
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class KWIN_EXPORT GLVertexBuffer
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{
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public:
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/**
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* Enum to define how often the vertex data in the buffer object changes.
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*/
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enum UsageHint
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{
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Dynamic, ///< frequent changes, but used several times for rendering
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Static, ///< No changes to data
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Stream ///< Data only used once for rendering, updated very frequently
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};
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GLVertexBuffer( UsageHint hint );
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~GLVertexBuffer();
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/**
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* Sets the vertex data.
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* @param numberVertices The number of vertices in the arrays
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* @param dim The dimension of the vertices: 2 for x/y, 3 for x/y/z
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* @param vertices The vertices, size must equal @a numberVertices * @a dim
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* @param texcoords The texture coordinates for each vertex.
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* Size must equal 2 * @a numberVertices.
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*/
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void setData( int numberVertices, int dim, const float* vertices, const float* texcoords);
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/**
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* Renders the vertex data in given @a primitiveMode.
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* Please refer to OpenGL documentation of glDrawArrays or glDrawElements for allowed
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* values for @a primitiveMode. Best is to use GL_TRIANGLES or similar to be future
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* compatible.
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*/
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void render( GLenum primitiveMode );
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/**
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* Same as above restricting painting to @a region.
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*/
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void render( const QRegion& region, GLenum primitiveMode );
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/**
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* Use methods from core profile to perform rendering. A core compatible shader has
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* to be bound while rendering.
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* If the shader emulates fixed functionality rendering (e.g. uses gl_Vertex) using core
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* rendering should be disabled.
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* The default rendering path does not use core profile rendering.
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* @param use enable/disable use of core profile rendering.
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* @since 4.7
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**/
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void setUseShader( bool use );
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/**
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* @returns @c true if core profile methods are used for rendering, @c false otherwise.
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* @see setUseShader
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* @since 4.7
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**/
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bool isUseShader() const;
|
|
/**
|
|
* Sets the color the geometry will be rendered with.
|
|
* For legacy rendering glColor is used before rendering the geometry.
|
|
* For core shader a uniform "geometryColor" is expected and is set.
|
|
* @param color The color to render the geometry
|
|
* @param enableColor Whether the geometry should be rendered with a color or not
|
|
* @see setUseColor
|
|
* @see isUseColor
|
|
* @since 4.7
|
|
**/
|
|
void setColor(const QColor& color, bool enableColor = true);
|
|
/**
|
|
* @return @c true if geometry will be painted with a color, @c false otherwise
|
|
* @see setUseColor
|
|
* @see setColor
|
|
* @since 4.7
|
|
**/
|
|
bool isUseColor() const;
|
|
/**
|
|
* Enables/Disables rendering the geometry with a color.
|
|
* If no color is set an opaque, black color is used.
|
|
* @param enable Enable/Disable rendering with color
|
|
* @see isUseColor
|
|
* @see setColor
|
|
* @since 4.7
|
|
**/
|
|
void setUseColor(bool enable);
|
|
|
|
/**
|
|
* Resets the instance to default values.
|
|
* Useful for shared buffers.
|
|
* @since 4.7
|
|
**/
|
|
void reset();
|
|
|
|
/**
|
|
* @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();
|
|
|
|
/**
|
|
* @return A shared VBO for streaming data
|
|
* @since 4.7
|
|
**/
|
|
static GLVertexBuffer *streamingBuffer();
|
|
|
|
private:
|
|
GLVertexBufferPrivate* const d;
|
|
};
|
|
|
|
} // namespace
|
|
|
|
#endif
|
|
|
|
/** @} */
|
|
|
|
#endif
|