d88cb00b0b
The class Scene now inherits from QObject and has the Q_OBJECT macro. The inheriting classes SceneOpenGL and SceneXRender are provided with the Q_OBJECT macro. Now it is possible to use signals and slots and replace direct method calls.
255 lines
7.7 KiB
C++
255 lines
7.7 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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Q_OBJECT
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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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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 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 QPixmap& pix, GLenum target = GL_TEXTURE_2D);
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virtual ~Texture();
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using GLTexture::load;
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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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bool getYInverted() const {
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return y_inverted;
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}
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protected:
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Texture(const Pixmap& pix, const QSize& size, int depth);
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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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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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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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friend class SceneOpenGL::Window;
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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(const QRegion ®ion, const WindowPaintData &data);
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void makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const;
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void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized = false);
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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, GLTexture *texture);
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void prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *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, GLTexture *texture);
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void restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *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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GLTexture *shadowTexture() {
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return m_texture;
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}
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protected:
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virtual void buildQuads();
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virtual bool prepareBackend();
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private:
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GLTexture *m_texture;
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};
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} // namespace
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#endif
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#endif
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