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KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_GLUTILS_H
#define KWIN_GLUTILS_H
// kwin
#include "kwinglutils_funcs.h"
#include "kwingltexture.h"
// Qt
#include <QSize>
#include <QStack>
/** @addtogroup kwineffects */
/** @{ */
class QVector2D;
class QVector3D;
class QVector4D;
class QMatrix4x4;
template< class K, class V > class QHash;
namespace KWin
{
class GLVertexBuffer;
class GLVertexBufferPrivate;
// 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(OpenGLPlatformInterface platformInterface);
// Initializes EGL function pointers
void KWIN_EXPORT initEGL();
// Cleans up all resources hold by the GL Context
void KWIN_EXPORT cleanupGL();
// 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);
bool KWIN_EXPORT hasEGLVersion(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)
bool 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);
/**
* Push a new matrix on the GL matrix stack.
* In GLES this method is a noop. This method should be preferred over glPushMatrix
* as it also handles GLES.
* @since 4.7
**/
KWIN_EXPORT void pushMatrix();
/**
* Multiplies current matrix on GL stack with @p matrix and pushes the result on the matrix stack.
* This method is the same as pushMatrix followed by multiplyMatrix.
* In GLES this method is a noop. This method should be preferred over glPushMatrix
* as it also handles GLES.
* @param matrix The matrix the current matrix on the stack should be multiplied with.
* @see pushMatrix
* @see multiplyMatrix
* @since 4.7
**/
KWIN_EXPORT void pushMatrix(const QMatrix4x4 &matrix);
/**
* Multiplies the current matrix on GL stack with @p matrix.
* In GLES this method is a noop. This method should be preferred over glMultMatrix
* as it also handles GLES.
* @param matrix The matrix the current matrix on the stack should be multiplied with.
* @since 4.7
**/
KWIN_EXPORT void multiplyMatrix(const QMatrix4x4 &matrix);
/**
* Replaces the current matrix on GL stack with @p matrix.
* In GLES this method is a no-op. This method should be preferred over glLoadMatrix
* as it also handles GLES.
* @param matrix The new matrix to replace the existing one on the GL stack.
* @since 4.7
**/
KWIN_EXPORT void loadMatrix(const QMatrix4x4 &matrix);
/**
* Pops the current matrix from the GL matrix stack.
* In GLES this method is a noop. This method should be preferred over glPopMatrix
* as it also handles GLES.
* @since 4.7
**/
KWIN_EXPORT void popMatrix();
class KWIN_EXPORT GLShader
{
public:
enum Flags {
NoFlags = 0,
ExplicitLinking = (1 << 0)
};
GLShader(const QString &vertexfile, const QString &fragmentfile, unsigned int flags = NoFlags);
~GLShader();
bool isValid() const {
return mValid;
}
void bindAttributeLocation(const char *name, int index);
void bindFragDataLocation(const char *name, int index);
bool link();
int uniformLocation(const char* name);
bool setUniform(const char* name, float value);
bool setUniform(const char* name, int value);
bool setUniform(const char* name, const QVector2D& value);
bool setUniform(const char* name, const QVector3D& value);
bool setUniform(const char* name, const QVector4D& value);
bool setUniform(const char* name, const QMatrix4x4& value);
bool setUniform(const char* name, const QColor& color);
bool setUniform(int location, float value);
bool setUniform(int location, int value);
bool setUniform(int location, const QVector2D &value);
bool setUniform(int location, const QVector3D &value);
bool setUniform(int location, const QVector4D &value);
bool setUniform(int location, const QMatrix4x4 &value);
bool setUniform(int location, const QColor &value);
int attributeLocation(const char* name);
bool setAttribute(const char* name, float value);
/**
* @return The value of the uniform as a matrix
* @since 4.7
**/
QMatrix4x4 getUniformMatrix4x4(const char* name);
enum MatrixUniform {
TextureMatrix = 0,
ProjectionMatrix,
ModelViewMatrix,
WindowTransformation,
ScreenTransformation,
MatrixCount
};
enum Vec2Uniform {
Offset,
Vec2UniformCount
};
enum Vec4Uniform {
ModulationConstant,
Vec4UniformCount
};
enum FloatUniform {
Saturation,
FloatUniformCount
};
enum IntUniform {
AlphaToOne, ///< @deprecated no longer used
ColorCorrectionLookupTextureUnit,
IntUniformCount
};
