kwin/effects/demo_liquid.cpp

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/*****************************************************************
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 "demo_liquid.h"
#include <kwinglutils.h>
#include <KStandardDirs>
#include <kdebug.h>
#include <assert.h>
namespace KWin
{
KWIN_EFFECT( demo_liquid, LiquidEffect )
KWIN_EFFECT_SUPPORTED( demo_liquid, LiquidEffect::supported() )
LiquidEffect::LiquidEffect() : Effect()
{
mTexture = 0;
mRenderTarget = 0;
mShader = 0;
mTime = 0.0f;
mValid = loadData();
}
LiquidEffect::~LiquidEffect()
{
delete mTexture;
delete mRenderTarget;
delete mShader;
}
bool LiquidEffect::loadData()
{
// If NPOT textures are not supported, use nearest power-of-two sized
// texture. It wastes memory, but it's possible to support systems without
// NPOT textures that way
int texw = displayWidth();
int texh = displayHeight();
if( !GLTexture::NPOTTextureSupported() )
{
kWarning( 1212 ) << k_funcinfo << "NPOT textures not supported, wasting some memory" << endl;
texw = nearestPowerOfTwo(texw);
texh = nearestPowerOfTwo(texh);
}
// Create texture and render target
mTexture = new GLTexture(texw, texh);
mTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
mTexture->setWrapMode(GL_CLAMP);
mRenderTarget = new GLRenderTarget(mTexture);
if( !mRenderTarget->valid() )
return false;
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/liquid.frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/liquid.vert");
if(fragmentshader.isEmpty() || vertexshader.isEmpty())
{
kError() << k_funcinfo << "Couldn't locate shader files" << endl;
return false;
}
mShader = new GLShader(vertexshader, fragmentshader);
if(!mShader->isValid())
{
kError() << k_funcinfo << "The shader failed to load!" << endl;
return false;
}
mShader->bind();
mShader->setUniform("sceneTex", 0);
mShader->setUniform("textureWidth", (float)texw);
mShader->setUniform("textureHeight", (float)texh);
mShader->unbind();
return true;
}
bool LiquidEffect::supported()
{
return GLRenderTarget::supported() &&
GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
}
void LiquidEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
mTime += time / 1000.0f;
if(mValid)
{
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
// Start rendering to texture
effects->pushRenderTarget(mRenderTarget);
}
effects->prePaintScreen(data, time);
}
void LiquidEffect::postPaintScreen()
{
// Call the next effect.
effects->postPaintScreen();
if(mValid)
{
// Disable render texture
assert( effects->popRenderTarget() == mRenderTarget );
mTexture->bind();
// Use the shader
mShader->bind();
mShader->setUniform("time", mTime);
// Render fullscreen quad with screen contents
glBegin(GL_QUADS);
glVertex2f(0.0, displayHeight());
glVertex2f(displayWidth(), displayHeight());
glVertex2f(displayWidth(), 0.0);
glVertex2f(0.0, 0.0);
glEnd();
mShader->unbind();
mTexture->unbind();
// Make sure the animation continues
effects->addRepaintFull();
}
}
} // namespace