/***************************************************************** 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 "demo_liquid.h" #include #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() << "Couldn't locate shader files" << endl; return false; } mShader = new GLShader(vertexshader, fragmentshader); if(!mShader->isValid()) { kError() << "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", 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