enum ColorUniform {
Color,
ColorUniformCount
};
bool setUniform(MatrixUniform uniform, const QMatrix4x4 &matrix);
bool setUniform(Vec2Uniform uniform, const QVector2D &value);
bool setUniform(Vec4Uniform uniform, const QVector4D &value);
bool setUniform(FloatUniform uniform, float value);
bool setUniform(IntUniform uniform, int value);
bool setUniform(ColorUniform uniform, const QVector4D &value);
bool setUniform(ColorUniform uniform, const QColor &value);
protected:
GLShader(unsigned int flags = NoFlags);
bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
bool load(const QByteArray &vertexSource, const QByteArray &fragmentSource);
const QByteArray prepareSource(GLenum shaderType, const QByteArray &sourceCode) const;
bool compile(GLuint program, GLenum shaderType, const QByteArray &sourceCode) const;
void bind();
void unbind();
void resolveLocations();
private:
unsigned int mProgram;
bool mValid:1;
bool mLocationsResolved:1;
bool mExplicitLinking:1;
int mMatrixLocation[MatrixCount];
int mVec2Location[Vec2UniformCount];
int mVec4Location[Vec4UniformCount];
int mFloatLocation[FloatUniformCount];
int mIntLocation[IntUniformCount];
int mColorLocation[ColorUniformCount];
static bool sColorCorrect;
friend class ColorCorrection;
friend class ColorCorrectionPrivate;
friend class ShaderManager;
};
/**
* @short Manager for Shaders.
*
* This class provides some built-in shaders to be used by both compositing scene and effects.
* The ShaderManager provides methods to bind a built-in or a custom shader and keeps track of
* the shaders which have been bound. When a shader is unbound the previously bound shader
* will be rebound.
*
* @author Martin Gräßlin <mgraesslin@kde.org>
* @since 4.7
**/
class KWIN_EXPORT ShaderManager
{
public:
/**
* Identifiers for built-in shaders available for effects and scene
**/
enum ShaderType {
/**
* An orthographic projection shader able to render textured geometries.
* Expects a @c vec2 uniform @c offset describing the offset from top-left corner
* and defaults to @c (0/0). Expects a @c vec2 uniform @c textureSize to calculate
* normalized texture coordinates. Defaults to @c (1.0/1.0). And expects a @c vec3
* uniform @c colorManiuplation, with @c x being opacity, @c y being brightness and
* @c z being saturation. All three values default to @c 1.0.
* The sampler uniform is @c sample and defaults to @c 0.
* The shader uses two vertex attributes @c vertex and @c texCoord.
**/
SimpleShader = 0,
/**
* A generic shader able to render transformed, textured geometries.
* This shader is mostly needed by the scene and not of much interest for effects.
* Effects can influence this shader through @link ScreenPaintData and @link WindowPaintData.
* The shader expects four @c mat4 uniforms @c projection, @c modelview,
* @c screenTransformation and @c windowTransformation. The fragment shader expect the
* same uniforms as the SimpleShader and the same vertex attributes are used.
**/
GenericShader,
/**
* An orthographic shader to render simple colored geometries without texturing.
* Expects a @c vec2 uniform @c offset describing the offset from top-left corner
* and defaults to @c (0/0). The fragment shader expects a single @c vec4 uniform
* @c geometryColor, which defaults to fully opaque black.
* The Shader uses one vertex attribute @c vertex.
**/
ColorShader
};
/**
* @return The currently bound shader or @c null if no shader is bound.
**/
GLShader *getBoundShader() const;
/**
* @return @c true if a shader is bound, @c false otherwise
**/
bool isShaderBound() const;
/**
* Allows to query whether Shaders are supported by the compositor, that is
* whether the Shaders compiled successfully.
*
* With OpenGL 1 compositing this method will always return @c false.
*
* Do not use this method to check whether the compositor uses OpenGL 1 or 2,
* use @link EffectsHandler::compositingType instead.
* @return @c true if the built-in shaders are valid, @c false otherwise
**/
bool isValid() const;
/**
* Is @c true if the environment variable KWIN_GL_DEBUG is set to 1.
* In that case shaders are compiled with KWIN_SHADER_DEBUG defined.
* @returns @c true if shaders are compiled with debug information
* @since 4.8
**/
bool isShaderDebug() const;
/**
* Binds the shader of specified @p type.
