/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Rivo Laks This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . *********************************************************************/ #include "explosion.h" #include #include #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; connect(effects, SIGNAL(windowClosed(EffectWindow*)), this, SLOT(slotWindowClosed(EffectWindow*))); connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*))); } ExplosionEffect::~ExplosionEffect() { delete mShader; delete mStartOffsetTex; delete mEndOffsetTex; } bool ExplosionEffect::supported() { return GLPlatform::instance()->supports(GLSL) && (effects->compositingType() == OpenGLCompositing); } bool ExplosionEffect::loadData() { mInited = true; QString shadername("explosion"); const QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/explosion.frag"); QString starttexture = KGlobal::dirs()->findResource("data", "kwin/explosion-start.png"); QString endtexture = KGlobal::dirs()->findResource("data", "kwin/explosion-end.png"); if (starttexture.isEmpty() || endtexture.isEmpty()) { kError(1212) << "Couldn't locate texture files" << endl; return false; } mShader = ShaderManager::instance()->loadFragmentShader(ShaderManager::GenericShader, fragmentshader); if (!mShader->isValid()) { kError(1212) << "The shader failed to load!" << endl; return false; } else { ShaderManager::instance()->pushShader(mShader); mShader->setUniform("startOffsetTexture", 4); mShader->setUniform("endOffsetTexture", 5); ShaderManager::instance()->popShader(); } mStartOffsetTex = new GLTexture(starttexture); mEndOffsetTex = new GLTexture(endtexture); if (mStartOffsetTex->isNull() || mEndOffsetTex->isNull()) { kError(1212) << "The textures failed to load!" << endl; return false; } else { mStartOffsetTex->setFilter(GL_LINEAR); mEndOffsetTex->setFilter(GL_LINEAR); } return true; } void ExplosionEffect::prePaintScreen(ScreenPrePaintData& data, int time) { if (mActiveAnimations > 0) // We need to mark the screen as transformed. Otherwise the whole screen // won't be repainted, resulting in artefacts data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; effects->prePaintScreen(data, time); } void ExplosionEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) { if (mWindows.contains(w)) { if (mValid && !mInited) mValid = loadData(); if (mValid) { mWindows[ w ] += time / animationTime(700.0); // complete change in 700ms if (mWindows[ w ] < 1) { data.setTranslucent(); data.setTransformed(); w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DELETE); } else { mWindows.remove(w); w->unrefWindow(); mActiveAnimations--; } } } effects->prePaintWindow(w, data, 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) { double maxscaleadd = 1.5f; double 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 ShaderManager *manager = ShaderManager::instance(); GLShader *shader = manager->pushShader(ShaderManager::GenericShader); QMatrix4x4 screenTransformation = shader->getUniformMatrix4x4("screenTransformation"); manager->popShader(); ShaderManager::instance()->pushShader(mShader); mShader->setUniform("screenTransformation", screenTransformation); mShader->setUniform("factor", (float)mWindows[w]); mShader->setUniform("scale", (float)scale); glActiveTexture(GL_TEXTURE4); mStartOffsetTex->bind(); glActiveTexture(GL_TEXTURE5); mEndOffsetTex->bind(); glActiveTexture(GL_TEXTURE0); data.shader = mShader; } // Call the next effect. effects->paintWindow(w, mask, region, data); if (useshader) { ShaderManager::instance()->popShader(); 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::slotWindowClosed(EffectWindow* c) { const void* e = c->data(WindowClosedGrabRole).value(); if (e && e != this) return; if (c->isOnCurrentDesktop() && !c->isMinimized()) { mWindows[ c ] = 0; // count up to 1 c->addRepaintFull(); c->refWindow(); mActiveAnimations++; } } void ExplosionEffect::slotWindowDeleted(EffectWindow* c) { mWindows.remove(c); } } // namespace