Beispiel #1
0
ScreenPaintData::ScreenPaintData(const ScreenPaintData &other)
    : PaintData()
{
    translate(other.translation());
    setXScale(other.xScale());
    setYScale(other.yScale());
    setZScale(other.zScale());
    setRotationOrigin(other.rotationOrigin());
    setRotationAxis(other.rotationAxis());
    setRotationAngle(other.rotationAngle());
}
Beispiel #2
0
ScreenPaintData::ScreenPaintData(const ScreenPaintData &other)
    : PaintData()
    , d(new Private())
{
    translate(other.translation());
    setXScale(other.xScale());
    setYScale(other.yScale());
    setZScale(other.zScale());
    setRotationOrigin(other.rotationOrigin());
    setRotationAxis(other.rotationAxis());
    setRotationAngle(other.rotationAngle());
    d->projectionMatrix = other.d->projectionMatrix;
}
Beispiel #3
0
void TrackMouseEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
    effects->paintScreen(mask, region, data);   // paint normal screen
    if (!m_active)
        return;

    if ( effects->isOpenGLCompositing() && m_texture[0] && m_texture[1]) {
        ShaderBinder binder(ShaderManager::GenericShader);
        GLShader *shader(binder.shader());
        if (!shader) {
            return;
        }
        QMatrix4x4 modelview;
        modelview = shader->getUniformMatrix4x4("modelview");
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
        QMatrix4x4 matrix(modelview);
        const QPointF p = m_lastRect[0].topLeft() + QPoint(m_lastRect[0].width()/2.0, m_lastRect[0].height()/2.0);
        const float x = p.x()*data.xScale() + data.xTranslation();
        const float y = p.y()*data.yScale() + data.yTranslation();
        for (int i = 0; i < 2; ++i) {
            matrix.translate(x, y, 0.0);
            matrix.rotate(i ? -2*m_angle : m_angle, 0, 0, 1.0);
            matrix.translate(-x, -y, 0.0);
            shader->setUniform(GLShader::ModelViewMatrix, matrix);
            shader->setUniform(GLShader::Saturation, 1.0);
            shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
            m_texture[i]->bind();
            m_texture[i]->render(region, m_lastRect[i]);
            m_texture[i]->unbind();
        }
        glDisable(GL_BLEND);
        shader->setUniform(GLShader::ModelViewMatrix, modelview);
    }
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
    if ( effects->compositingType() == XRenderCompositing && m_picture[0] && m_picture[1]) {
        float sine = sin(m_angle);
        const float cosine = cos(m_angle);
        for (int i = 0; i < 2; ++i) {
            if (i) sine = -sine;
            const float dx = m_size[i].width()/2.0;
            const float dy = m_size[i].height()/2.0;
            const xcb_render_picture_t picture = *m_picture[i];
#define DOUBLE_TO_FIXED(d) ((xcb_render_fixed_t) ((d) * 65536))
            xcb_render_transform_t xform = {
                DOUBLE_TO_FIXED( cosine ), DOUBLE_TO_FIXED( -sine ), DOUBLE_TO_FIXED( dx - cosine*dx + sine*dy ),
                DOUBLE_TO_FIXED( sine ), DOUBLE_TO_FIXED( cosine ), DOUBLE_TO_FIXED( dy - sine*dx - cosine*dy ),
                DOUBLE_TO_FIXED( 0.0 ), DOUBLE_TO_FIXED( 0.0 ), DOUBLE_TO_FIXED( 1.0 )
            };
#undef DOUBLE_TO_FIXED
            xcb_render_set_picture_transform(xcbConnection(), picture, xform);
            xcb_render_set_picture_filter(xcbConnection(), picture, 8, "bilinear", 0, NULL);
            const QRect &rect = m_lastRect[i];
            xcb_render_composite(xcbConnection(), XCB_RENDER_PICT_OP_OVER, picture, XCB_RENDER_PICTURE_NONE,
                                 effects->xrenderBufferPicture(), 0, 0, 0, 0,
                                 qRound((rect.x()+rect.width()/2.0)*data.xScale() - rect.width()/2.0 + data.xTranslation()),
                                 qRound((rect.y()+rect.height()/2.0)*data.yScale() - rect.height()/2.0 + data.yTranslation()),
                                 rect.width(), rect.height());
        }
    }
#endif
    if (effects->compositingType() == QPainterCompositing && !m_image[0].isNull() && !m_image[1].isNull()) {
        QPainter *painter = effects->scenePainter();
        const QPointF p = m_lastRect[0].topLeft() + QPoint(m_lastRect[0].width()/2.0, m_lastRect[0].height()/2.0);
        for (int i = 0; i < 2; ++i) {
            painter->save();
            painter->translate(p.x(), p.y());
            painter->rotate(i ? -2*m_angle : m_angle);
            painter->translate(-p.x(), -p.y());
            painter->drawImage(m_lastRect[i], m_image[i]);
            painter->restore();
        }
    }
}