/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Rivo Laks 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 #include #include #include namespace KWin { KWIN_EFFECT( Explosion, ExplosionEffect ) KWIN_EFFECT_SUPPORTED( Explosion, ExplosionEffect::supported() ) ExplosionEffect::ExplosionEffect() : Effect() { mShader = 0; mStartOffsetTex = 0; mEndOffsetTex = 0; mActiveAnimations = 0; mValid = true; mInited = false; } ExplosionEffect::~ExplosionEffect() { delete mShader; delete mStartOffsetTex; delete mEndOffsetTex; } bool ExplosionEffect::supported() { return GLShader::fragmentShaderSupported() && (effects->compositingType() == OpenGLCompositing); } 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 |= 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 )) { if( mValid && !mInited ) mValid = loadData(); if( mValid ) { mWindows[ w ] += time / 700.0; // complete change in 700ms if( mWindows[ w ] < 1 ) { *mask |= PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED; *mask &= ~PAINT_WINDOW_OPAQUE; w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE ); } else { mWindows.remove( w ); w->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 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->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]); mShader->setUniform("scale", scale); glActiveTexture(GL_TEXTURE4); mStartOffsetTex->bind(); glActiveTexture(GL_TEXTURE5); mEndOffsetTex->bind(); glActiveTexture(GL_TEXTURE0); w->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 ) effects->addRepaintFull(); // Call the next effect. effects->postPaintScreen(); } void ExplosionEffect::windowClosed( EffectWindow* c ) { if( c->isOnCurrentDesktop() && !c->isMinimized()) { mWindows[ c ] = 0; // count up to 1 c->addRepaintFull(); c->refWindow(); mActiveAnimations++; } } void ExplosionEffect::windowDeleted( EffectWindow* c ) { mWindows.remove( c ); } } // namespace