f9a2ecbf33
The main usage of ShaderManager::isValid was to have OpenGL2 specific code pathes. Now we have an actual OpenGL2Compositing type and we know that the ShaderManager is valid if we have this compositing type and we know that it is not valid on OpenGL1Compositing. This gives us a much better check and allows us to use the isValid method just for where we want to check whether the shaders compiled successfully. In addition some effects require OpenGL2, so we do not need to check again that the ShaderManager is valid. Such usages are removed.
213 lines
6.6 KiB
C++
213 lines
6.6 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) 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 "explosion.h"
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#include <kwinglutils.h>
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#include <kwinglplatform.h>
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#include <QMatrix4x4>
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#include <QVector2D>
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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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connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
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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 effects->compositingType() == OpenGL2Compositing;
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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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const QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/explosion.frag");
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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 (starttexture.isEmpty() || endtexture.isEmpty()) {
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kError(1212) << "Couldn't locate texture files" << endl;
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return false;
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}
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mShader = ShaderManager::instance()->loadFragmentShader(ShaderManager::GenericShader, fragmentshader);
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if (!mShader->isValid()) {
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kError(1212) << "The shader failed to load!" << endl;
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return false;
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} else {
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ShaderManager::instance()->pushShader(mShader);
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mShader->setUniform("startOffsetTexture", 4);
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mShader->setUniform("endOffsetTexture", 5);
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ShaderManager::instance()->popShader();
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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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kError(1212) << "The textures failed to load!" << endl;
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return false;
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} else {
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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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if (mValid) {
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mWindows[ w ] += time / animationTime(700.0); // complete change in 700ms
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if (mWindows[ w ] < 1) {
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data.setTranslucent();
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data.setTransformed();
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w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DELETE);
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} else {
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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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double maxscaleadd = 1.5f;
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double scale = 1 + maxscaleadd * mWindows[w];
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data.setXScale(scale);
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data.setYScale(scale);
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data.translate(int(w->width() / 2 * (1 - scale)), int(w->height() / 2 * (1 - scale)));
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data.multiplyOpacity(0.99); // Force blending
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ShaderManager *manager = ShaderManager::instance();
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GLShader *shader = manager->pushShader(ShaderManager::GenericShader);
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QMatrix4x4 screenTransformation = shader->getUniformMatrix4x4("screenTransformation");
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manager->popShader();
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ShaderManager::instance()->pushShader(mShader);
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mShader->setUniform("screenTransformation", screenTransformation);
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mShader->setUniform("factor", (float)mWindows[w]);
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mShader->setUniform("scale", (float)scale);
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mShader->setUniform("windowSize", QVector2D(w->width(), w->height()));
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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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data.shader = 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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ShaderManager::instance()->popShader();
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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::slotWindowClosed(EffectWindow* c)
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{
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const void* e = c->data(WindowClosedGrabRole).value<void*>();
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if (e && e != this)
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return;
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if (c->isOnCurrentDesktop() && !c->isMinimized()) {
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if (mValid && !mInited)
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mValid = loadData();
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if (!mValid) {
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// don't add to list as we cannot animate this window;
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return;
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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::slotWindowDeleted(EffectWindow* c)
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{
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mWindows.remove(c);
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}
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bool ExplosionEffect::isActive() const
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{
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return mActiveAnimations > 0;
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}
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} // namespace
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