* To unbind the shader use @link popShader. A previous bound shader will be rebound.
* @param type The built-in shader to bind
* @param reset Whether all uniforms should be reset to their default values
* @return The bound shader or @c NULL if shaders are not valid
* @see popShader
**/
GLShader *pushShader(ShaderType type, bool reset = false);
/**
* Binds the @p shader.
* To unbind the shader use @link popShader. A previous bound shader will be rebound.
* To bind a built-in shader use the more specific method.
* @param shader The shader to be bound
* @see popShader
**/
void pushShader(GLShader *shader);
/**
* Unbinds the currently bound shader and rebinds a previous stored shader.
* If there is no previous shader, no shader will be rebound.
* It is not safe to call this method if there is no bound shader.
* @see pushShader
* @see getBoundShader
**/
void popShader();
/**
* Resets all shaders to the default uniform values.
* Only built in shaders are changed.
* @since 4.8
**/
void resetAllShaders();
/**
* Resets ShaderType @p type uniforms of a custom shader
* @since 4.11.1
*/
void resetShader(GLShader *shader, ShaderType type);
/**
* Creates a GLShader with a built-in vertex shader and a custom fragment shader.
* @param vertex The generic vertex shader
* @param fragmentFile The path to the source code of the fragment shader
* @return The created shader
**/
GLShader *loadFragmentShader(ShaderType vertex, const QString &fragmentFile);
/**
* Creates a GLShader with a built-in fragment shader and a custom vertex shader.
* @param fragment The generic fragment shader
* @param vertexFile The path to the source code of the vertex shader
* @return The created shader
**/
GLShader *loadVertexShader(ShaderType fragment, const QString &vertexFile);
/**
* Creates a GLShader with the specified sources.
* The difference to GLShader is that it does not need to be loaded from files.
* @param vertexSource The source code of the vertex shader
* @param fragmentSource The source code of the fragment shader.
* @return The created shader
**/
GLShader *loadShaderFromCode(const QByteArray &vertexSource, const QByteArray &fragmentSource);
/**
* @return a pointer to the ShaderManager instance
**/
static ShaderManager *instance();
/**
* @brief Ensures that the ShaderManager is disabled.
*
* Used only by an OpenGL 1 Scene which does not use OpenGL 2 Shaders.
*
* @internal
* @since 4.10
**/
static void disable();
/**
* @internal
**/
static void cleanup();
private:
ShaderManager();
~ShaderManager();
void initShaders();
void resetShader(ShaderType type);
void bindFragDataLocations(GLShader *shader);
void bindAttributeLocations(GLShader *shader) const;
QStack<GLShader*> m_boundShaders;
GLShader *m_shader[3];
bool m_inited;
bool m_valid;
bool m_debug;
QByteArray m_shaderDir;
static ShaderManager *s_shaderManager;
};
/**
* An helper class to push a Shader on to ShaderManager's stack and ensuring that the Shader
* gets popped again from the stack automatically once the object goes out of life.
*
* How to use:
* @code
* {
* GLShader *myCustomShaderIWantToPush;
* ShaderBinder binder(myCustomShaderIWantToPush);
* // do stuff with the shader being pushed on the stack
* }
* // here the Shader is automatically popped as helper does no longer exist.
* @endcode
*
* This class takes care for the case that the Compositor uses OpenGL 1 and the ShaderManager is
* not valid. In that case the helper does not do anything. So this helper can be used to simplify
* the code to remove checks for OpenGL 1/2.
* @since 4.10
**/
class KWIN_EXPORT ShaderBinder
{
public:
/**
* @brief Pushes the Shader of the given @p type to the ShaderManager's stack.
*
* @param type The built-in Shader type
* @param reset Whether all uniforms should be reset to their default values. Defaults to false.
* @see ShaderManager::pushShader
**/
explicit ShaderBinder(ShaderManager::ShaderType type, bool reset = false);
/**
* @brief Pushes the given @p shader to the ShaderManager's stack.
*
* @param shader The Shader to push on the stack
* @see ShaderManager::pushShader
**/
explicit ShaderBinder(GLShader *shader);
~ShaderBinder();
/**
* @return The Shader pushed to the Stack. On OpenGL 1 this returns a @c null pointer.
