Caps also for cylinder.

Translate cylinder so that start/stop works correctly.
Do not react on desktop change. That would be strange in cylinder effect.

svn path=/trunk/KDE/kdebase/workspace/; revision=842031
This commit is contained in:
Martin Gräßlin 2008-08-04 15:07:34 +00:00
parent d719718780
commit 3edc29f190
3 changed files with 89 additions and 3 deletions

View file

@ -62,8 +62,8 @@ class CubeEffect
Normal,
Down
};
void paintScene( int mask, QRegion region, ScreenPaintData& data );
void paintCap( float z, float zTexture );
virtual void paintScene( int mask, QRegion region, ScreenPaintData& data );
virtual void paintCap( float z, float zTexture );
void rotateToDesktop( int desktop );
void setActive( bool active );
bool activated;

View file

@ -67,12 +67,29 @@ bool CylinderEffect::loadData()
mShader->bind();
mShader->setUniform( "winTexture", 0 );
mShader->setUniform( "opacity", cubeOpacity );
QRect rect = effects->clientArea( FullScreenArea, effects->activeScreen(), effects->currentDesktop());
QRect rect = effects->clientArea( FullScreenArea, activeScreen, effects->currentDesktop());
mShader->setUniform( "width", (float)rect.width() );
mShader->unbind();
}
return true;
}
void CylinderEffect::paintScene( int mask, QRegion region, ScreenPaintData& data )
{
glPushMatrix();
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f;
float radian = (cubeAngle*0.5)*M_PI/180;
// height of the triangle compound of one side of the cube and the two bisecting lines
float midpoint = rect.width()*0.5*tan(radian);
// radius of the circle
float radius = (rect.width()*0.5)/cos(radian);
glTranslatef( 0.0, 0.0, midpoint - radius );
CubeEffect::paintScene( mask, region, data );
glPopMatrix();
}
void CylinderEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( activated )
@ -82,6 +99,9 @@ void CylinderEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data,
if( w->isOnDesktop( painting_desktop ))
{
data.quads = data.quads.makeGrid( 40 );
QRect rect = effects->clientArea( FullArea, activeScreen, painting_desktop );
if( w->x() < rect.width()/2 && w->x() + w->width() > rect.width()/ 2 )
data.quads = data.quads.splitAtX( rect.width()/2 - w->x() );
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
}
else
@ -119,4 +139,66 @@ void CylinderEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Win
effects->paintWindow( w, mask, region, data );
}
void CylinderEffect::desktopChanged( int old )
{
// cylinder effect is not useful to slide
}
void CylinderEffect::paintCap( float z, float zTexture )
{
if( ( !paintCaps ) || effects->numberOfDesktops() <= 2 )
return;
CubeEffect::paintCap( z, zTexture );
QRect rect = effects->clientArea( FullArea, activeScreen, painting_desktop );
float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f;
float radian = (cubeAngle*0.5)*M_PI/180;
// height of the triangle compound of one side of the cube and the two bisecting lines
float midpoint = rect.width()*0.5*tan(radian);
// radius of the circle
float radius = (rect.width()*0.5)/cos(radian);
// paint round part of the cap
glPushMatrix();
float zTranslate = 100.0;
if( start )
zTranslate *= timeLine.value();
if( stop )
zTranslate *= ( 1.0 - timeLine.value() );
glTranslatef( 0.0, 0.0, -zTranslate );
float triangleWidth = 40.0;
for( int i=0; i<effects->numberOfDesktops(); i++ )
{
glPushMatrix();
glTranslatef( rect.width()/2, 0.0, -z );
glRotatef( i*(360.0f/effects->numberOfDesktops()), 0.0, 1.0, 0.0 );
glTranslatef( -rect.width()/2, 0.0, z );
glBegin( GL_TRIANGLE_STRIP );
for( int j=0; j<rect.width()/triangleWidth; j++ )
{
float zValue = 0.0;
// distance from midpoint of desktop to x coord
// calculation is same as in shader -> see comments
float distance = rect.width()*0.5 - (j*triangleWidth);
if( (j*triangleWidth) > rect.width()*0.5 )
{
distance = (j*triangleWidth) - rect.width()*0.5;
}
// distance in correct format
float angle = acos( distance/radius );
float h = radius;
// if distance == 0 -> angle=90 -> tan(90) singularity
if( distance != 0.0 )
h = tan( angle ) * distance;
zValue = h - midpoint;
glVertex3f( j*triangleWidth, 0.0, zValue );
glVertex3f( (j+1)*triangleWidth, 0.0, 0.0 );
}
glEnd();
glPopMatrix();
}
glPopMatrix();
}
} // namespace

View file

@ -35,6 +35,10 @@ class CylinderEffect
~CylinderEffect();
virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
virtual void desktopChanged( int old );
protected:
virtual void paintScene( int mask, QRegion region, ScreenPaintData& data );
virtual void paintCap( float z, float zTexture );
private:
bool loadData();
bool mInited;