01bf6cbb4c
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
177 lines
4.6 KiB
C++
177 lines
4.6 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "kwinshadereffect.h"
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#include "kwinglutils.h"
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#include <kstandarddirs.h>
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#include <kdebug.h>
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#include <assert.h>
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namespace KWin
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{
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ShaderEffect::ShaderEffect(const QString& shadername) : Effect()
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{
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mTexture = 0;
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mRenderTarget = 0;
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mShader = 0;
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mTime = 0.0f;
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mValid = loadData(shadername);
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mEnabled = false;
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}
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ShaderEffect::~ShaderEffect()
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{
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delete mTexture;
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delete mRenderTarget;
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delete mShader;
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}
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bool ShaderEffect::loadData(const QString& shadername)
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{
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#ifndef HAVE_OPENGL
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return false;
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#else
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// If NPOT textures are not supported, use nearest power-of-two sized
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// texture. It wastes memory, but it's possible to support systems without
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// NPOT textures that way
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int texw = displayWidth();
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int texh = displayHeight();
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if( !GLTexture::NPOTTextureSupported() )
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{
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kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
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texw = nearestPowerOfTwo(texw);
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texh = nearestPowerOfTwo(texh);
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}
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// Create texture and render target
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mTexture = new GLTexture(texw, texh);
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mTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
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mTexture->setWrapMode(GL_CLAMP);
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mRenderTarget = new GLRenderTarget(mTexture);
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if( !mRenderTarget->valid() )
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return false;
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QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/" + shadername + ".frag");
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QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/" + shadername + ".vert");
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if(fragmentshader.isEmpty() || vertexshader.isEmpty())
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{
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kError() << "Couldn't locate shader files" << endl;
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return false;
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}
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mShader = new GLShader(vertexshader, fragmentshader);
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if(!mShader->isValid())
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{
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kError() << "The shader failed to load!" << endl;
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return false;
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}
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mShader->bind();
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mShader->setUniform("sceneTex", 0);
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mShader->setUniform("textureWidth", (float)texw);
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mShader->setUniform("textureHeight", (float)texh);
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mShader->unbind();
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return true;
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#endif
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}
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bool ShaderEffect::supported()
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{
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#ifndef HAVE_OPENGL
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return false;
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#else
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return GLRenderTarget::supported() &&
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GLShader::fragmentShaderSupported() &&
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(effects->compositingType() == OpenGLCompositing);
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#endif
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}
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bool ShaderEffect::isEnabled() const
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{
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return mEnabled;
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}
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void ShaderEffect::setEnabled(bool enabled)
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{
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mEnabled = enabled;
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// Everything needs to be repainted
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effects->addRepaintFull();
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}
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GLShader* ShaderEffect::shader() const
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{
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return mShader;
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}
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void ShaderEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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mTime += time / 1000.0f;
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#ifdef HAVE_OPENGL
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if( mValid && mEnabled )
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{
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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// Start rendering to texture
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effects->pushRenderTarget(mRenderTarget);
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}
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#endif
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effects->prePaintScreen(data, time);
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}
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void ShaderEffect::postPaintScreen()
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{
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// Call the next effect.
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effects->postPaintScreen();
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#ifdef HAVE_OPENGL
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if( mValid && mEnabled )
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{
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// Disable render texture
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assert( effects->popRenderTarget() == mRenderTarget );
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mTexture->bind();
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// Use the shader
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mShader->bind();
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mShader->setUniform("time", (float)mTime);
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mShader->setUniform("cursorX", (float)cursorPos().x());
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mShader->setUniform("cursorY", (float)cursorPos().y());
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// Render fullscreen quad with screen contents
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glBegin(GL_QUADS);
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glVertex2f(0.0, displayHeight());
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glVertex2f(displayWidth(), displayHeight());
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glVertex2f(displayWidth(), 0.0);
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glVertex2f(0.0, 0.0);
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glEnd();
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mShader->unbind();
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mTexture->unbind();
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}
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#endif
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}
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} // namespace
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