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205 lines
5.5 KiB
205 lines
5.5 KiB
/***************************************************************** |
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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() << "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() << "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() << "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() << "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.setTranslucent(); |
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data.setTransformed(); |
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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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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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{ |
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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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