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214 lines
7.3 KiB
214 lines
7.3 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) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com> |
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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 "cube.h" |
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#include "cylinder.h" |
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#include <kdebug.h> |
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#include <KStandardDirs> |
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#include <math.h> |
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#include <GL/gl.h> |
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namespace KWin |
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{ |
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KWIN_EFFECT( cylinder, CylinderEffect ) |
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KWIN_EFFECT_SUPPORTED( cylinder, CylinderEffect::supported() ) |
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CylinderEffect::CylinderEffect() |
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: CubeEffect() |
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, mInited( false ) |
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, mValid( true ) |
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, mShader( 0 ) |
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{ |
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reconfigure( ReconfigureAll ); |
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} |
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CylinderEffect::~CylinderEffect() |
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{ |
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delete mShader; |
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} |
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void CylinderEffect::reconfigure( ReconfigureFlags ) |
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{ |
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loadConfig( "Cylinder" ); |
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} |
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bool CylinderEffect::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 CylinderEffect::loadData() |
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{ |
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mInited = true; |
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QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.frag"); |
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QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.vert"); |
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if(fragmentshader.isEmpty() || vertexshader.isEmpty()) |
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{ |
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kError(1212) << "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(1212) << "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( "opacity", cubeOpacity ); |
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QRect rect = effects->clientArea( FullScreenArea, activeScreen, effects->currentDesktop()); |
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if( effects->numScreens() > 1 && (slide || bigCube ) ) |
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rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() ); |
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mShader->setUniform( "width", (float)rect.width() ); |
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mShader->unbind(); |
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} |
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return true; |
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} |
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void CylinderEffect::paintCube( int mask, QRegion region, ScreenPaintData& data ) |
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{ |
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glPushMatrix(); |
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QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop()); |
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float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f; |
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float radian = (cubeAngle*0.5)*M_PI/180; |
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// height of the triangle compound of one side of the cube and the two bisecting lines |
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float midpoint = rect.width()*0.5*tan(radian); |
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// radius of the circle |
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float radius = (rect.width()*0.5)/cos(radian); |
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glTranslatef( 0.0, 0.0, midpoint - radius ); |
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CubeEffect::paintCube( mask, region, data ); |
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glPopMatrix(); |
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} |
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void CylinderEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) |
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{ |
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if( activated ) |
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{ |
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if( cube_painting ) |
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{ |
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if( w->isOnDesktop( painting_desktop )) |
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{ |
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data.quads = data.quads.makeGrid( 40 ); |
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QRect rect = effects->clientArea( FullArea, activeScreen, painting_desktop ); |
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if( w->x() < rect.width()/2 && w->x() + w->width() > rect.width()/ 2 ) |
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data.quads = data.quads.splitAtX( rect.width()/2 - w->x() ); |
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP ); |
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} |
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else |
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{ |
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w->disablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP ); |
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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 CylinderEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) |
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{ |
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if( activated && cube_painting ) |
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{ |
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if( mValid && !mInited ) |
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mValid = loadData(); |
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bool useShader = mValid; |
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if( useShader ) |
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{ |
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mShader->bind(); |
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mShader->setUniform( "windowWidth", (float)w->width() ); |
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mShader->setUniform( "windowHeight", (float)w->height() ); |
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mShader->setUniform( "xCoord", (float)w->x() ); |
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mShader->setUniform( "cubeAngle", (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f ); |
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data.shader = mShader; |
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} |
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CubeEffect::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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} |
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} |
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else |
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effects->paintWindow( w, mask, region, data ); |
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} |
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void CylinderEffect::paintCap( float z, float zTexture ) |
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{ |
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if( ( !paintCaps ) || effects->numberOfDesktops() <= 2 ) |
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return; |
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CubeEffect::paintCap( z, zTexture ); |
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QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() ); |
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float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f; |
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float radian = (cubeAngle*0.5)*M_PI/180; |
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// height of the triangle compound of one side of the cube and the two bisecting lines |
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float midpoint = rect.width()*0.5*tan(radian); |
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// radius of the circle |
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float radius = (rect.width()*0.5)/cos(radian); |
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// paint round part of the cap |
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glPushMatrix(); |
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float zTranslate = zPosition + zoom; |
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if( start ) |
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zTranslate *= timeLine.value(); |
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if( stop ) |
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zTranslate *= ( 1.0 - timeLine.value() ); |
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glTranslatef( 0.0, 0.0, -zTranslate ); |
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float triangleWidth = 40.0; |
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for( int i=0; i<effects->numberOfDesktops(); i++ ) |
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{ |
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glPushMatrix(); |
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glTranslatef( rect.width()/2, 0.0, -z ); |
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glRotatef( i*(360.0f/effects->numberOfDesktops()), 0.0, 1.0, 0.0 ); |
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glTranslatef( -rect.width()/2, 0.0, z ); |
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glBegin( GL_TRIANGLE_STRIP ); |
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for( int j=0; j<rect.width()/triangleWidth; j++ ) |
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{ |
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float zValue = 0.0; |
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// distance from midpoint of desktop to x coord |
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// calculation is same as in shader -> see comments |
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float distance = rect.width()*0.5 - (j*triangleWidth); |
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if( (j*triangleWidth) > rect.width()*0.5 ) |
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{ |
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distance = (j*triangleWidth) - rect.width()*0.5; |
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} |
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// distance in correct format |
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float angle = acos( distance/radius ); |
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float h = radius; |
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// if distance == 0 -> angle=90 -> tan(90) singularity |
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if( distance != 0.0 ) |
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h = tan( angle ) * distance; |
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zValue = h - midpoint; |
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glVertex3f( j*triangleWidth, 0.0, zValue ); |
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glVertex3f( (j+1)*triangleWidth, 0.0, 0.0 ); |
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} |
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glEnd(); |
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glPopMatrix(); |
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} |
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glPopMatrix(); |
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} |
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} // namespace
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