kwin/effects/snow.h
Martin Gräßlin 8ecaefebcc Adding optional shader to snow effect. Shader is used when hardware support is available.
Using shader reduces CPU load from approximately 50 % to less than 20 % on my system.

svn path=/trunk/KDE/kdebase/workspace/; revision=883348
2008-11-12 18:38:36 +00:00

101 lines
2.8 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Martin Gräßlin <ubuntu@martin-graesslin.com>
Copyright (C) 2008 Torgny Johansson <torgny.johansson@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_SNOW_H
#define KWIN_SNOW_H
#include <kwineffects.h>
#include <kwinglutils.h>
#include <qobject.h>
#include <QList>
#include <QTime>
namespace KWin
{
class SnowFlake
{
public:
SnowFlake(int x, int y, int width, int height, int maxVSpeed, int maxHSpeed);
virtual ~SnowFlake();
int getHSpeed();
int getVSpeed();
float getRotationAngle();
void updateSpeedAndRotation();
int getHeight();
int getWidth();
int getX();
int getY();
QRect getRect();
void setHeight(int height);
void setWidth(int width);
void setX(int x);
void setY(int y);
private:
QRect rect;
int vSpeed;
int hSpeed;
float rotationAngle;
float rotationSpeed;
};
class SnowEffect
: public QObject, public Effect
{
Q_OBJECT
public:
SnowEffect();
virtual ~SnowEffect();
virtual void reconfigure( ReconfigureFlags );
virtual void prePaintScreen( ScreenPrePaintData& data, int time );
virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
virtual void postPaintScreen();
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
private slots:
void toggle();
private:
void loadTexture();
void snowing( QRegion& region );
bool loadShader();
GLTexture* texture;
QList<SnowFlake>* flakes;
QTime lastFlakeTime;
long nextFlakeMillis;
int mNumberFlakes;
int mMinFlakeSize;
int mMaxFlakeSize;
int mMaxVSpeed;
int mMaxHSpeed;
bool active;
GLuint list;
bool snowBehindWindows;
GLShader* mShader;
bool mInited;
bool mUseShader;
};
} // namespace
#endif