kwin/effects/explosion/explosion.cpp
Martin Gräßlin c7262e8bd3 Getter/setters for opacity, saturation and brightness in WindowPaintData
The public member variables for opacity, saturation and brightness
are removed in favor for getter and setters. The variables are
moved into a private class. Those are now qreal instead of double.

To make usage inside the effects easier a multiply method is added
which multiplies the current value with passed in factor and returns
the new value in a functional programming style.

This commit is the top-most of a patch series to refactor
ScreenPaintData and WindowPaintData. Other related commits are:
* 0811772
* ebdc7ec
* 2c8dd8d
* 7699726
* 68e0201
* 611cb09

REVIEW: 105141
BUG: 303314
FIXED-IN: 4.10
2012-07-19 18:25:48 +02:00

220 lines
6.8 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(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
}
ExplosionEffect::~ExplosionEffect()
{
delete mShader;
delete mStartOffsetTex;
delete mEndOffsetTex;
}
bool ExplosionEffect::supported()
{
if (effects->compositingType() == OpenGLCompositing) {
return ShaderManager::instance()->isValid();
} else {
return false;
}
}
bool ExplosionEffect::loadData()
{
mInited = true;
if (!ShaderManager::instance()->isValid()) {
return false;
}
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) {
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.setXScale(scale);
data.setYScale(scale);
data.translate(int(w->width() / 2 * (1 - scale)), int(w->height() / 2 * (1 - scale)));
data.multiplyOpacity(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()) {
if (mValid && !mInited)
mValid = loadData();
if (!mValid) {
// don't add to list as we cannot animate this window;
return;
}
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