kwin/scene_opengl.h
Luboš Luňák b1a526960f Don't cache the window pixmap, it doesn't make any difference.
svn path=/branches/work/kwin_composite/; revision=593445
2006-10-07 21:14:57 +00:00

110 lines
2.7 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#ifndef KWIN_SCENE_OPENGL_H
#define KWIN_SCENE_OPENGL_H
#include "scene.h"
#include "toplevel.h"
#include <GL/gl.h>
#include <GL/glx.h>
namespace KWinInternal
{
class SceneOpenGL
: public Scene
{
public:
SceneOpenGL( Workspace* ws );
virtual ~SceneOpenGL();
virtual void paint( QRegion damage, ToplevelList windows );
virtual void windowGeometryShapeChanged( Toplevel* );
virtual void windowOpacityChanged( Toplevel* );
virtual void windowAdded( Toplevel* );
virtual void windowDeleted( Toplevel* );
// screen damage is not used with opengl, it's completely repainted
// virtual void transformWindowDamage( Toplevel*, QRegion& ) const;
virtual void updateTransformation( Toplevel* );
private:
typedef GLuint Texture;
GC gcroot;
Pixmap buffer;
GLXFBConfig fbcroot;
static GLXFBConfig fbcdrawable;
static GLXPixmap glxroot;
static GLXContext context;
class Window;
QMap< Toplevel*, Window > windows;
};
class SceneOpenGL::Window
{
public:
Window( Toplevel* c );
~Window();
void free(); // is often copied by value, use manually instead of dtor
int glX() const; // remap to OpenGL coordinates
int glY() const;
int width() const;
int height() const;
void setDepth( int depth );
void draw();
bool isVisible() const;
bool isOpaque() const;
void bindTexture();
QRegion shape() const;
void discardTexture();
void discardShape();
Window() {} // QMap sucks even in Qt4
private:
Toplevel* toplevel;
Texture texture;
mutable QRegion shape_region;
mutable bool shape_valid;
int depth;
};
inline
int SceneOpenGL::Window::glX() const
{
return toplevel->x();
}
inline
int SceneOpenGL::Window::glY() const
{
return displayHeight() - toplevel->y() - toplevel->height();
}
inline
int SceneOpenGL::Window::width() const
{
return toplevel->width();
}
inline
int SceneOpenGL::Window::height() const
{
return toplevel->height();
}
inline
void SceneOpenGL::Window::discardTexture()
{
if( texture != 0 )
glDeleteTextures( 1, &texture );
texture = 0;
}
} // namespace
#endif