/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006-2007 Rivo Laks You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #include "kwinshadereffect.h" #include "kwinglutils.h" #include #include #include 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