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394 lines
15 KiB
394 lines
15 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 Lubos Lunak <l.lunak@kde.org> |
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Copyright (C) 2009 Martin Gräßlin <mgraesslin@kde.org> |
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Copyright (C) 2009, 2010 Lucas Murray <lmurray@undefinedfire.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 "logout.h" |
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// KConfigSkeleton |
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#include "logoutconfig.h" |
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#include "kwinglutils.h" |
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#include "kwinglplatform.h" |
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#include <math.h> |
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#include <QtGui/QMatrix4x4> |
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#include <QtGui/QVector2D> |
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namespace KWin |
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{ |
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LogoutEffect::LogoutEffect() |
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: progress(0.0) |
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, displayEffect(false) |
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, logoutWindow(NULL) |
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, logoutWindowClosed(true) |
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, logoutWindowPassed(false) |
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, logoutAtom(QByteArrayLiteral("_KDE_LOGGING_OUT")) |
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, canDoPersistent(false) |
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, ignoredWindows() |
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, m_vignettingShader(NULL) |
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, m_blurShader(NULL) |
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, m_shadersDir(QStringLiteral("kwin/shaders/1.10/")) |
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{ |
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if (logoutAtom.isValid()) { |
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// Persistent effect |
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effects->registerPropertyType(logoutAtom, true); |
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} |
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blurTexture = NULL; |
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blurTarget = NULL; |
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reconfigure(ReconfigureAll); |
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connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*))); |
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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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connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long))); |
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if (effects->isOpenGLCompositing()) { |
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#ifdef KWIN_HAVE_OPENGLES |
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const qint64 coreVersionNumber = kVersionNumber(3, 0); |
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#else |
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const qint64 coreVersionNumber = kVersionNumber(1, 40); |
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#endif |
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if (GLPlatform::instance()->glslVersion() >= coreVersionNumber) |
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m_shadersDir = QStringLiteral("kwin/shaders/1.40/"); |
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} |
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} |
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LogoutEffect::~LogoutEffect() |
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{ |
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delete blurTexture; |
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delete blurTarget; |
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delete m_vignettingShader; |
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delete m_blurShader; |
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} |
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void LogoutEffect::reconfigure(ReconfigureFlags) |
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{ |
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LogoutConfig::self()->read(); |
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frameDelay = 0; |
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useBlur = LogoutConfig::useBlur(); |
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delete blurTexture; |
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blurTexture = NULL; |
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delete blurTarget; |
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blurTarget = NULL; |
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blurSupported = false; |
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delete m_blurShader; |
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m_blurShader = NULL; |
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} |
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void LogoutEffect::prePaintScreen(ScreenPrePaintData& data, int time) |
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{ |
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if (!displayEffect && progress == 0.0) { |
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if (blurTexture) { |
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delete blurTexture; |
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blurTexture = NULL; |
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delete blurTarget; |
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blurTarget = NULL; |
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blurSupported = false; |
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} |
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} else if (!blurTexture) { |
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blurSupported = false; |
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delete blurTarget; // catch as we just tested the texture ;-P |
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if (effects->isOpenGLCompositing() && GLRenderTarget::blitSupported() && useBlur) { |
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// TODO: It seems that it is not possible to create a GLRenderTarget that has |
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// a different size than the display right now. Most likely a KWin core bug. |
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// Create texture and render target |
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const QSize size = effects->virtualScreenSize(); |
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// The fragment shader uses a LOD bias of 1.75, so we need 3 mipmap levels. |
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blurTexture = new GLTexture(GL_RGBA8, size, 3); |
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blurTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR); |
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blurTexture->setWrapMode(GL_CLAMP_TO_EDGE); |
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blurTarget = new GLRenderTarget(*blurTexture); |
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if (blurTarget->valid()) |
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blurSupported = true; |
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// As creating the render target takes time it can cause the first two frames of the |
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// blur animation to be jerky. For this reason we only start the animation after the |
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// third frame. |
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frameDelay = 2; |
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} |
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} |
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if (frameDelay) |
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--frameDelay; |
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else { |
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if (displayEffect) |
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progress = qMin(1.0, progress + time / animationTime(2000.0)); |
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else if (progress > 0.0) |
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progress = qMax(0.0, progress - time / animationTime(500.0)); |
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} |
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if (blurSupported && progress > 0.0) { |
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; |
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} |
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data.paint |= effects->clientArea(FullArea, 0, 0); |
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effects->prePaintScreen(data, time); |
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} |
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void LogoutEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) |
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{ |
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if (progress > 0.0) { |
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if (effects->isOpenGLCompositing()) { |
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// In OpenGL mode we add vignetting and, if supported, a slight blur |
