kwin/shadow.h
Martin Gräßlin b837a3fca1 Render Shadow with only one GL texture
Copies the shadow parts into one image and creates a GLTexture
from the image, so that we can render the complete shadow with
just one texture and one painting pass.

Should remove most of the overhead involved when rendering the new Shadows.

As a side effect this should fix missing shadows with non-NPOT GPUs and
a rendering glitch reported with NVIDIA.

REVIEW: 101742
2011-07-03 09:24:28 +02:00

159 lines
4.9 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2011 Martin Gräßlin <mgraesslin@kde.org>
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_SHADOW_H
#define KWIN_SHADOW_H
#include <QtCore/QObject>
#include <QtGui/QPixmap>
#include <kwineffects.h>
#include <qvarlengtharray.h>
namespace KWin {
class Toplevel;
/**
* @short Class representing a Window's Shadow to be rendered by the Compositor.
*
* This class holds all information about the Shadow to be rendered together with the
* window during the Compositing stage. The Shadow consists of several pixmaps and offsets.
* For a complete description please refer to http://community.kde.org/KWin/Shadow
*
* To create a Shadow instance use the static factory method @link createShadow which will
* create an instance for the currently used Compositing Backend. It will read the X11 Property
* and create the Shadow and all required data (such as WindowQuads). If there is no Shadow
* defined for the Toplevel the factory method returns @c NULL.
*
* @author Martin Gräßlin <mgraesslin@kde.org>
* @todo React on Toplevel size changes.
**/
class Shadow : public QObject
{
Q_OBJECT
public:
virtual ~Shadow();
/**
* @return Region of the shadow.
**/
const QRegion &shadowRegion() const {
return m_shadowRegion;
};
/**
* @return Cached Shadow Quads
**/
const WindowQuadList &shadowQuads() const {
return m_shadowQuads;
};
WindowQuadList &shadowQuads() {
return m_shadowQuads;
};
/**
* This method updates the Shadow when the property has been changed.
* It is the responsibility of the owner of the Shadow to call this method
* whenever the owner receives a PropertyNotify event.
* This method will invoke a re-read of the Property. In case the Property has
* been withdrawn the method returns @c false. In that case the owner should
* delete the Shadow.
* @returns @c true when the shadow has been updated, @c false if the property is not set anymore.
**/
virtual bool updateShadow();
/**
* Factory Method to create the shadow from the property.
* This method takes care of creating an instance of the
* Shadow class for the current Compositing Backend.
*
* If there is no shadow defined for @p toplevel this method
* will return @c NULL.
* @param toplevel The Toplevel for which the shadow should be created
* @return Created Shadow or @c NULL in case there is no shadow defined.
**/
static Shadow *createShadow(Toplevel *toplevel);
/**
* Reparents the shadow to @p toplevel.
* Used when a window is deleted.
* @param toplevel The new parent
**/
void setToplevel(Toplevel *toplevel);
public Q_SLOTS:
void geometryChanged();
protected:
Shadow(Toplevel *toplevel);
enum ShadowElements {
ShadowElementTop,
ShadowElementTopRight,
ShadowElementRight,
ShadowElementBottomRight,
ShadowElementBottom,
ShadowElementBottomLeft,
ShadowElementLeft,
ShadowElementTopLeft,
ShadowElementsCount
};
const QPixmap &shadowPixmap(ShadowElements element) const {
return m_shadowElements[element];
};
int topOffset() const {
return m_topOffset;
};
int rightOffset() const {
return m_rightOffset;
};
int bottomOffset() const {
return m_bottomOffset;
};
int leftOffset() const {
return m_leftOffset;
};
virtual void buildQuads();
void updateShadowRegion();
Toplevel *topLevel() {
return m_topLevel;
};
void setShadowRegion(const QRegion &region) {
m_shadowRegion = region;
};
virtual bool prepareBackend() = 0;
WindowQuadList m_shadowQuads;
private:
static QVector<long> readX11ShadowProperty(WId id);
bool init(const QVector<long> &data);
Toplevel *m_topLevel;
// shadow pixmaps
QPixmap m_shadowElements[ShadowElementsCount];
// shadow offsets
int m_topOffset;
int m_rightOffset;
int m_bottomOffset;
int m_leftOffset;
// caches
QRegion m_shadowRegion;
QSize m_cachedSize;
};
}
#endif // KWIN_SHADOW_H