5faa397849
for use in effects (and not only). Now a list of window quads (=window areas) is created at the beginning of the paint pass, prepaint calls can modify the split itself (i.e. divide it into more parts). The actual paint calls can then modify these quads (i.e. transform their geometry). This will allow better control of how the split is done and also allow painting e.g. only the decoration differently. Still work in progress, but it works. Also pass data to prepaint functions in a struct, as there is already quite a number of them. svn path=/trunk/KDE/kdebase/workspace/; revision=684893
145 lines
3.7 KiB
C++
145 lines
3.7 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 "demo_liquid.h"
|
|
|
|
#include <kwinglutils.h>
|
|
|
|
|
|
#include <KStandardDirs>
|
|
|
|
#include <kdebug.h>
|
|
#include <assert.h>
|
|
|
|
|
|
namespace KWin
|
|
{
|
|
|
|
KWIN_EFFECT( demo_liquid, LiquidEffect )
|
|
KWIN_EFFECT_SUPPORTED( demo_liquid, LiquidEffect::supported() )
|
|
|
|
|
|
LiquidEffect::LiquidEffect() : Effect()
|
|
{
|
|
mTexture = 0;
|
|
mRenderTarget = 0;
|
|
mShader = 0;
|
|
|
|
mTime = 0.0f;
|
|
mValid = loadData();
|
|
}
|
|
LiquidEffect::~LiquidEffect()
|
|
{
|
|
delete mTexture;
|
|
delete mRenderTarget;
|
|
delete mShader;
|
|
}
|
|
|
|
bool LiquidEffect::loadData()
|
|
{
|
|
// If NPOT textures are not supported, use nearest power-of-two sized
|
|
// texture. It wastes memory, but it's possible to support systems without
|
|
// NPOT textures that way
|
|
int texw = displayWidth();
|
|
int texh = displayHeight();
|
|
if( !GLTexture::NPOTTextureSupported() )
|
|
{
|
|
kWarning( 1212 ) << k_funcinfo << "NPOT textures not supported, wasting some memory" << endl;
|
|
texw = nearestPowerOfTwo(texw);
|
|
texh = nearestPowerOfTwo(texh);
|
|
}
|
|
// Create texture and render target
|
|
mTexture = new GLTexture(texw, texh);
|
|
mTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
|
|
mTexture->setWrapMode(GL_CLAMP);
|
|
|
|
mRenderTarget = new GLRenderTarget(mTexture);
|
|
if( !mRenderTarget->valid() )
|
|
return false;
|
|
|
|
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/liquid.frag");
|
|
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/liquid.vert");
|
|
if(fragmentshader.isEmpty() || vertexshader.isEmpty())
|
|
{
|
|
kError() << k_funcinfo << "Couldn't locate shader files" << endl;
|
|
return false;
|
|
}
|
|
mShader = new GLShader(vertexshader, fragmentshader);
|
|
if(!mShader->isValid())
|
|
{
|
|
kError() << k_funcinfo << "The shader failed to load!" << endl;
|
|
return false;
|
|
}
|
|
mShader->bind();
|
|
mShader->setUniform("sceneTex", 0);
|
|
mShader->setUniform("textureWidth", (float)texw);
|
|
mShader->setUniform("textureHeight", (float)texh);
|
|
mShader->unbind();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool LiquidEffect::supported()
|
|
{
|
|
return GLRenderTarget::supported() &&
|
|
GLShader::fragmentShaderSupported() &&
|
|
(effects->compositingType() == OpenGLCompositing);
|
|
}
|
|
|
|
|
|
void LiquidEffect::prePaintScreen( ScreenPrePaintData& data, int time )
|
|
{
|
|
mTime += time / 1000.0f;
|
|
if(mValid)
|
|
{
|
|
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
|
|
// Start rendering to texture
|
|
effects->pushRenderTarget(mRenderTarget);
|
|
}
|
|
|
|
effects->prePaintScreen(data, time);
|
|
}
|
|
|
|
void LiquidEffect::postPaintScreen()
|
|
{
|
|
// Call the next effect.
|
|
effects->postPaintScreen();
|
|
|
|
if(mValid)
|
|
{
|
|
// Disable render texture
|
|
assert( effects->popRenderTarget() == mRenderTarget );
|
|
mTexture->bind();
|
|
|
|
// Use the shader
|
|
mShader->bind();
|
|
mShader->setUniform("time", mTime);
|
|
|
|
// Render fullscreen quad with screen contents
|
|
glBegin(GL_QUADS);
|
|
glVertex2f(0.0, displayHeight());
|
|
glVertex2f(displayWidth(), displayHeight());
|
|
glVertex2f(displayWidth(), 0.0);
|
|
glVertex2f(0.0, 0.0);
|
|
glEnd();
|
|
|
|
mShader->unbind();
|
|
mTexture->unbind();
|
|
|
|
// Make sure the animation continues
|
|
effects->addRepaintFull();
|
|
}
|
|
|
|
}
|
|
|
|
|
|
} // namespace
|
|
|