5faa397849
for use in effects (and not only). Now a list of window quads (=window areas) is created at the beginning of the paint pass, prepaint calls can modify the split itself (i.e. divide it into more parts). The actual paint calls can then modify these quads (i.e. transform their geometry). This will allow better control of how the split is done and also allow painting e.g. only the decoration differently. Still work in progress, but it works. Also pass data to prepaint functions in a struct, as there is already quite a number of them. svn path=/trunk/KDE/kdebase/workspace/; revision=684893
56 lines
1.2 KiB
C++
56 lines
1.2 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_SHADEREFFECT_H
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#define KWIN_SHADEREFFECT_H
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#include <kwineffects.h>
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namespace KWin
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{
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class GLTexture;
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class GLRenderTarget;
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class GLShader;
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class KWIN_EXPORT ShaderEffect : public Effect
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{
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public:
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ShaderEffect(const QString& shadername);
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virtual ~ShaderEffect();
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virtual void prePaintScreen( ScreenPrePaintData& data, int time );
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virtual void postPaintScreen();
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static bool supported();
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protected:
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bool isEnabled() const;
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void setEnabled(bool enabled);
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GLShader* shader() const;
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bool loadData(const QString& shadername);
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private:
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GLTexture* mTexture;
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GLRenderTarget* mRenderTarget;
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GLShader* mShader;
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bool mValid;
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float mTime;
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bool mEnabled;
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};
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} // namespace
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#endif
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