kwin/effects/_test/test_fbo.cpp
2011-01-31 20:07:03 +01:00

120 lines
3.4 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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/>.
*********************************************************************/
#include "test_fbo.h"
#include <kwinglutils.h>
#include <assert.h>
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