kwin/lib/kwinshadereffect.cpp
Luboš Luňák 01bf6cbb4c License cleanup - add headers where missing, be explicit about GPL
being v2+ (right now it says just GPL, which according to GPL itself
means any GPL). Decoration clients will come later.
CCMAIL: kwin@kde.org


svn path=/trunk/KDE/kdebase/workspace/; revision=742302
2007-11-27 19:40:25 +00:00

177 lines
4.6 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 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 "kwinshadereffect.h"
#include "kwinglutils.h"
#include <kstandarddirs.h>
#include <kdebug.h>
#include <assert.h>
namespace KWin
{
ShaderEffect::ShaderEffect(const QString& shadername) : Effect()
{
mTexture = 0;
mRenderTarget = 0;
mShader = 0;
mTime = 0.0f;
mValid = loadData(shadername);
mEnabled = false;
}
ShaderEffect::~ShaderEffect()
{
delete mTexture;
delete mRenderTarget;
delete mShader;
}
bool ShaderEffect::loadData(const QString& shadername)
{
#ifndef HAVE_OPENGL
return false;
#else
// 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 ) << "NPOT textures not supported, wasting some memory" ;
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/" + shadername + ".frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/" + shadername + ".vert");
if(fragmentshader.isEmpty() || vertexshader.isEmpty())
{
kError() << "Couldn't locate shader files" << endl;
return false;
}
mShader = new GLShader(vertexshader, fragmentshader);
if(!mShader->isValid())
{
kError() << "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;
#endif
}
bool ShaderEffect::supported()
{
#ifndef HAVE_OPENGL
return false;
#else
return GLRenderTarget::supported() &&
GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
#endif
}
bool ShaderEffect::isEnabled() const
{
return mEnabled;
}
void ShaderEffect::setEnabled(bool enabled)
{
mEnabled = enabled;
// Everything needs to be repainted
effects->addRepaintFull();
}
GLShader* ShaderEffect::shader() const
{
return mShader;
}
void ShaderEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
mTime += time / 1000.0f;
#ifdef HAVE_OPENGL
if( mValid && mEnabled )
{
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
// Start rendering to texture
effects->pushRenderTarget(mRenderTarget);
}
#endif
effects->prePaintScreen(data, time);
}
void ShaderEffect::postPaintScreen()
{
// Call the next effect.
effects->postPaintScreen();
#ifdef HAVE_OPENGL
if( mValid && mEnabled )
{
// Disable render texture
assert( effects->popRenderTarget() == mRenderTarget );
mTexture->bind();
// Use the shader
mShader->bind();
mShader->setUniform("time", (float)mTime);
mShader->setUniform("cursorX", (float)cursorPos().x());
mShader->setUniform("cursorY", (float)cursorPos().y());
// 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();
}
#endif
}
} // namespace