kwin/effects/explosion/explosion.cpp
Martin Gräßlin fe4329a252 Only call active effects in the effect chain
Each effect is able to declare itself as currently being active,
that is transforming windows or painting or screen or doing anything
during the current rendered frame.

This change eliminates the hottest path inside KWin identified by
callgrind.

REVIEW: 102449
2011-08-29 07:06:58 +02:00

211 lines
6.5 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 <kwinglplatform.h>
#include <QMatrix4x4>
#include <QVector2D>
#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;
connect(effects, SIGNAL(windowClosed(EffectWindow*)), this, SLOT(slotWindowClosed(EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*)));
}
ExplosionEffect::~ExplosionEffect()
{
delete mShader;
delete mStartOffsetTex;
delete mEndOffsetTex;
}
bool ExplosionEffect::supported()
{
return GLPlatform::instance()->supports(GLSL) &&
(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);
mShader->setUniform("windowSize", QVector2D(w->width(), w->height()));
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::slotWindowClosed(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::slotWindowDeleted(EffectWindow* c)
{
mWindows.remove(c);
}
bool ExplosionEffect::isActive() const
{
return mActiveAnimations > 0;
}
} // namespace