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if (blurSupported) { |
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// When using blur we render everything to an FBO and as such don't do the vignetting |
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// until after we render the FBO to the screen. |
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if (w == logoutWindow) { |
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// Window is rendered after the FBO |
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windowOpacity = data.opacity(); |
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data.setOpacity(0.0); // Cheat, we need the opacity for later but don't want to blur it |
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} else { |
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if (logoutWindowPassed || ignoredWindows.contains(w)) { |
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// Window is rendered after the FBO |
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windows.append(w); |
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windowsOpacities[ w ] = data.opacity(); |
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data.setOpacity(0.0); |
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} else // Window is added to the FBO |
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data.multiplySaturation((1.0 - progress * 0.2)); |
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} |
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} else { |
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// If we are not blurring then we are not rendering to an FBO |
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if (w == logoutWindow) |
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// This is the logout window don't alter it but render our vignetting now |
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renderVignetting(); |
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else if (!logoutWindowPassed && !ignoredWindows.contains(w)) |
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// Window is in the background, desaturate |
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data.multiplySaturation((1.0 - progress * 0.2)); |
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// All other windows are unaltered |
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} |
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} |
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if (effects->compositingType() == KWin::XRenderCompositing) { |
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// Since we can't do vignetting in XRender just do a stronger desaturation and darken |
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if (w != logoutWindow && !logoutWindowPassed && !ignoredWindows.contains(w)) { |
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data.multiplySaturation((1.0 - progress * 0.8)); |
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data.multiplyBrightness((1.0 - progress * 0.3)); |
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} |
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} |
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if (w == logoutWindow || |
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ignoredWindows.contains(w)) // HACK: All windows past the first ignored one should not be |
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// blurred as it affects the stacking order. |
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// All following windows are on top of the logout window and should not be altered either |
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logoutWindowPassed = true; |
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} |
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effects->paintWindow(w, mask, region, data); |
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} |
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void LogoutEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data) |
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{ |
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effects->paintScreen(mask, region, data); |
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if (effects->isOpenGLCompositing() && progress > 0.0) { |
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if (!blurSupported) { |
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if (!logoutWindowPassed) |
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// The logout window has been deleted but we still want to fade out the vignetting, thus |
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// render it on the top of everything if still animating. We don't check if logoutWindow |
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// is set as it may still be even if it wasn't rendered. |
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renderVignetting(); |
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} else { |
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GLRenderTarget::pushRenderTarget(blurTarget); |
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blurTarget->blitFromFramebuffer(); |
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GLRenderTarget::popRenderTarget(); |
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//-------------------------- |
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// Render the screen effect |
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renderBlurTexture(); |
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// Vignetting (Radial gradient with transparent middle and black edges) |
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renderVignetting(); |
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//-------------------------- |
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// Render the logout window |
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if (logoutWindow) { |
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int winMask = logoutWindow->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE; |
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WindowPaintData winData(logoutWindow); |
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winData.setOpacity(windowOpacity); |
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effects->drawWindow(logoutWindow, winMask, region, winData); |
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} |
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// Render all windows on top of logout window |
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foreach (EffectWindow * w, windows) { |
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int winMask = w->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE; |
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WindowPaintData winData(w); |
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winData.setOpacity(windowsOpacities[ w ]); |
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effects->drawWindow(w, winMask, region, winData); |
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} |
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windows.clear(); |
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windowsOpacities.clear(); |
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} |
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} |
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} |
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void LogoutEffect::postPaintScreen() |
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{ |
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if ((progress != 0.0 && progress != 1.0) || frameDelay) |
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effects->addRepaintFull(); |
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if (progress > 0.0) |
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logoutWindowPassed = false; |
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effects->postPaintScreen(); |
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} |
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void LogoutEffect::slotWindowAdded(EffectWindow* w) |
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{ |
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if (isLogoutDialog(w)) { |
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logoutWindow = w; |
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logoutWindowClosed = false; // So we don't blur the window on close |
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progress = 0.0; |
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displayEffect = true; |
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ignoredWindows.clear(); |
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effects->addRepaintFull(); |
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} else if (canDoPersistent) |
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// TODO: Add parent |
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ignoredWindows.append(w); |
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} |
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void LogoutEffect::slotWindowClosed(EffectWindow* w) |
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{ |
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if (w == logoutWindow) { |
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logoutWindowClosed = true; |
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if (!canDoPersistent) |
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displayEffect = false; // Fade back to normal |
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effects->addRepaintFull(); |
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} |
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} |
