/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Rivo Laks You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #include "test_fbo.h" #include #include namespace KWin { KWIN_EFFECT( test_fbo, TestFBOEffect ) KWIN_EFFECT_SUPPORTED( test_fbo, TestFBOEffect::supported() ) TestFBOEffect::TestFBOEffect() : Effect() { mRot = 0.0f; // Create texture and render target mTexture = new GLTexture(displayWidth(), displayHeight()); mTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR); mRenderTarget = new GLRenderTarget(mTexture); mValid = mRenderTarget->valid(); } TestFBOEffect::~TestFBOEffect() { delete mTexture; delete mRenderTarget; } bool TestFBOEffect::supported() { return GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() && (effects->compositingType() == OpenGLCompositing); } void TestFBOEffect::prePaintScreen( ScreenPrePaintData& data, int time ) { if(mValid) { data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; // Start rendering to texture effects->pushRenderTarget(mRenderTarget); } effects->prePaintScreen(data, time); } void TestFBOEffect::postPaintScreen() { // Call the next effect. effects->postPaintScreen(); if(mValid) { // Disable render texture assert( effects->popRenderTarget() == mRenderTarget ); mTexture->bind(); // Render fullscreen quad with screen contents glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(0.0, displayHeight()); glTexCoord2f(1.0, 0.0); glVertex2f(displayWidth(), displayHeight()); glTexCoord2f(1.0, 1.0); glVertex2f(displayWidth(), 0.0); glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 0.0); glEnd(); // Render rotated screen thumbnail mRot += 0.5f; glTranslatef(displayWidth()/2.0f, displayHeight()/2.0f, 0.0f); glRotatef(mRot, 0.0, 0.0, 1.0); glScalef(0.2, 0.2, 0.2); glTranslatef(-displayWidth()/2.0f, -displayHeight()/2.0f, 0.0f); glEnable(GL_BLEND); glColor4f(1.0, 1.0, 1.0, 0.8); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(0.0, displayHeight()); glTexCoord2f(1.0, 0.0); glVertex2f(displayWidth(), displayHeight()); glTexCoord2f(1.0, 1.0); glVertex2f(displayWidth(), 0.0); glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 0.0); glEnd(); glColor4f(1.0, 1.0, 1.0, 1.0); glDisable(GL_BLEND); // Reset matrix and unbind texture glLoadIdentity(); mTexture->unbind(); // Make sure the animation continues effects->addRepaintFull(); } } } // namespace