kwin/effects/test_fbo.cpp
Rivo Laks 7a5415ecdb Add a demo/test effect for GLRenderTarget.
It renders a small rotating thumbnail of the scene in the middle of the screen.

svn path=/branches/work/kwin_composite/; revision=655498
2007-04-18 15:42:06 +00:00

102 lines
2.7 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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 <kwinglutils.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();
}
bool TestFBOEffect::supported()
{
return hasGLExtension("GL_EXT_framebuffer_object") &&
(effects->compositingType() == OpenGLCompositing);
}
void TestFBOEffect::prePaintScreen( int* mask, QRegion* region, int time )
{
if(mValid)
{
*mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
// Start rendering to texture
mRenderTarget->enable();
}
effects->prePaintScreen(mask, region, time);
}
void TestFBOEffect::postPaintScreen()
{
// Call the next effect.
effects->postPaintScreen();
if(mValid)
{
// Disable render texture
mRenderTarget->disable();
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);
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();
// Reset matrix and unbind texture
glLoadIdentity();
mTexture->unbind();
// Make sure the animation continues
effects->addRepaintFull();
}
}
} // namespace