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
49 lines
1.1 KiB
C++
49 lines
1.1 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) 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_TESTFBOEFFECT_H
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#define KWIN_TESTFBOEFFECT_H
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// Include with base class for effects.
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#include <kwineffects.h>
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namespace KWin
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{
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class GLRenderTarget;
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class GLTexture;
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/**
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* Demonstrates usage of GLRenderTarget by first rendering the scene onto a
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* texture and then rendering a small rotating thumbnail of the entire scene
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* on top of the usual scene.
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**/
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class TestFBOEffect : public Effect
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{
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public:
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TestFBOEffect();
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~TestFBOEffect();
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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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private:
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GLTexture* mTexture;
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GLRenderTarget* mRenderTarget;
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bool mValid;
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float mRot;
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};
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} // namespace
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#endif
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