**/
GLShader *shader();
private:
GLShader *m_shader;
};
inline
ShaderBinder::ShaderBinder(ShaderManager::ShaderType type, bool reset)
: m_shader(NULL)
{
#ifdef KWIN_HAVE_OPENGL_1
if (!ShaderManager::instance()->isValid()) {
return;
}
#endif
m_shader = ShaderManager::instance()->pushShader(type, reset);
}
inline
ShaderBinder::ShaderBinder(GLShader *shader)
: m_shader(shader)
{
#ifdef KWIN_HAVE_OPENGL_1
if (!ShaderManager::instance()->isValid()) {
return;
}
#endif
ShaderManager::instance()->pushShader(shader);
}
inline
ShaderBinder::~ShaderBinder()
{
#ifdef KWIN_HAVE_OPENGL_1
if (!ShaderManager::instance()->isValid()) {
return;
}
#endif
ShaderManager::instance()->popShader();
}
inline
GLShader* ShaderBinder::shader()
{
return m_shader;
}
/**
* @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
**/
explicit GLRenderTarget(const 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();
/**
* Sets the target texture
* @param target texture where the scene will be rendered on
* @since 4.8
**/
void attachTexture(const GLTexture& target);
bool valid() const {
return mValid;
}
static void initStatic();
static bool supported() {
return sSupported;
}
static void pushRenderTarget(GLRenderTarget *target);
static GLRenderTarget *popRenderTarget();
static bool isRenderTargetBound();
/**
* Whether the GL_EXT_framebuffer_blit extension is supported.
* This functionality is not available in OpenGL ES 2.0.
*
* @returns whether framebuffer blitting is supported.
* @since 4.8
**/
static bool blitSupported();
/**
* Blits the content of the current draw framebuffer into the texture attached to this FBO.
*
* Be aware that framebuffer blitting may not be supported on all hardware. Use @link blitSupported to check whether
* it is supported.
* @param source Geometry in screen coordinates which should be blitted, if not specified complete framebuffer is used
* @param destination Geometry in attached texture, if not specified complete texture is used as destination
* @param filter The filter to use if blitted content needs to be scaled.
* @see blitSupported
* @since 4.8
**/
void blitFromFramebuffer(const QRect &source = QRect(), const QRect &destination = QRect(), GLenum filter = GL_LINEAR);
protected:
void initFBO();
private:
static bool sSupported;
static bool s_blitSupported;
static QStack<GLRenderTarget*> s_renderTargets;
GLTexture mTexture;
bool mValid;
GLuint mFramebuffer;
};
enum VertexAttributeType {
VA_Position = 0,
VA_TexCoord = 1,
VertexAttributeCount = 2
};
/**
* Describes the format of a vertex attribute stored in a buffer object.
*
* The attribute format consists of the attribute index, the number of
* vector components, the data type, and the offset of the first element
* relative to the start of the vertex data.
*/
struct GLVertexAttrib
{
int index; /** The attribute index */
int size; /** The number of components [1..4] */
GLenum type; /** The type (e.g. GL_FLOAT) */
int relativeOffset; /** The relative offset of the attribute */
};
/**
* @short Vertex Buffer Object
*
* This is a short helper class to use vertex buffer objects (VBO). A VBO can be used to buffer
* vertex data and to store them on graphics memory. It is the only allowed way to pass vertex
* data to the GPU in OpenGL ES 2 and OpenGL 3 with forward compatible mode.
*
* If VBOs are not supported on the used OpenGL profile this class falls back to legacy
* rendering using client arrays. Therefore this class should always be used for rendering geometries.
*
* @author Martin Gräßlin <mgraesslin@kde.org>
* @since 4.6
*/
class KWIN_EXPORT GLVertexBuffer
{
public:
/**
* Enum to define how often the vertex data in the buffer object changes.
*/
enum UsageHint {
Dynamic, ///< frequent changes, but used several times for rendering
Static, ///< No changes to data
Stream ///< Data only used once for rendering, updated very frequently
};
explicit GLVertexBuffer(UsageHint hint);
~GLVertexBuffer();
/**
* Specifies how interleaved vertex attributes are laid out in
* the buffer object.
*
* Note that the attributes and the stride should be 32 bit aligned
* or a performance penalty may be incurred.
*
* For some hardware the optimal stride is a multiple of 32 bytes.
