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 KWin
{
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");
QString starttexture = KGlobal::dirs()->findResource("data", "kwin/explosion-start.png");
QString endtexture = KGlobal::dirs()->findResource("data", "kwin/explosion-end.png");
if(fragmentshader.isEmpty() || vertexshader.isEmpty())
{
kError() << k_funcinfo << "Couldn't locate shader files" << endl;
return false;
}
if(starttexture.isEmpty() || endtexture.isEmpty())
{
kError() << k_funcinfo << "Couldn't locate texture 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();
}
mStartOffsetTex = new GLTexture(starttexture);
mEndOffsetTex = new GLTexture(endtexture);
if(mStartOffsetTex->isNull() || mEndOffsetTex->isNull())
{
kError() << k_funcinfo << "The textures failed to load!" << endl;
return false;
}
else
{
mStartOffsetTex->setFilter( GL_LINEAR );
mEndOffsetTex->setFilter( GL_LINEAR );
}
return true;
}
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_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(mask, region, time);
}
void ExplosionEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* paint, QRegion* clip, int time )
{
if( mWindows.contains( w ))
{
SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow() );
if( mValid && glwin && !mInited )
mValid = loadData();
if( mValid )
{
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, paint, clip, 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() );
bool useshader = ( mValid && glwin && mWindows.contains( w ) );
if( useshader )
{
float maxscaleadd = 1.5f;
float scale = 1 + maxscaleadd*mWindows[w];
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);
mStartOffsetTex->bind();
glActiveTexture(GL_TEXTURE5);
mEndOffsetTex->bind();
glActiveTexture(GL_TEXTURE0);
glwin->setShader(mShader);
}
// Call the next effect.
effects->paintWindow( w, mask, region, data );
if( useshader )
{
mShader->unbind();
glActiveTexture(GL_TEXTURE4);
mStartOffsetTex->unbind();
glActiveTexture(GL_TEXTURE5);
mEndOffsetTex->unbind();
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