295477c4ad
This way we won't request the window to be painted when loading fails or has failed. Also remove 2 lines of obsolete code. svn path=/branches/work/kwin_composite/; revision=647139
191 lines
5.7 KiB
C++
191 lines
5.7 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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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "explosioneffect.h"
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#include <scene_opengl.h>
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#include <workspace.h>
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#include <client.h>
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#include <glutils.h>
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#include <deleted.h>
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#include <QString>
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#include <KStandardDirs>
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#include <math.h>
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namespace KWinInternal
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{
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ExplosionEffect::ExplosionEffect() : Effect()
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{
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mActiveAnimations = 0;
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mValid = true;
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mInited = false;
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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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QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/explosion.frag");
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QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/explosion.vert");
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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(fragmentshader.isEmpty() || vertexshader.isEmpty())
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{
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kError() << k_funcinfo << "Couldn't locate shader files" << endl;
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return false;
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}
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if(starttexture.isEmpty() || endtexture.isEmpty())
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{
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kError() << k_funcinfo << "Couldn't locate texture files" << endl;
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return false;
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}
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mShader = new GLShader(vertexshader, fragmentshader);
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if(!mShader->isValid())
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{
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kError() << k_funcinfo << "The shader failed to load!" << endl;
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return false;
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}
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else
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{
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mShader->bind();
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mShader->setUniform("winTexture", 0);
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mShader->setUniform("startOffsetTexture", 4);
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mShader->setUniform("endOffsetTexture", 5);
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mShader->unbind();
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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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{
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kError() << k_funcinfo << "The textures failed to load!" << endl;
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return false;
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}
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else
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{
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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( int* mask, QRegion* region, 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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*mask |= Scene::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(mask, region, time);
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}
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void ExplosionEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* paint, QRegion* clip, int time )
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{
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if( mWindows.contains( w ))
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{
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SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow() );
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if( mValid && glwin && !mInited )
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mValid = loadData();
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if( mValid )
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{
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mWindows[ w ] += time / 700.0; // complete change in 700ms
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if( mWindows[ w ] < 1 )
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{
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*mask |= Scene::PAINT_WINDOW_TRANSLUCENT | Scene::PAINT_WINDOW_TRANSFORMED;
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*mask &= ~Scene::PAINT_WINDOW_OPAQUE;
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w->enablePainting( Scene::Window::PAINT_DISABLED_BY_DELETE );
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}
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else
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{
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mWindows.remove( w );
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static_cast< Deleted* >( w->window())->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, mask, paint, clip, 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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SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow() );
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bool useshader = ( mValid && glwin && mWindows.contains( w ) );
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if( useshader )
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{
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float maxscaleadd = 1.5f;
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float 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->window()->width() / 2 * ( 1 - scale ));
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data.yTranslate += int( w->window()->height() / 2 * ( 1 - scale ));
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data.opacity *= 0.99; // Force blending
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mShader->bind();
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mShader->setUniform("factor", (float)mWindows[w]);
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mShader->setUniform("scale", scale);
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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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glwin->setShader(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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{
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mShader->unbind();
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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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workspace()->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::windowClosed( EffectWindow* c )
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{
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Client* cc = dynamic_cast< Client* >( c->window());
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if( cc == NULL || (cc->isOnCurrentDesktop() && !cc->isMinimized()))
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{
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mWindows[ c ] = 0; // count up to 1
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c->window()->addRepaintFull();
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static_cast< Deleted* >( c->window())->refWindow();
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mActiveAnimations++;
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}
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}
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void ExplosionEffect::windowDeleted( EffectWindow* c )
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{
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mWindows.remove( c );
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}
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} // namespace
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