*
* Example:
*
* struct Vertex {
* QVector3D position;
* QVector2D texcoord;
* };
*
* const GLVertexAttrib attribs[] = {
* { VA_Position, 3, GL_FLOAT, offsetof(Vertex, position) },
* { VA_TexCoord, 2, GL_FLOAT, offsetof(Vertex, texcoord) }
* };
*
* Vertex vertices[6];
* vbo->setAttribLayout(attribs, 2, sizeof(Vertex));
* vbo->setData(vertices, sizeof(vertices));
*/
void setAttribLayout(const GLVertexAttrib *attribs, int count, int stride);
/**
* Uploads data into the buffer object's data store.
*/
void setData(const void *data, size_t sizeInBytes);
/**
* Sets the number of vertices that will be drawn by the render() method.
*/
void setVertexCount(int count);
/**
* Sets the vertex data.
* @param numberVertices The number of vertices in the arrays
* @param dim The dimension of the vertices: 2 for x/y, 3 for x/y/z
* @param vertices The vertices, size must equal @a numberVertices * @a dim
* @param texcoords The texture coordinates for each vertex.
* Size must equal 2 * @a numberVertices.
*/
void setData(int numberVertices, int dim, const float* vertices, const float* texcoords);
/**
* Maps an unused range of the data store into the client's address space.
*
* The data store will be reallocated if it is smaller than the given size.
*
* The buffer object is mapped for writing, not reading. Attempts to read from
* the mapped buffer range may result in system errors, including program
* termination. The data in the mapped region is undefined until it has been
* written to. If subsequent GL calls access unwritten memory, the results are
* undefined and system errors, including program termination, may occur.
*
* No GL calls that access the buffer object must be made while the buffer
* object is mapped. The returned pointer must not be passed as a parameter
* value to any GL function.
*
* It is assumed that the GL_ARRAY_BUFFER_BINDING will not be changed while
* the buffer object is mapped.
*/
GLvoid *map(size_t size);
/**
* Flushes the mapped buffer range and unmaps the buffer.
*/
void unmap();
/**
* Binds the vertex arrays to the context.
*/
void bindArrays();
/**
* Disables the vertex arrays.
*/
void unbindArrays();
/**
* Draws count vertices beginning with first.
*/
void draw(GLenum primitiveMode, int first, int count);
/**
* Draws count vertices beginning with first.
*/
void draw(const QRegion ®ion, GLenum primitiveMode, int first, int count, bool hardwareClipping = false);
/**
* Renders the vertex data in given @a primitiveMode.
* Please refer to OpenGL documentation of glDrawArrays or glDrawElements for allowed
* values for @a primitiveMode. Best is to use GL_TRIANGLES or similar to be future
* compatible.
*/
void render(GLenum primitiveMode);
/**
* Same as above restricting painting to @a region if @a hardwareClipping is true.
* It's within the caller's responsibility to enable GL_SCISSOR_TEST.
*/
void render(const QRegion& region, GLenum primitiveMode, bool hardwareClipping = false);
/**
* Sets the color the geometry will be rendered with.
* For legacy rendering glColor is used before rendering the geometry.
* For core shader a uniform "geometryColor" is expected and is set.
* @param color The color to render the geometry
* @param enableColor Whether the geometry should be rendered with a color or not
* @see setUseColor
* @see isUseColor
* @since 4.7
**/
void setColor(const QColor& color, bool enableColor = true);
/**
* @return @c true if geometry will be painted with a color, @c false otherwise
* @see setUseColor
* @see setColor
* @since 4.7
**/
bool isUseColor() const;
/**
* Enables/Disables rendering the geometry with a color.
* If no color is set an opaque, black color is used.
* @param enable Enable/Disable rendering with color
* @see isUseColor
* @see setColor
* @since 4.7
**/
void setUseColor(bool enable);
/**
* Resets the instance to default values.
* Useful for shared buffers.
* @since 4.7
**/
void reset();
/**
* @internal
*/
static void initStatic();
/**
* @internal
*/
static void cleanup();
/**
* Returns true if VBOs are supported, it is save to use this class even if VBOs are not
* supported.
* @returns true if vertex buffer objects are supported
*/
static bool isSupported();
/**
* Returns true if indexed quad mode is supported, and false otherwise.
*/
static bool supportsIndexedQuads();
/**
* @return A shared VBO for streaming data
* @since 4.7
**/
static GLVertexBuffer *streamingBuffer();
private:
GLVertexBufferPrivate* const d;
};
} // namespace
/** @} */
#endif
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