/******************************************************************** 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 "demo_liquid.h" #include #include #include namespace KWin { KWIN_EFFECT( demo_liquid, LiquidEffect ) KWIN_EFFECT_SUPPORTED( demo_liquid, LiquidEffect::supported() ) LiquidEffect::LiquidEffect() : Effect() { mTexture = 0; mRenderTarget = 0; mShader = 0; mTime = 0.0f; mValid = loadData(); } LiquidEffect::~LiquidEffect() { delete mTexture; delete mRenderTarget; delete mShader; } bool LiquidEffect::loadData() { // 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 ) << "NPOT textures not supported, wasting some memory" ; 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/liquid.frag"); QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/liquid.vert"); if(fragmentshader.isEmpty() || vertexshader.isEmpty()) { kError(1212) << "Couldn't locate shader files" << endl; return false; } mShader = new GLShader(vertexshader, fragmentshader); if(!mShader->isValid()) { kError(1212) << "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; } bool LiquidEffect::supported() { return GLRenderTarget::supported() && GLShader::fragmentShaderSupported() && (effects->compositingType() == OpenGLCompositing); } void LiquidEffect::prePaintScreen( ScreenPrePaintData& data, int time ) { mTime += time / 1000.0f; if(mValid) { data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; // Start rendering to texture effects->pushRenderTarget(mRenderTarget); } effects->prePaintScreen(data, time); } void LiquidEffect::postPaintScreen() { // Call the next effect. effects->postPaintScreen(); if(mValid) { // Disable render texture assert( effects->popRenderTarget() == mRenderTarget ); mTexture->bind(); // Use the shader mShader->bind(); mShader->setUniform("time", (float)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(); // Make sure the animation continues effects->addRepaintFull(); } } } // namespace