5faa397849
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
205 lines
5.7 KiB
C++
205 lines
5.7 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) 2007 Rivo Laks <rivolaks@hot.ee>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "explosioneffect.h"
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#include <kwinglutils.h>
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#include <KStandardDirs>
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#include <kdebug.h>
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#include <math.h>
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namespace KWin
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{
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KWIN_EFFECT( explosion, ExplosionEffect )
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KWIN_EFFECT_SUPPORTED( explosion, ExplosionEffect::supported() )
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ExplosionEffect::ExplosionEffect() : Effect()
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{
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mShader = 0;
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mStartOffsetTex = 0;
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mEndOffsetTex = 0;
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mActiveAnimations = 0;
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mValid = true;
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mInited = false;
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}
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ExplosionEffect::~ExplosionEffect()
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{
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delete mShader;
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delete mStartOffsetTex;
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delete mEndOffsetTex;
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}
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bool ExplosionEffect::supported()
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{
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return GLShader::fragmentShaderSupported() &&
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(effects->compositingType() == OpenGLCompositing);
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}
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bool ExplosionEffect::loadData()
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{
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mInited = true;
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QString shadername("explosion");
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QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/explosion.frag");
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QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/explosion.vert");
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QString starttexture = KGlobal::dirs()->findResource("data", "kwin/explosion-start.png");
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QString endtexture = KGlobal::dirs()->findResource("data", "kwin/explosion-end.png");
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if(fragmentshader.isEmpty() || vertexshader.isEmpty())
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{
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kError() << k_funcinfo << "Couldn't locate shader files" << endl;
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return false;
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}
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if(starttexture.isEmpty() || endtexture.isEmpty())
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{
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kError() << k_funcinfo << "Couldn't locate texture 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() << k_funcinfo << "The shader failed to load!" << endl;
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return false;
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}
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else
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{
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mShader->bind();
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mShader->setUniform("winTexture", 0);
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mShader->setUniform("startOffsetTexture", 4);
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mShader->setUniform("endOffsetTexture", 5);
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mShader->unbind();
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}
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mStartOffsetTex = new GLTexture(starttexture);
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mEndOffsetTex = new GLTexture(endtexture);
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if(mStartOffsetTex->isNull() || mEndOffsetTex->isNull())
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{
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kError() << k_funcinfo << "The textures failed to load!" << endl;
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return false;
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}
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else
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{
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mStartOffsetTex->setFilter( GL_LINEAR );
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mEndOffsetTex->setFilter( GL_LINEAR );
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}
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return true;
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}
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void ExplosionEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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if( mActiveAnimations > 0 )
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// We need to mark the screen as transformed. Otherwise the whole screen
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// won't be repainted, resulting in artefacts
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(data, time);
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}
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void ExplosionEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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if( mWindows.contains( w ))
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{
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if( mValid && !mInited )
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mValid = loadData();
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if( mValid )
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{
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mWindows[ w ] += time / 700.0; // complete change in 700ms
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if( mWindows[ w ] < 1 )
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{
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data.mask |= PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED;
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data.mask &= ~PAINT_WINDOW_OPAQUE;
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
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}
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else
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{
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mWindows.remove( w );
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w->unrefWindow();
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mActiveAnimations--;
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}
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}
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}
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effects->prePaintWindow( w, data, time );
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}
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void ExplosionEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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// Make sure we have OpenGL compositing and the window is vidible and not a
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// special window
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bool useshader = ( mValid && mWindows.contains( w ) );
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if( useshader )
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{
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float maxscaleadd = 1.5f;
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float scale = 1 + maxscaleadd*mWindows[w];
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data.xScale = scale;
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data.yScale = scale;
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data.xTranslate += int( w->width() / 2 * ( 1 - scale ));
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data.yTranslate += int( w->height() / 2 * ( 1 - scale ));
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data.opacity *= 0.99; // Force blending
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mShader->bind();
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mShader->setUniform("factor", (float)mWindows[w]);
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mShader->setUniform("scale", scale);
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glActiveTexture(GL_TEXTURE4);
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mStartOffsetTex->bind();
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glActiveTexture(GL_TEXTURE5);
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mEndOffsetTex->bind();
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glActiveTexture(GL_TEXTURE0);
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w->setShader(mShader);
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}
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// Call the next effect.
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effects->paintWindow( w, mask, region, data );
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if( useshader )
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{
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mShader->unbind();
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glActiveTexture(GL_TEXTURE4);
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mStartOffsetTex->unbind();
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glActiveTexture(GL_TEXTURE5);
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mEndOffsetTex->unbind();
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glActiveTexture(GL_TEXTURE0);
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}
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}
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void ExplosionEffect::postPaintScreen()
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{
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if( mActiveAnimations > 0 )
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effects->addRepaintFull();
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// Call the next effect.
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effects->postPaintScreen();
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}
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void ExplosionEffect::windowClosed( EffectWindow* c )
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{
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if( c->isOnCurrentDesktop() && !c->isMinimized())
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{
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mWindows[ c ] = 0; // count up to 1
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c->addRepaintFull();
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c->refWindow();
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mActiveAnimations++;
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}
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}
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void ExplosionEffect::windowDeleted( EffectWindow* c )
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{
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mWindows.remove( c );
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}
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} // namespace
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