Add ShaderEffect class which provides generic support for fullscreen shader effects

svn path=/trunk/KDE/kdebase/workspace/; revision=683160
This commit is contained in:
Rivo Laks 2007-07-04 09:54:32 +00:00
parent 8d929cb3fc
commit 2632c2ff56
3 changed files with 222 additions and 0 deletions

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@ -30,6 +30,7 @@ set(kwin_EFFECTSLIB_SRCS
kwineffects.cpp
kwinglutils.cpp
kwinglutils_funcs.cpp
kwinshadereffect.cpp
)
kde4_automoc(${kwin_EFFECTSLIB_SRCS})
kde4_add_library(kwineffects SHARED ${kwin_EFFECTSLIB_SRCS})

165
lib/kwinshadereffect.cpp Normal file
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@ -0,0 +1,165 @@
/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 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 "kwinshadereffect.h"
#include "kwinglutils.h"
#include <kstandarddirs.h>
#include <kdebug.h>
#include <assert.h>
namespace KWin
{
ShaderEffect::ShaderEffect(const QString& shadername) : Effect()
{
mTexture = 0;
mRenderTarget = 0;
mShader = 0;
mTime = 0.0f;
mValid = loadData(shadername);
mEnabled = false;
}
ShaderEffect::~ShaderEffect()
{
delete mTexture;
delete mRenderTarget;
delete mShader;
}
bool ShaderEffect::loadData(const QString& shadername)
{
#ifndef HAVE_OPENGL
return false;
#else
// 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/" + shadername + ".frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/" + shadername + ".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;
#endif
}
bool ShaderEffect::supported()
{
#ifndef HAVE_OPENGL
return false;
#else
return GLRenderTarget::supported() &&
GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
#endif
}
bool ShaderEffect::isEnabled() const
{
return mEnabled;
}
void ShaderEffect::setEnabled(bool enabled)
{
mEnabled = enabled;
// Everything needs to be repainted
effects->addRepaintFull();
}
GLShader* ShaderEffect::shader() const
{
return mShader;
}
void ShaderEffect::prePaintScreen( int* mask, QRegion* region, int time )
{
mTime += time / 1000.0f;
#ifdef HAVE_OPENGL
if( mValid && mEnabled )
{
*mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
// Start rendering to texture
effects->pushRenderTarget(mRenderTarget);
}
#endif
effects->prePaintScreen(mask, region, time);
}
void ShaderEffect::postPaintScreen()
{
// Call the next effect.
effects->postPaintScreen();
#ifdef HAVE_OPENGL
if( mValid && mEnabled )
{
// 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();
}
#endif
}
} // namespace

56
lib/kwinshadereffect.h Normal file
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@ -0,0 +1,56 @@
/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 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.
******************************************************************/
#ifndef KWIN_SHADEREFFECT_H
#define KWIN_SHADEREFFECT_H
#include <kwineffects.h>
namespace KWin
{
class GLTexture;
class GLRenderTarget;
class GLShader;
class KWIN_EXPORT ShaderEffect : public Effect
{
public:
ShaderEffect(const QString& shadername);
virtual ~ShaderEffect();
virtual void prePaintScreen( int* mask, QRegion* region, int time );
virtual void postPaintScreen();
static bool supported();
protected:
bool isEnabled() const;
void setEnabled(bool enabled);
GLShader* shader() const;
bool loadData(const QString& shadername);
private:
GLTexture* mTexture;
GLRenderTarget* mRenderTarget;
GLShader* mShader;
bool mValid;
float mTime;
bool mEnabled;
};
} // namespace
#endif