07685da24e
The effect did not check whether the ShaderManager is valid causing a null pointer access when trying to use the shader. Additionally this change moves the Shader init into the close window slot as close window referrenced windows without checking whether the effect would work. If the effect would not work each closed window would be referrenced without any chance to being unreffed again as this code is in a block checking whether the effect is valid. BUG: 291390 FIXED-IN: 4.8.0
218 lines
6.7 KiB
C++
218 lines
6.7 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(EffectWindow*)), this, SLOT(slotWindowClosed(EffectWindow*)));
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connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(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 GLPlatform::instance()->supports(GLSL) &&
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(effects->compositingType() == OpenGLCompositing);
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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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