kwin/effects/explosioneffect.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 "explosioneffect.h"
#include <scene_opengl.h>
#include <workspace.h>
#include <client.h>
#include <glutils.h>
#include <deleted.h>
#include <QString>
#include <KStandardDirs>
#include <math.h>
namespace KWinInternal
{
ExplosionEffect::ExplosionEffect() : Effect()
{
mActiveAnimations = 0;
mValid = true;
mInited = false;
}
bool ExplosionEffect::loadData()
{
mInited = true;
QString shadername("explosion");
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/explosion.frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/explosion.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;
}
else
{
mShader->bind();
mShader->setUniform("winTexture", 0);
mShader->setUniform("startOffsetTexture", 4);
mShader->setUniform("endOffsetTexture", 5);
mShader->unbind();
}
if((mStartOffsetTex = loadTexture("explosion-start.png")) == 0)
return false;
if((mEndOffsetTex = loadTexture("explosion-end.png")) == 0)
return false;
return true;
}
unsigned int ExplosionEffect::loadTexture(const QString& filename)
{
QString fullfilename = KGlobal::dirs()->findResource("data", "kwin/" + filename);
if(fullfilename.isEmpty())
{
kError() << k_funcinfo << "Couldn't find texture '" << filename << "'" << endl;
return 0;
}
QImage img(fullfilename);
if(img.isNull())
{
kError() << k_funcinfo << "Couldn't load image from file " << fullfilename << endl;
return 0;
}
img = convertToGLFormat(img);
unsigned int tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, img.bits());
glBindTexture(GL_TEXTURE_2D, 0);
return tex;
}
QImage ExplosionEffect::convertToGLFormat(const QImage& img) const
{
// This method has been copied from Qt's QGLWidget::convertToGLFormat()
QImage res = img.convertToFormat(QImage::Format_ARGB32);
res = res.mirrored();
if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
// Qt has ARGB; OpenGL wants RGBA
for (int i=0; i < res.height(); i++) {
uint *p = (uint*)res.scanLine(i);
uint *end = p + res.width();
while (p < end) {
*p = (*p << 8) | ((*p >> 24) & 0xFF);
p++;
}
}
}
else {
// Qt has ARGB; OpenGL wants ABGR (i.e. RGBA backwards)
res = res.rgbSwapped();
}
return res;
}
void ExplosionEffect::prePaintScreen( int* mask, QRegion* region, int time )
{
if( mActiveAnimations > 0 )
// We need to mark the screen as transformed. Otherwise the whole screen
// won't be repainted, resulting in artefacts
*mask |= Scene::PAINT_SCREEN_TRANSFORMED;
effects->prePaintScreen(mask, region, time);
}
void ExplosionEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time )
{
if( mWindows.contains( w ))
{
mWindows[ w ] += time / 700.0; // complete change in 700ms
if( mWindows[ w ] < 1 )
{
*mask |= Scene::PAINT_WINDOW_TRANSLUCENT | Scene::PAINT_WINDOW_TRANSFORMED;
*mask &= ~Scene::PAINT_WINDOW_OPAQUE;
w->enablePainting( Scene::Window::PAINT_DISABLED_BY_DELETE );
}
else
{
mWindows.remove( w );
static_cast< Deleted* >( w->window())->unrefWindow();
mActiveAnimations--;
}
}
effects->prePaintWindow( w, mask, region, time );
}
void ExplosionEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
// Make sure we have OpenGL compositing and the window is vidible and not a
// special window
SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow() );
//Client* c = qobject_cast< Client* >( w->window() );
bool useshader = ( mValid && glwin && mWindows.contains( w ) );
if( useshader && !mInited )
useshader = mValid = loadData();
if( useshader )
{
float maxscaleadd = 1.5f;
float scale = 1 + maxscaleadd*mWindows[w];
//data.xTranslate = (f - 1)*
data.xScale = scale;
data.yScale = scale;
data.xTranslate += int( w->window()->width() / 2 * ( 1 - scale ));
data.yTranslate += int( w->window()->height() / 2 * ( 1 - scale ));
data.opacity *= 0.99; // Force blending
mShader->bind();
mShader->setUniform("factor", (float)mWindows[w]);
mShader->setUniform("scale", scale);
glActiveTexture(GL_TEXTURE4);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mStartOffsetTex);
glActiveTexture(GL_TEXTURE5);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mEndOffsetTex);
glActiveTexture(GL_TEXTURE0);
glwin->setShader(mShader);
}
// Call the next effect.
effects->paintWindow( w, mask, region, data );
if( useshader )
{
mShader->unbind();
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
}
}
void ExplosionEffect::postPaintScreen()
{
if( mActiveAnimations > 0 )
workspace()->addRepaintFull();
// Call the next effect.
effects->postPaintScreen();
}
void ExplosionEffect::windowClosed( EffectWindow* c )
{
Client* cc = dynamic_cast< Client* >( c->window());
if( cc == NULL || (cc->isOnCurrentDesktop() && !cc->isMinimized()))
{
mWindows[ c ] = 0; // count up to 1
c->window()->addRepaintFull();
static_cast< Deleted* >( c->window())->refWindow();
mActiveAnimations++;
}
}
void ExplosionEffect::windowDeleted( EffectWindow* c )
{
mWindows.remove( c );
}
} // namespace