a79eacaed7
Effects that need GLSL require that OpenGL 2 is active. It does not matter whether the GPU would support it if OpenGL 2 is not used. Cherry-picked from db42152 CCBUG: 299426
221 lines
6.8 KiB
C++
221 lines
6.8 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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if (effects->compositingType() == OpenGLCompositing) {
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return ShaderManager::instance()->isValid();
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} else {
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return false;
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}
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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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if (!ShaderManager::instance()->isValid()) {
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return false;
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}
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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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ShaderManager::instance()->pushShader(mShader);
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mShader->setUniform("startOffsetTexture", 4);
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mShader->setUniform("endOffsetTexture", 5);
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ShaderManager::instance()->popShader();
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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.xScale = scale;
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data.yScale = scale;
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data.xTranslate += int(w->width() / 2 * (1 - scale));
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data.yTranslate += int(w->height() / 2 * (1 - scale));
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data.opacity *= 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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