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167 lines
4.1 KiB
167 lines
4.1 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) 2006-2007 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 "kwinshadereffect.h" |
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#include "kwinglutils.h" |
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#include <kstandarddirs.h> |
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#include <kdebug.h> |
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#include <assert.h> |
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namespace KWin |
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{ |
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ShaderEffect::ShaderEffect(const QString& shadername) : Effect() |
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{ |
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mTexture = 0; |
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mRenderTarget = 0; |
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mShader = 0; |
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mTime = 0.0f; |
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mValid = loadData(shadername); |
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mEnabled = false; |
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} |
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ShaderEffect::~ShaderEffect() |
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{ |
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delete mTexture; |
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delete mRenderTarget; |
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delete mShader; |
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} |
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bool ShaderEffect::loadData(const QString& shadername) |
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{ |
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#ifndef HAVE_OPENGL |
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return false; |
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#else |
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// If NPOT textures are not supported, use nearest power-of-two sized |
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// texture. It wastes memory, but it's possible to support systems without |
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// NPOT textures that way |
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int texw = displayWidth(); |
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int texh = displayHeight(); |
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if( !GLTexture::NPOTTextureSupported() ) |
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{ |
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kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ; |
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texw = nearestPowerOfTwo(texw); |
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texh = nearestPowerOfTwo(texh); |
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} |
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// Create texture and render target |
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mTexture = new GLTexture(texw, texh); |
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mTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR); |
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mTexture->setWrapMode(GL_CLAMP); |
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mRenderTarget = new GLRenderTarget(mTexture); |
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if( !mRenderTarget->valid() ) |
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return false; |
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QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/" + shadername + ".frag"); |
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QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/" + shadername + ".vert"); |
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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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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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mShader->bind(); |
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mShader->setUniform("sceneTex", 0); |
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mShader->setUniform("textureWidth", (float)texw); |
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mShader->setUniform("textureHeight", (float)texh); |
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mShader->unbind(); |
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return true; |
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#endif |
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} |
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bool ShaderEffect::supported() |
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{ |
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#ifndef HAVE_OPENGL |
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return false; |
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#else |
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return GLRenderTarget::supported() && |
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GLShader::fragmentShaderSupported() && |
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(effects->compositingType() == OpenGLCompositing); |
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#endif |
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} |
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bool ShaderEffect::isEnabled() const |
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{ |
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return mEnabled; |
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} |
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void ShaderEffect::setEnabled(bool enabled) |
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{ |
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mEnabled = enabled; |
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// Everything needs to be repainted |
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effects->addRepaintFull(); |
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} |
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GLShader* ShaderEffect::shader() const |
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{ |
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return mShader; |
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} |
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void ShaderEffect::prePaintScreen( ScreenPrePaintData& data, int time ) |
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{ |
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mTime += time / 1000.0f; |
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#ifdef HAVE_OPENGL |
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if( mValid && mEnabled ) |
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{ |
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; |
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// Start rendering to texture |
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effects->pushRenderTarget(mRenderTarget); |
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} |
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#endif |
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effects->prePaintScreen(data, time); |
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} |
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void ShaderEffect::postPaintScreen() |
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{ |
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// Call the next effect. |
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effects->postPaintScreen(); |
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#ifdef HAVE_OPENGL |
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if( mValid && mEnabled ) |
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{ |
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// Disable render texture |
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assert( effects->popRenderTarget() == mRenderTarget ); |
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mTexture->bind(); |
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// Use the shader |
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mShader->bind(); |
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mShader->setUniform("time", mTime); |
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mShader->setUniform("cursorX", (float)cursorPos().x()); |
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mShader->setUniform("cursorY", (float)cursorPos().y()); |
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// Render fullscreen quad with screen contents |
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glBegin(GL_QUADS); |
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glVertex2f(0.0, displayHeight()); |
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glVertex2f(displayWidth(), displayHeight()); |
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glVertex2f(displayWidth(), 0.0); |
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glVertex2f(0.0, 0.0); |
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glEnd(); |
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mShader->unbind(); |
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mTexture->unbind(); |
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} |
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#endif |
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} |
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} // namespace |
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