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void LogoutEffect::slotWindowDeleted(EffectWindow* w) |
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{ |
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windows.removeAll(w); |
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ignoredWindows.removeAll(w); |
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if (w == logoutWindow) |
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logoutWindow = NULL; |
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} |
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bool LogoutEffect::isLogoutDialog(EffectWindow* w) |
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{ |
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// TODO there should be probably a better way (window type?) |
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if (w->windowClass() == QStringLiteral("ksmserver ksmserver") |
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&& (w->windowRole() == QStringLiteral("logoutdialog") || w->windowRole() == QStringLiteral("logouteffect"))) { |
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return true; |
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} |
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return false; |
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} |
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void LogoutEffect::renderVignetting() |
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{ |
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if (!m_vignettingShader) { |
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m_vignettingShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::ColorShader, |
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QStandardPaths::locate(QStandardPaths::GenericDataLocation, |
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m_shadersDir + QStringLiteral("vignetting.frag"))); |
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if (!m_vignettingShader->isValid()) { |
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qCDebug(KWINEFFECTS) << "Vignetting Shader failed to load"; |
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return; |
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} |
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} else if (!m_vignettingShader->isValid()) { |
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// shader broken |
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return; |
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} |
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// need to get the projection matrix from the ortho shader for the vignetting shader |
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QMatrix4x4 projection = ShaderManager::instance()->pushShader(KWin::ShaderManager::SimpleShader)->getUniformMatrix4x4("projection"); |
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ShaderManager::instance()->popShader(); |
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ShaderBinder binder(m_vignettingShader); |
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m_vignettingShader->setUniform(KWin::GLShader::ProjectionMatrix, projection); |
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m_vignettingShader->setUniform("u_progress", (float)progress * 0.9f); |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glEnable(GL_SCISSOR_TEST); |
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const QRect fullArea = effects->clientArea(FullArea, 0, 0); |
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for (int screen = 0; screen < effects->numScreens(); screen++) { |
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const QRect screenGeom = effects->clientArea(ScreenArea, screen, 0); |
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glScissor(screenGeom.x(), effects->virtualScreenSize().height() - screenGeom.y() - screenGeom.height(), |
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screenGeom.width(), screenGeom.height()); // GL coords are flipped |
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const float cenX = screenGeom.x() + screenGeom.width() / 2; |
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const float cenY = fullArea.height() - screenGeom.y() - screenGeom.height() / 2; |
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const float r = float((screenGeom.width() > screenGeom.height()) |
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? screenGeom.width() : screenGeom.height()) * 0.8f; // Radius |
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m_vignettingShader->setUniform("u_center", QVector2D(cenX, cenY)); |
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m_vignettingShader->setUniform("u_radius", r); |
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QVector<float> vertices; |
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vertices << screenGeom.x() << screenGeom.y(); |
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vertices << screenGeom.x() << screenGeom.y() + screenGeom.height(); |
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vertices << screenGeom.x() + screenGeom.width() << screenGeom.y(); |
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vertices << screenGeom.x() + screenGeom.width() << screenGeom.y() + screenGeom.height(); |
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); |
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vbo->setData(vertices.count()/2, 2, vertices.constData(), NULL); |
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vbo->render(GL_TRIANGLE_STRIP); |
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} |
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glDisable(GL_SCISSOR_TEST); |
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glDisable(GL_BLEND); |
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} |
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void LogoutEffect::renderBlurTexture() |
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{ |
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if (!m_blurShader) { |
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m_blurShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::SimpleShader, |
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QStandardPaths::locate(QStandardPaths::GenericDataLocation, |
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m_shadersDir + QStringLiteral("logout-blur.frag"))); |
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if (!m_blurShader->isValid()) { |
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qCDebug(KWINEFFECTS) << "Logout blur shader failed to load"; |
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} |
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} else if (!m_blurShader->isValid()) { |
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// shader is broken - no need to continue here |
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return; |
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} |
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// Unmodified base image |
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ShaderBinder binder(m_blurShader); |
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m_blurShader->setUniform(GLShader::Offset, QVector2D(0, 0)); |
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m_blurShader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0)); |
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m_blurShader->setUniform(GLShader::Saturation, 1.0); |
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m_blurShader->setUniform("u_alphaProgress", (float)progress * 0.4f); |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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blurTexture->bind(); |
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blurTexture->generateMipmaps(); |
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blurTexture->render(infiniteRegion(), effects->virtualScreenGeometry()); |
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blurTexture->unbind(); |
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glDisable(GL_BLEND); |
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} |
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void LogoutEffect::slotPropertyNotify(EffectWindow* w, long a) |
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{ |
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if (w || a != logoutAtom) |
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return; // Not our atom |
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QByteArray byteData = effects->readRootProperty(logoutAtom, logoutAtom, 8); |
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if (byteData.length() < 1) { |
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// Property was deleted |
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displayEffect = false; |
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return; |
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} |
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// We are using a compatible KSMServer therefore only terminate the effect when the |
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// atom is deleted, not when the dialog is closed. |
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canDoPersistent = true; |
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effects->addRepaintFull(); |
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} |
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bool LogoutEffect::isActive() const |
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{ |
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return progress != 0 || logoutWindow; |
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} |
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} // namespace
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