kwin/effects/explosion/explosion.cpp
Martin Gräßlin 0f7ebac00e Explosion portet to GLES.
I'm not completely sure if this is how the effect should look like.
But I cannot verify, it fails on fglrx and cannot find a video on Youtube.
2011-01-30 14:12:05 +01:00

216 lines
6.4 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 <QMatrix4x4>
#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;
}
ExplosionEffect::~ExplosionEffect()
{
delete mShader;
delete mStartOffsetTex;
delete mEndOffsetTex;
}
bool ExplosionEffect::supported()
{
return GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
}
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
{
ShaderManager::instance()->pushShader(mShader);
mShader->setUniform("startOffsetTexture", 4);
mShader->setUniform("endOffsetTexture", 5);
ShaderManager::instance()->popShader();
}
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 && !mInited )
mValid = loadData();
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.xScale = scale;
data.yScale = scale;
data.xTranslate += int( w->width() / 2 * ( 1 - scale ));
data.yTranslate += int( w->height() / 2 * ( 1 - scale ));
data.opacity *= 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);
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::windowClosed( EffectWindow* c )
{
const void* e = c->data( WindowClosedGrabRole ).value<void*>();
if( e && e != this )
return;
if( c->isOnCurrentDesktop() && !c->isMinimized())
{
mWindows[ c ] = 0; // count up to 1
c->addRepaintFull();
c->refWindow();
mActiveAnimations++;
}
}
void ExplosionEffect::windowDeleted( EffectWindow* c )
{
mWindows.remove( c );
}
} // namespace