fba72ecdfe
svn path=/branches/work/kwin_composite/; revision=590678
107 lines
2.4 KiB
C++
107 lines
2.4 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 Lubos Lunak <l.lunak@kde.org>
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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_SCENE_OPENGL_H
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#define KWIN_SCENE_OPENGL_H
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#include "scene.h"
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#include "toplevel.h"
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#include <GL/gl.h>
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#include <GL/glx.h>
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namespace KWinInternal
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{
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class SceneOpenGL
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: public Scene
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{
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public:
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SceneOpenGL( Workspace* ws );
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virtual ~SceneOpenGL();
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virtual void paint( QRegion damage, ToplevelList windows );
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virtual void windowAdded( Toplevel* );
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virtual void windowDeleted( Toplevel* );
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private:
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typedef GLuint Texture;
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GC gcroot;
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Pixmap buffer;
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GLXFBConfig fbcroot;
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static GLXFBConfig fbcdrawable;
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GLXPixmap glxroot;
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static GLXContext context;
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class Window;
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QMap< Toplevel*, Window > windows;
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};
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class SceneOpenGL::Window
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{
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public:
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Window( Toplevel* c );
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~Window();
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void free(); // is often copied by value, use manually instead of dtor
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int glX() const; // remap to OpenGL coordinates
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int glY() const;
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int width() const;
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int height() const;
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GLXPixmap glxPixmap() const;
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void bindTexture();
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Window() {} // QMap sucks even in Qt4
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private:
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void discardPixmap();
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void discardTexture();
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Toplevel* toplevel;
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mutable GLXPixmap glxpixmap;
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Texture texture;
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};
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inline
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int SceneOpenGL::Window::glX() const
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{
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return toplevel->x();
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}
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inline
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int SceneOpenGL::Window::glY() const
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{
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return displayHeight() - toplevel->y() - toplevel->height();
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}
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inline
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int SceneOpenGL::Window::width() const
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{
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return toplevel->width();
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}
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inline
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int SceneOpenGL::Window::height() const
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{
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return toplevel->height();
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}
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inline
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void SceneOpenGL::Window::discardPixmap()
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{
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if( glxpixmap != None )
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glXDestroyPixmap( display(), glxpixmap );
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glxpixmap = None;
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}
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inline
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void SceneOpenGL::Window::discardTexture()
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{
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if( texture != None )
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glDeleteTextures( 1, &texture );
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texture = None;
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}
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} // namespace
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#endif
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