kwin/scene_opengl.h
Rivo Laks c2830a6360 Effects can now request windows to be subdivided into multiple quads.
Effects also get access to window's vertices. This can be used to change shape of
  the window, e.g. for wobble effect

svn path=/branches/work/kwin_composite/; revision=626706
2007-01-24 11:51:38 +00:00

137 lines
4.8 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 <GL/gl.h>
#include <GL/glx.h>
#include <X11/extensions/XShm.h>
namespace KWinInternal
{
class SceneOpenGL
: public Scene
{
public:
class Window;
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 windowClosed( Toplevel*, Deleted* );
virtual void windowDeleted( Deleted* );
protected:
virtual void paintGenericScreen( int mask, ScreenPaintData data );
virtual void paintBackground( QRegion region );
private:
void selectMode();
bool initTfp();
bool initShm();
void cleanupShm();
void initBuffer();
void initRenderingContext();
bool findConfig( const int* attrs, GLXFBConfig* config, VisualID visual = None );
void waitSync();
void flushBuffer( int mask, QRegion damage );
typedef GLuint Texture;
GC gcroot;
Drawable buffer;
GLXFBConfig fbcbuffer;
static bool db;
static GLXFBConfig fbcdrawable;
static GLXDrawable glxbuffer;
static GLXContext ctxbuffer;
static GLXContext ctxdrawable;
static GLXDrawable last_pixmap; // for a workaround in bindTexture()
static bool tfp_mode;
static bool shm_mode;
static bool strict_binding;
static bool copy_buffer_hack;
static bool supports_saturation;
QMap< Toplevel*, Window > windows;
static XShmSegmentInfo shm;
};
class SceneOpenGL::Window
: public Scene::Window
{
public:
Window( Toplevel* c );
virtual void free();
virtual void performPaint( int mask, QRegion region, WindowPaintData data );
virtual void prepareForPainting();
void bindTexture();
void enableTexture();
void disableTexture();
void discardTexture();
Window() {} // QMap sucks even in Qt4
/**
* @short Vertex class
* Vertex has position and texture coordinate which are equal at first,
* however effects can e.g. modify position to move the window or part of it.
**/
class Vertex
{
public:
Vertex() {}
Vertex(float x, float y)
{
pos[0] = texcoord[0] = x; pos[1] = texcoord[1] = y; pos[2] = 0.0f;
}
Vertex(float x, float y, float u, float v)
{
pos[0] = x; pos[1] = y; pos[2] = 0.0f; texcoord[0] = u; texcoord[1] = v;
}
float pos[3];
float texcoord[2];
};
// Returns list of vertices
QVector<Vertex>& vertices() { return verticeslist; }
// Can be called in pre-paint pass. Makes sure that all quads that the
// window consists of are not bigger than maxquadsize x maxquadsize
// (in pixels) in the following paint pass.
void requestVertexGrid(int maxquadsize);
// Marks vertices of the window as dirty. Call this if you change
// position of the vertices
void markVerticesDirty() { verticesDirty = true; }
protected:
// Makes sure that vertex grid requests are fulfilled and that vertices
// aren't dirty. Call this before paint pass
void prepareVertices();
void createVertexGrid(int xres, int yres);
void resetVertices(); // Resets positions of vertices
private:
QRegion optimizeBindDamage( const QRegion& reg, int limit );
Texture texture;
bool texture_y_inverted; // texture has y inverted
GLXPixmap bound_glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
QVector<Vertex> verticeslist;
// Maximum size of the biggest quad that window currently has, in pixels
int currentXResolution;
int currentYResolution;
// Requested maximum size of the biggest quad that window would have
// during the next paint pass, in pixels
int requestedXResolution;
int requestedYResolution;
bool verticesDirty; // vertices have been modified in some way
};
} // namespace
#endif