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
113 lines
3 KiB
C++
113 lines
3 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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#include "test_fbo.h"
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#include <kwinglutils.h>
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#include <assert.h>
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namespace KWin
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{
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KWIN_EFFECT( test_fbo, TestFBOEffect )
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KWIN_EFFECT_SUPPORTED( test_fbo, TestFBOEffect::supported() )
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TestFBOEffect::TestFBOEffect() : Effect()
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{
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mRot = 0.0f;
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// Create texture and render target
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mTexture = new GLTexture(displayWidth(), displayHeight());
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mTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
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mRenderTarget = new GLRenderTarget(mTexture);
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mValid = mRenderTarget->valid();
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}
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TestFBOEffect::~TestFBOEffect()
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{
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delete mTexture;
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delete mRenderTarget;
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}
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bool TestFBOEffect::supported()
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{
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return GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() &&
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(effects->compositingType() == OpenGLCompositing);
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}
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void TestFBOEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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if(mValid)
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{
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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// Start rendering to texture
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effects->pushRenderTarget(mRenderTarget);
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}
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effects->prePaintScreen(data, time);
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}
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void TestFBOEffect::postPaintScreen()
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{
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// Call the next effect.
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effects->postPaintScreen();
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if(mValid)
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{
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// Disable render texture
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assert( effects->popRenderTarget() == mRenderTarget );
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mTexture->bind();
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// Render fullscreen quad with screen contents
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 0.0); glVertex2f(0.0, displayHeight());
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glTexCoord2f(1.0, 0.0); glVertex2f(displayWidth(), displayHeight());
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glTexCoord2f(1.0, 1.0); glVertex2f(displayWidth(), 0.0);
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glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 0.0);
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glEnd();
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// Render rotated screen thumbnail
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mRot += 0.5f;
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glTranslatef(displayWidth()/2.0f, displayHeight()/2.0f, 0.0f);
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glRotatef(mRot, 0.0, 0.0, 1.0);
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glScalef(0.2, 0.2, 0.2);
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glTranslatef(-displayWidth()/2.0f, -displayHeight()/2.0f, 0.0f);
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glEnable(GL_BLEND);
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glColor4f(1.0, 1.0, 1.0, 0.8);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 0.0); glVertex2f(0.0, displayHeight());
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glTexCoord2f(1.0, 0.0); glVertex2f(displayWidth(), displayHeight());
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glTexCoord2f(1.0, 1.0); glVertex2f(displayWidth(), 0.0);
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glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 0.0);
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glEnd();
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glDisable(GL_BLEND);
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// Reset matrix and unbind texture
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glLoadIdentity();
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mTexture->unbind();
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// Make sure the animation continues
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effects->addRepaintFull();
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}
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}
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} // namespace
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