kwin/lib/kwinshadereffect.cpp
Luboš Luňák e6069e9cf6 Arghl. Again a stupid bug caused by float having poor precision.
Reverting r700026 and changing floats to doubles again. I'd probably like
to change even the ones interfacing with OpenGL which I've left for now.


svn path=/trunk/KDE/kdebase/workspace/; revision=707987
2007-09-03 15:00:43 +00:00

167 lines
4.1 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 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 "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