Port ExplosionEffect to plugin system

svn path=/branches/work/kwin_composite/; revision=656456
This commit is contained in:
Rivo Laks 2007-04-21 12:57:15 +00:00
parent f43b53ef7d
commit 868719ed65
7 changed files with 47 additions and 24 deletions

View file

@ -1017,6 +1017,13 @@ void EffectWindowImpl::markVerticesDirty()
abort(); // TODO
}
void EffectWindowImpl::setShader(GLShader* shader)
{
if( SceneOpenGL::Window* w = dynamic_cast< SceneOpenGL::Window* >( sceneWindow()))
return w->setShader(shader);
abort(); // TODO
}
EffectWindow* effectWindow( Toplevel* w )
{
EffectWindowImpl* ret = w->effectWindow();

View file

@ -178,6 +178,7 @@ class EffectWindowImpl : public EffectWindow
virtual QVector<Vertex>& vertices();
virtual void requestVertexGrid(int maxquadsize);
virtual void markVerticesDirty();
virtual void setShader(GLShader* shader);
const Toplevel* window() const;
Toplevel* window();

View file

@ -39,6 +39,7 @@ SET(kwin4_effect_tests_sources
if(OPENGL_FOUND)
SET(kwin4_effect_builtins_sources ${kwin4_effect_builtins_sources}
explosioneffect.cpp
magnifier.cpp
shadow.cpp
trackmouse.cpp
@ -50,6 +51,7 @@ if(OPENGL_FOUND)
)
install( FILES
explosion.desktop
magnifier.desktop
shadow.desktop
trackmouse.desktop

View file

@ -0,0 +1,4 @@
[Desktop Entry]
Encoding=UTF-8
Name=Explosion
X-KDE-Library=kwin4_effect_builtins

View file

@ -11,14 +11,11 @@ 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 <kwinglutils.h>
#include <QString>
#include <KStandardDirs>
#include <kdebug.h>
#include <math.h>
@ -26,6 +23,9 @@ License. See the file "COPYING" for the exact licensing terms.
namespace KWin
{
KWIN_EFFECT( Explosion, ExplosionEffect );
KWIN_EFFECT_SUPPORTED( Explosion, ExplosionEffect::supported() );
ExplosionEffect::ExplosionEffect() : Effect()
{
mActiveAnimations = 0;
@ -33,6 +33,12 @@ ExplosionEffect::ExplosionEffect() : Effect()
mInited = false;
}
bool ExplosionEffect::supported()
{
return GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
}
bool ExplosionEffect::loadData()
{
mInited = true;
@ -88,7 +94,7 @@ 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;
*mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(mask, region, time);
}
@ -97,22 +103,21 @@ void ExplosionEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* paint
{
if( mWindows.contains( w ))
{
SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow() );
if( mValid && glwin && !mInited )
if( mValid && !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 );
*mask |= PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED;
*mask &= ~PAINT_WINDOW_OPAQUE;
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
}
else
{
mWindows.remove( w );
static_cast< Deleted* >( w->window())->unrefWindow();
w->unrefWindow();
mActiveAnimations--;
}
}
@ -125,16 +130,15 @@ void ExplosionEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Wi
{
// 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 ) );
bool useshader = ( mValid && 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.xTranslate += int( w->width() / 2 * ( 1 - scale ));
data.yTranslate += int( w->height() / 2 * ( 1 - scale ));
data.opacity *= 0.99; // Force blending
mShader->bind();
mShader->setUniform("factor", (float)mWindows[w]);
@ -144,7 +148,7 @@ void ExplosionEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Wi
glActiveTexture(GL_TEXTURE5);
mEndOffsetTex->bind();
glActiveTexture(GL_TEXTURE0);
glwin->setShader(mShader);
w->setShader(mShader);
}
// Call the next effect.
@ -164,7 +168,7 @@ void ExplosionEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Wi
void ExplosionEffect::postPaintScreen()
{
if( mActiveAnimations > 0 )
workspace()->addRepaintFull();
effects->addRepaintFull();
// Call the next effect.
effects->postPaintScreen();
@ -172,19 +176,18 @@ void ExplosionEffect::postPaintScreen()
void ExplosionEffect::windowClosed( EffectWindow* c )
{
Client* cc = dynamic_cast< Client* >( c->window());
if( cc == NULL || (cc->isOnCurrentDesktop() && !cc->isMinimized()))
if( c->isOnCurrentDesktop() && !c->isMinimized())
{
mWindows[ c ] = 0; // count up to 1
c->window()->addRepaintFull();
static_cast< Deleted* >( c->window())->refWindow();
c->addRepaintFull();
c->refWindow();
mActiveAnimations++;
}
}
void ExplosionEffect::windowDeleted( EffectWindow* c )
{
mWindows.remove( c );
mWindows.remove( c );
}
} // namespace

View file

@ -12,7 +12,9 @@ License. See the file "COPYING" for the exact licensing terms.
#define KWIN_EXPLOSIONEFFECT_H
// Include with base class for effects.
#include <effects.h>
#include <kwineffects.h>
#include <QMap>
namespace KWin
{
@ -37,6 +39,8 @@ class ExplosionEffect
virtual void windowClosed( EffectWindow* c );
virtual void windowDeleted( EffectWindow* c );
static bool supported();
protected:
bool loadData();

View file

@ -37,6 +37,7 @@ class EffectWindowGroup;
class Effect;
class Vertex;
class GLRenderTarget;
class GLShader;
typedef QPair< QString, Effect* > EffectPair;
typedef QPair< Effect*, Window > InputWindowPair;
@ -322,6 +323,7 @@ class KWIN_EXPORT EffectWindow
// Marks vertices of the window as dirty. Call this if you change
// position of the vertices
virtual void markVerticesDirty() = 0;
virtual void setShader(GLShader* shader) = 0;
};
class KWIN_EXPORT EffectWindowGroup