c2a4f81927
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
212 lines
6.5 KiB
C++
212 lines
6.5 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "explosion.h"
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#include <kwinglutils.h>
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#include <kwinglplatform.h>
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#include <QMatrix4x4>
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#include <QVector2D>
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#include <KStandardDirs>
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#include <kdebug.h>
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#include <math.h>
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namespace KWin
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{
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KWIN_EFFECT(explosion, ExplosionEffect)
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KWIN_EFFECT_SUPPORTED(explosion, ExplosionEffect::supported())
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ExplosionEffect::ExplosionEffect() : Effect()
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{
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mShader = 0;
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mStartOffsetTex = 0;
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mEndOffsetTex = 0;
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mActiveAnimations = 0;
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mValid = true;
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mInited = false;
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connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
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}
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ExplosionEffect::~ExplosionEffect()
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{
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delete mShader;
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delete mStartOffsetTex;
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delete mEndOffsetTex;
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}
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bool ExplosionEffect::supported()
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{
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return effects->compositingType() == OpenGL2Compositing;
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}
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bool ExplosionEffect::loadData()
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{
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mInited = true;
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QString shadername("explosion");
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const QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/explosion.frag");
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QString starttexture = KGlobal::dirs()->findResource("data", "kwin/explosion-start.png");
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QString endtexture = KGlobal::dirs()->findResource("data", "kwin/explosion-end.png");
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if (starttexture.isEmpty() || endtexture.isEmpty()) {
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kError(1212) << "Couldn't locate texture files" << endl;
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return false;
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}
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mShader = ShaderManager::instance()->loadFragmentShader(ShaderManager::GenericShader, fragmentshader);
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if (!mShader->isValid()) {
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kError(1212) << "The shader failed to load!" << endl;
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return false;
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} else {
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ShaderBinder binder(mShader);
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mShader->setUniform("startOffsetTexture", 4);
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mShader->setUniform("endOffsetTexture", 5);
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}
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mStartOffsetTex = new GLTexture(starttexture);
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mEndOffsetTex = new GLTexture(endtexture);
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if (mStartOffsetTex->isNull() || mEndOffsetTex->isNull()) {
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kError(1212) << "The textures failed to load!" << endl;
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return false;
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} else {
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mStartOffsetTex->setFilter(GL_LINEAR);
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mEndOffsetTex->setFilter(GL_LINEAR);
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}
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return true;
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}
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void ExplosionEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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if (mActiveAnimations > 0)
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// We need to mark the screen as transformed. Otherwise the whole screen
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// won't be repainted, resulting in artefacts
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(data, time);
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}
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void ExplosionEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
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{
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if (mWindows.contains(w)) {
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if (mValid) {
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mWindows[ w ] += time / animationTime(700.0); // complete change in 700ms
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if (mWindows[ w ] < 1) {
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data.setTranslucent();
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data.setTransformed();
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w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DELETE);
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} else {
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mWindows.remove(w);
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w->unrefWindow();
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mActiveAnimations--;
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}
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}
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}
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effects->prePaintWindow(w, data, time);
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}
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void ExplosionEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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// Make sure we have OpenGL compositing and the window is vidible and not a
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// special window
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bool useshader = (mValid && mWindows.contains(w));
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if (useshader) {
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double maxscaleadd = 1.5f;
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double scale = 1 + maxscaleadd * mWindows[w];
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data.setXScale(scale);
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data.setYScale(scale);
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data.translate(int(w->width() / 2 * (1 - scale)), int(w->height() / 2 * (1 - scale)));
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data.multiplyOpacity(0.99); // Force blending
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ShaderManager *manager = ShaderManager::instance();
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GLShader *shader = manager->pushShader(ShaderManager::GenericShader);
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QMatrix4x4 screenTransformation = shader->getUniformMatrix4x4("screenTransformation");
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manager->popShader();
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ShaderManager::instance()->pushShader(mShader);
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mShader->setUniform("screenTransformation", screenTransformation);
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mShader->setUniform("factor", (float)mWindows[w]);
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mShader->setUniform("scale", (float)scale);
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mShader->setUniform("windowSize", QVector2D(w->width(), w->height()));
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glActiveTexture(GL_TEXTURE4);
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mStartOffsetTex->bind();
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glActiveTexture(GL_TEXTURE5);
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mEndOffsetTex->bind();
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glActiveTexture(GL_TEXTURE0);
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data.shader = mShader;
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}
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// Call the next effect.
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effects->paintWindow(w, mask, region, data);
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if (useshader) {
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ShaderManager::instance()->popShader();
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glActiveTexture(GL_TEXTURE4);
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mStartOffsetTex->unbind();
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glActiveTexture(GL_TEXTURE5);
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mEndOffsetTex->unbind();
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glActiveTexture(GL_TEXTURE0);
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}
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}
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void ExplosionEffect::postPaintScreen()
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{
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if (mActiveAnimations > 0)
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effects->addRepaintFull();
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// Call the next effect.
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effects->postPaintScreen();
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}
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void ExplosionEffect::slotWindowClosed(EffectWindow* c)
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{
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const void* e = c->data(WindowClosedGrabRole).value<void*>();
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if (e && e != this)
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return;
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if (c->isOnCurrentDesktop() && !c->isMinimized()) {
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if (mValid && !mInited)
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mValid = loadData();
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if (!mValid) {
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// don't add to list as we cannot animate this window;
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return;
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}
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mWindows[ c ] = 0; // count up to 1
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c->addRepaintFull();
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c->refWindow();
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mActiveAnimations++;
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}
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}
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void ExplosionEffect::slotWindowDeleted(EffectWindow* c)
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{
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mWindows.remove(c);
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}
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bool ExplosionEffect::isActive() const
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{
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return mActiveAnimations > 0;
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}
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} // namespace
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