kwin/effects/explosion/explosion.cpp
Martin Gräßlin c2a4f81927 Introduce a helper class to automatically push/pop Shaders
The ShaderBinder class can be used for the case that a block of code
should be executed with a given Shader being bound. This is useful for
all the cases where there is a if-block for OpenGL2 execution with a
Shader being pushed in the first line to the ShaderManager and popped in
the last line of the block. With the helper this can be simplified to:

ShaderBinder binder(myCustomShader);

or

ShaderBinder binder(ShaderManager::GenericShader);

The ctor of ShaderBinder pushes the given Shader to the stack and once
the helper goes out of scope it will be popped again from the stack.

In addition the helper can take care of OpenGL 1 compositing, that is it
just does nothing. So it can also be used where there is a shared OpenGL1
and OpenGL2 code path where the Shader should only be pushed in OpenGL2.
This basically removes all the checks for the compositing type before
pushing/popping a Shader to the stack.

REVIEW: 106521
2012-09-29 15:33:57 +02:00

212 lines
6.5 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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 <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "explosion.h"
#include <kwinglutils.h>
#include <kwinglplatform.h>
#include <QMatrix4x4>
#include <QVector2D>
#include <KStandardDirs>
#include <kdebug.h>
#include <math.h>
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(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
}
ExplosionEffect::~ExplosionEffect()
{
delete mShader;
delete mStartOffsetTex;
delete mEndOffsetTex;
}
bool ExplosionEffect::supported()
{
return effects->compositingType() == OpenGL2Compositing;
}
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 {
ShaderBinder binder(mShader);
mShader->setUniform("startOffsetTexture", 4);
mShader->setUniform("endOffsetTexture", 5);
}
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) {
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.setXScale(scale);
data.setYScale(scale);
data.translate(int(w->width() / 2 * (1 - scale)), int(w->height() / 2 * (1 - scale)));
data.multiplyOpacity(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);
mShader->setUniform("windowSize", QVector2D(w->width(), w->height()));
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<void*>();
if (e && e != this)
return;
if (c->isOnCurrentDesktop() && !c->isMinimized()) {
if (mValid && !mInited)
mValid = loadData();
if (!mValid) {
// don't add to list as we cannot animate this window;
return;
}
mWindows[ c ] = 0; // count up to 1
c->addRepaintFull();
c->refWindow();
mActiveAnimations++;
}
}
void ExplosionEffect::slotWindowDeleted(EffectWindow* c)
{
mWindows.remove(c);
}
bool ExplosionEffect::isActive() const
{
return mActiveAnimations > 0;
}
} // namespace