kwin/effects/explosioneffect.cpp
Luboš Luňák 5faa397849 Vertex redesign - redo the way windows are split into smaller parts
for use in effects (and not only). Now a list of window quads (=window areas)
is created at the beginning of the paint pass, prepaint calls can modify
the split itself (i.e. divide it into more parts). The actual paint calls
can then modify these quads (i.e. transform their geometry). This will allow
better control of how the split is done and also allow painting e.g. only
the decoration differently. Still work in progress, but it works.
Also pass data to prepaint functions in a struct, as there is
already quite a number of them.


svn path=/trunk/KDE/kdebase/workspace/; revision=684893
2007-07-07 14:01:32 +00:00

205 lines
5.7 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 "explosioneffect.h"
#include <kwinglutils.h>
#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;
}
ExplosionEffect::~ExplosionEffect()
{
delete mShader;
delete mStartOffsetTex;
delete mEndOffsetTex;
}
bool ExplosionEffect::supported()
{
return GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
}
bool ExplosionEffect::loadData()
{
mInited = true;
QString shadername("explosion");
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/explosion.frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/explosion.vert");
QString starttexture = KGlobal::dirs()->findResource("data", "kwin/explosion-start.png");
QString endtexture = KGlobal::dirs()->findResource("data", "kwin/explosion-end.png");
if(fragmentshader.isEmpty() || vertexshader.isEmpty())
{
kError() << k_funcinfo << "Couldn't locate shader files" << endl;
return false;
}
if(starttexture.isEmpty() || endtexture.isEmpty())
{
kError() << k_funcinfo << "Couldn't locate texture files" << endl;
return false;
}
mShader = new GLShader(vertexshader, fragmentshader);
if(!mShader->isValid())
{
kError() << k_funcinfo << "The shader failed to load!" << endl;
return false;
}
else
{
mShader->bind();
mShader->setUniform("winTexture", 0);
mShader->setUniform("startOffsetTexture", 4);
mShader->setUniform("endOffsetTexture", 5);
mShader->unbind();
}
mStartOffsetTex = new GLTexture(starttexture);
mEndOffsetTex = new GLTexture(endtexture);
if(mStartOffsetTex->isNull() || mEndOffsetTex->isNull())
{
kError() << k_funcinfo << "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 && !mInited )
mValid = loadData();
if( mValid )
{
mWindows[ w ] += time / 700.0; // complete change in 700ms
if( mWindows[ w ] < 1 )
{
data.mask |= PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED;
data.mask &= ~PAINT_WINDOW_OPAQUE;
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 )
{
float maxscaleadd = 1.5f;
float scale = 1 + maxscaleadd*mWindows[w];
data.xScale = scale;
data.yScale = scale;
data.xTranslate += int( w->width() / 2 * ( 1 - scale ));
data.yTranslate += int( w->height() / 2 * ( 1 - scale ));
data.opacity *= 0.99; // Force blending
mShader->bind();
mShader->setUniform("factor", (float)mWindows[w]);
mShader->setUniform("scale", scale);
glActiveTexture(GL_TEXTURE4);
mStartOffsetTex->bind();
glActiveTexture(GL_TEXTURE5);
mEndOffsetTex->bind();
glActiveTexture(GL_TEXTURE0);
w->setShader(mShader);
}
// Call the next effect.
effects->paintWindow( w, mask, region, data );
if( useshader )
{
mShader->unbind();
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::windowClosed( EffectWindow* c )
{
if( c->isOnCurrentDesktop() && !c->isMinimized())
{
mWindows[ c ] = 0; // count up to 1
c->addRepaintFull();
c->refWindow();
mActiveAnimations++;
}
}
void ExplosionEffect::windowDeleted( EffectWindow* c )
{
mWindows.remove( c );
}
} // namespace