kwin/effects/demo_liquid.cpp
Rivo Laks a94aa904b0 Well, actually GLRenderTarget doesn't require NPOT textures (it works with rectangle textures as well).
That also means that those effects which do require NPOT have to check for it themselves.

svn path=/branches/work/kwin_composite/; revision=659155
2007-04-29 15:39:33 +00:00

134 lines
3.3 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()
{
// Create texture and render target
mTexture = new GLTexture(displayWidth(), displayHeight());
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("displayWidth", (float)displayWidth());
mShader->setUniform("displayHeight", (float)displayHeight());
mShader->unbind();
return true;
}
bool LiquidEffect::supported()
{
return GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() &&
GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
}
void LiquidEffect::prePaintScreen( int* mask, QRegion* region, int time )
{
mTime += time / 1000.0f;
if(mValid)
{
*mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
// Start rendering to texture
effects->pushRenderTarget(mRenderTarget);
}
effects->prePaintScreen(mask, region, 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