kwin/glutils.h
Philip Falkner aa6d8eabc5 Add GLTexture class. This is a convenient wrapper around managing an OpenGL texture, as well as loading an image into it. Includes support for loading from QImage, QPixmap, and a file. Defaults to a GL_TEXTURE_2D target, and will scale image if necessary.
Also add SceneOpenGL::Texture class, based on GLTexture.  Optimised for SceneOpenGL::Window, this adds support for loading from an X Pixmap, as well as taking advantage of texture_from_pixmap/shm when available.  Automatically detects what texture target should be used, so be sure to enableUnnormalizedTexCoords() before painting.

Make SceneOpenGL::Window, BoxSwitchEffect, and ExplosionEffect use the new classes.

svn path=/branches/work/kwin_composite/; revision=645125
2007-03-21 18:14:09 +00:00

149 lines
4.2 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 "utils.h"
#include <QStringList>
#ifdef HAVE_OPENGL
#include <GL/gl.h>
#include <GL/glx.h>
#endif
#include "glutils_funcs.h"
template< class K, class V > class QHash;
namespace KWinInternal
{
// Initializes GLX function pointers
void 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 initGL();
// Number of supported texture units
extern int glTextureUnitsCount;
bool hasGLVersion(int major, int minor, int release = 0);
bool hasGLXVersion(int major, int minor, int release = 0);
// use for both OpenGL and GLX extensions
bool hasGLExtension(const QString& extension);
inline bool isPowerOfTwo( int x ) { return (( x & ( x - 1 )) == 0 ); }
int nearestPowerOfTwo( int x );
#ifdef HAVE_OPENGL
class GLTexture
{
public:
GLTexture();
GLTexture( const QImage& image, GLenum target = GL_TEXTURE_2D );
GLTexture( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D );
GLTexture( const QString& fileName );
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 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 );
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 GLShader
{
public:
GLShader(const QString& vertexfile, const QString& fragmentfile);
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;
};
#endif
} // namespace
#endif