kwin/effects/explosioneffect.cpp
Luboš Luňák e6069e9cf6 Arghl. Again a stupid bug caused by float having poor precision.
Reverting r700026 and changing floats to doubles again. I'd probably like
to change even the ones interfacing with OpenGL which I've left for now.


svn path=/trunk/KDE/kdebase/workspace/; revision=707987
2007-09-03 15:00:43 +00:00

205 lines
5.6 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "explosioneffect.h"
#include <kwinglutils.h>
#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");
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/explosion.frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/explosion.vert");
QString starttexture = KGlobal::dirs()->findResource("data", "kwin/explosion-start.png");
QString endtexture = KGlobal::dirs()->findResource("data", "kwin/explosion-end.png");
if(fragmentshader.isEmpty() || vertexshader.isEmpty())
{
kError() << "Couldn't locate shader files" << endl;
return false;
}
if(starttexture.isEmpty() || endtexture.isEmpty())
{
kError() << "Couldn't locate texture files" << endl;
return false;
}
mShader = new GLShader(vertexshader, fragmentshader);
if(!mShader->isValid())
{
kError() << "The shader failed to load!" << endl;
return false;
}
else
{
mShader->bind();
mShader->setUniform("winTexture", 0);
mShader->setUniform("startOffsetTexture", 4);
mShader->setUniform("endOffsetTexture", 5);
mShader->unbind();
}
mStartOffsetTex = new GLTexture(starttexture);
mEndOffsetTex = new GLTexture(endtexture);
if(mStartOffsetTex->isNull() || mEndOffsetTex->isNull())
{
kError() << "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 / 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
mShader->bind();
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 )
{
mShader->unbind();
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 )
{
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