f3fbc3665b
svn path=/trunk/KDE/kdebase/workspace/; revision=707717
245 lines
7.4 KiB
C++
245 lines
7.4 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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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#ifndef KWIN_GLUTILS_H
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#define KWIN_GLUTILS_H
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#include <config-X11.h> // HAVE_OPENGL
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#ifdef HAVE_OPENGL
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#include <kwinglutils_funcs.h>
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#include <QPixmap>
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#include <QImage>
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#include <QSize>
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template< class K, class V > class QHash;
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namespace KWin
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{
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class GLTexture;
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// Initializes GLX function pointers
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void KWIN_EXPORT initGLX();
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// Initializes OpenGL stuff. This includes resolving function pointers as
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// well as checking for GL version and extensions
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// Note that GL context has to be created by the time this function is called
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void KWIN_EXPORT initGL();
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// Number of supported texture units
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extern KWIN_EXPORT int glTextureUnitsCount;
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bool KWIN_EXPORT hasGLVersion(int major, int minor, int release = 0);
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bool KWIN_EXPORT hasGLXVersion(int major, int minor, int release = 0);
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// use for both OpenGL and GLX extensions
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bool KWIN_EXPORT hasGLExtension(const QString& extension);
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// detect OpenGL error (add to various places in code to pinpoint the place)
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void KWIN_EXPORT checkGLError( const char* txt );
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inline bool KWIN_EXPORT isPowerOfTwo( int x ) { return (( x & ( x - 1 )) == 0 ); }
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/**
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* @return power of two integer _greater or equal to_ x.
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* E.g. nearestPowerOfTwo(513) = nearestPowerOfTwo(800) = 1024
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**/
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int KWIN_EXPORT nearestPowerOfTwo( int x );
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/**
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* Renders quads using given vertices.
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* If texture is not 0, each texture coordinate much have two components (st).
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* If color is not 0, each color much have four components (rgba).
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*
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* @param count number of vertices to use.
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* @param dim number of components per vertex coordinate in vertices array.
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* @param stride byte offset of consecutive elements in arrays. If 0, then
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* arrays must be tighly packed. Stride must be a multiple of sizeof(float)!
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**/
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KWIN_EXPORT void renderGLGeometry( bool clip, const QRegion& region, int count,
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const float* vertices, const float* texture = 0, const float* color = 0,
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int dim = 2, int stride = 0 );
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/**
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* Same as above, sets clip parameter according to mask.
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**/
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KWIN_EXPORT void renderGLGeometry( int mask, const QRegion& region, int count,
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const float* vertices, const float* texture = 0, const float* color = 0,
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int dim = 2, int stride = 0 );
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/**
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* Same as above, renders without clipping
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**/
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KWIN_EXPORT void renderGLGeometry( int count,
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const float* vertices, const float* texture = 0, const float* color = 0,
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int dim = 2, int stride = 0 );
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KWIN_EXPORT void renderGLGeometryImmediate( int count,
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const float* vertices, const float* texture = 0, const float* color = 0,
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int dim = 2, int stride = 0 );
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KWIN_EXPORT void renderRoundBox( const QRect& area, float roundness = 10.0f, GLTexture* texture = 0 );
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KWIN_EXPORT void renderRoundBoxWithEdge( const QRect& area, float roundness = 10.0f );
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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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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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GLTexture( const QString& fileName );
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GLTexture( int width, int height );
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virtual ~GLTexture();
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bool isNull() const;
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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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virtual void discard();
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virtual void bind();
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virtual void unbind();
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void render( bool clip, QRegion region, const QRect& rect );
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void render( int mask, QRegion region, const QRect& rect );
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void enableUnnormalizedTexCoords();
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void disableUnnormalizedTexCoords();
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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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virtual bool isDirty() const;
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void setTexture( GLuint texture );
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void setTarget( GLenum target );
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void setFilter( GLenum filter );
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void setWrapMode( GLenum mode );
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virtual void setDirty();
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static void initStatic();
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static bool NPOTTextureSupported() { return mNPOTTextureSupported; }
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static bool framebufferObjectSupported() { return mFramebufferObjectSupported; }
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static bool saturationSupported() { return mSaturationSupported; }
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protected:
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void enableFilter();
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QImage convertToGLFormat( const QImage& img ) const;
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GLuint mTexture;
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GLenum mTarget;
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GLenum mFilter;
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QSize mSize;
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QSizeF mScale; // to un-normalize GL_TEXTURE_2D
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bool y_inverted; // texture has y inverted
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bool can_use_mipmaps;
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bool has_valid_mipmaps;
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private:
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void init();
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static bool mNPOTTextureSupported;
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static bool mFramebufferObjectSupported;
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static bool mSaturationSupported;
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};
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class KWIN_EXPORT GLShader
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{
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public:
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GLShader(const QString& vertexfile, const QString& fragmentfile);
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~GLShader();
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bool isValid() const { return mValid; }
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void bind();
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void unbind();
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int uniformLocation(const QString& name);
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bool setUniform(const QString& name, float value);
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bool setUniform(const QString& name, int value);
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int attributeLocation(const QString& name);
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bool setAttribute(const QString& name, float value);
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static void initStatic();
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static bool fragmentShaderSupported() { return mFragmentShaderSupported; }
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static bool vertexShaderSupported() { return mVertexShaderSupported; }
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protected:
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bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
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bool load(const QString& vertexsource, const QString& fragmentsource);
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private:
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unsigned int mProgram;
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bool mValid;
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QHash< QString, int >* mVariableLocations;
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static bool mFragmentShaderSupported;
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static bool mVertexShaderSupported;
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};
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/**
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* @short Render target object
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*
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* Render target object enables you to render onto a texture. This texture can
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* later be used to e.g. do post-processing of the scene.
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*
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* @author Rivo Laks <rivolaks@hot.ee>
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**/
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class KWIN_EXPORT GLRenderTarget
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{
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public:
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/**
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* Constructs a GLRenderTarget
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* @param color texture where the scene will be rendered onto
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**/
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GLRenderTarget(GLTexture* color);
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~GLRenderTarget();
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/**
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* Enables this render target.
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* All OpenGL commands from now on affect this render target until the
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* @ref disable method is called
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**/
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bool enable();
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/**
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* Disables this render target, activating whichever target was active
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* when @ref enable was called.
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**/
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bool disable();
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bool valid() const { return mValid; }
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static void initStatic();
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static bool supported() { return mSupported; }
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protected:
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void initFBO();
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private:
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static bool mSupported;
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GLTexture* mTexture;
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bool mValid;
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GLuint mFramebuffer;
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};
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} // namespace
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#endif
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#endif
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