kwin/lib/kwinglutils.h
Arto Hytönen f3fbc3665b explicit ctors
svn path=/trunk/KDE/kdebase/workspace/; revision=707717
2007-09-02 19:11:09 +00:00

245 lines
7.4 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#ifndef KWIN_GLUTILS_H
#define KWIN_GLUTILS_H
#include <config-X11.h> // HAVE_OPENGL
#ifdef HAVE_OPENGL
#include <kwinglutils_funcs.h>
#include <QPixmap>
#include <QImage>
#include <QSize>
template< class K, class V > class QHash;
namespace KWin
{
class GLTexture;
// Initializes GLX function pointers
void KWIN_EXPORT initGLX();
// Initializes OpenGL stuff. This includes resolving function pointers as
// well as checking for GL version and extensions
// Note that GL context has to be created by the time this function is called
void KWIN_EXPORT initGL();
// Number of supported texture units
extern KWIN_EXPORT int glTextureUnitsCount;
bool KWIN_EXPORT hasGLVersion(int major, int minor, int release = 0);
bool KWIN_EXPORT hasGLXVersion(int major, int minor, int release = 0);
// use for both OpenGL and GLX extensions
bool KWIN_EXPORT hasGLExtension(const QString& extension);
// detect OpenGL error (add to various places in code to pinpoint the place)
void KWIN_EXPORT checkGLError( const char* txt );
inline bool KWIN_EXPORT isPowerOfTwo( int x ) { return (( x & ( x - 1 )) == 0 ); }
/**
* @return power of two integer _greater or equal to_ x.
* E.g. nearestPowerOfTwo(513) = nearestPowerOfTwo(800) = 1024
**/
int KWIN_EXPORT nearestPowerOfTwo( int x );
/**
* Renders quads using given vertices.
* If texture is not 0, each texture coordinate much have two components (st).
* If color is not 0, each color much have four components (rgba).
*
* @param count number of vertices to use.
* @param dim number of components per vertex coordinate in vertices array.
* @param stride byte offset of consecutive elements in arrays. If 0, then
* arrays must be tighly packed. Stride must be a multiple of sizeof(float)!
**/
KWIN_EXPORT void renderGLGeometry( bool clip, const QRegion& region, int count,
const float* vertices, const float* texture = 0, const float* color = 0,
int dim = 2, int stride = 0 );
/**
* Same as above, sets clip parameter according to mask.
**/
KWIN_EXPORT void renderGLGeometry( int mask, const QRegion& region, int count,
const float* vertices, const float* texture = 0, const float* color = 0,
int dim = 2, int stride = 0 );
/**
* Same as above, renders without clipping
**/
KWIN_EXPORT void renderGLGeometry( int count,
const float* vertices, const float* texture = 0, const float* color = 0,
int dim = 2, int stride = 0 );
KWIN_EXPORT void renderGLGeometryImmediate( int count,
const float* vertices, const float* texture = 0, const float* color = 0,
int dim = 2, int stride = 0 );
KWIN_EXPORT void renderRoundBox( const QRect& area, float roundness = 10.0f, GLTexture* texture = 0 );
KWIN_EXPORT void renderRoundBoxWithEdge( const QRect& area, float roundness = 10.0f );
class KWIN_EXPORT GLTexture
{
public:
GLTexture();
explicit GLTexture( const QImage& image, GLenum target = GL_TEXTURE_2D );
explicit GLTexture( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D );
GLTexture( const QString& fileName );
GLTexture( int width, int height );
virtual ~GLTexture();
bool isNull() const;
virtual bool load( const QImage& image, GLenum target = GL_TEXTURE_2D );
virtual bool load( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D );
virtual bool load( const QString& fileName );
virtual void discard();
virtual void bind();
virtual void unbind();
void render( bool clip, QRegion region, const QRect& rect );
void render( int mask, QRegion region, const QRect& rect );
void enableUnnormalizedTexCoords();
void disableUnnormalizedTexCoords();
GLuint texture() const;
GLenum target() const;
GLenum filter() const;
virtual bool isDirty() const;
void setTexture( GLuint texture );
void setTarget( GLenum target );
void setFilter( GLenum filter );
void setWrapMode( GLenum mode );
virtual void setDirty();
static void initStatic();
static bool NPOTTextureSupported() { return mNPOTTextureSupported; }
static bool framebufferObjectSupported() { return mFramebufferObjectSupported; }
static bool saturationSupported() { return mSaturationSupported; }
protected:
void enableFilter();
QImage convertToGLFormat( const QImage& img ) const;
GLuint mTexture;
GLenum mTarget;
GLenum mFilter;
QSize mSize;
QSizeF mScale; // to un-normalize GL_TEXTURE_2D
bool y_inverted; // texture has y inverted
bool can_use_mipmaps;
bool has_valid_mipmaps;
private:
void init();
static bool mNPOTTextureSupported;
static bool mFramebufferObjectSupported;
static bool mSaturationSupported;
};
class KWIN_EXPORT GLShader
{
public:
GLShader(const QString& vertexfile, const QString& fragmentfile);
~GLShader();
bool isValid() const { return mValid; }
void bind();
void unbind();
int uniformLocation(const QString& name);
bool setUniform(const QString& name, float value);
bool setUniform(const QString& name, int value);
int attributeLocation(const QString& name);
bool setAttribute(const QString& name, float value);
static void initStatic();
static bool fragmentShaderSupported() { return mFragmentShaderSupported; }
static bool vertexShaderSupported() { return mVertexShaderSupported; }
protected:
bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
bool load(const QString& vertexsource, const QString& fragmentsource);
private:
unsigned int mProgram;
bool mValid;
QHash< QString, int >* mVariableLocations;
static bool mFragmentShaderSupported;
static bool mVertexShaderSupported;
};
/**
* @short Render target object
*
* Render target object enables you to render onto a texture. This texture can
* later be used to e.g. do post-processing of the scene.
*
* @author Rivo Laks <rivolaks@hot.ee>
**/
class KWIN_EXPORT GLRenderTarget
{
public:
/**
* Constructs a GLRenderTarget
* @param color texture where the scene will be rendered onto
**/
GLRenderTarget(GLTexture* color);
~GLRenderTarget();
/**
* Enables this render target.
* All OpenGL commands from now on affect this render target until the
* @ref disable method is called
**/
bool enable();
/**
* Disables this render target, activating whichever target was active
* when @ref enable was called.
**/
bool disable();
bool valid() const { return mValid; }
static void initStatic();
static bool supported() { return mSupported; }
protected:
void initFBO();
private:
static bool mSupported;
GLTexture* mTexture;
bool mValid;
GLuint mFramebuffer;
};
} // namespace
#endif
#endif