aa549f45d5
Ownership of decoration textures is moved from SceneOpenGL::Window to OpenGLPaintRedirector. The PaintRedirector is responsible for updating the textures whenever they change. For this GLTexture is extended by an update(QImage, QPoint) method which uses glTexSubImage2D to update only the changed parts. The big advantage compared to before is that if e.g. only a button is animated only the button part is updated instead of the complete deco part.
103 lines
2.8 KiB
C++
103 lines
2.8 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) 2006-2007 Rivo Laks <rivolaks@hot.ee>
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Copyright (C) 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_GLTEXTURE_H
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#define KWIN_GLTEXTURE_H
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#include "kwinglobals.h"
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#include <QSize>
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#include <QRegion>
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#include <QSharedPointer>
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#include <QExplicitlySharedDataPointer>
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class QImage;
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class QPixmap;
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/** @addtogroup kwineffects */
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/** @{ */
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namespace KWin
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{
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class GLVertexBuffer;
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class GLTexturePrivate;
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class KWIN_EXPORT GLTexture
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{
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public:
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GLTexture();
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GLTexture(const GLTexture& tex);
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explicit GLTexture(const QImage& image, GLenum target = GL_TEXTURE_2D);
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explicit GLTexture(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D);
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explicit GLTexture(const QString& fileName);
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GLTexture(int width, int height);
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virtual ~GLTexture();
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GLTexture & operator = (const GLTexture& tex);
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bool isNull() const;
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QSize size() const;
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int width() const;
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int height() const;
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/**
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* @since 4.7
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**/
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bool isYInverted() const;
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/**
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* @since 4.8
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**/
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void setYInverted(bool inverted);
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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 bool load(const QString& fileName);
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void update(const QImage& image, const QPoint &offset = QPoint(0, 0), const QRect &src = QRect());
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virtual void discard();
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void bind();
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void unbind();
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void render(QRegion region, const QRect& rect, bool hardwareClipping = false);
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GLuint texture() const;
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GLenum target() const;
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GLenum filter() const;
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bool isDirty() const;
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void setFilter(GLenum filter);
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void setWrapMode(GLenum mode);
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void setDirty();
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static bool NPOTTextureSupported();
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static bool framebufferObjectSupported();
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static bool saturationSupported();
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protected:
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QExplicitlySharedDataPointer<GLTexturePrivate> d_ptr;
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GLTexture(GLTexturePrivate& dd);
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private:
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Q_DECLARE_PRIVATE(GLTexture)
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};
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} // namespace
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/** @} */
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#endif
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