Render logout vignetting even if FBOs are not available.
svn path=/trunk/KDE/kdebase/workspace/; revision=1051777
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2 changed files with 147 additions and 117 deletions
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@ -138,42 +138,51 @@ void LogoutEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Windo
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if( progress > 0.0 )
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if( blurSupported && w == logoutWindow )
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{
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windowOpacity = data.opacity;
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data.opacity = 0.0; // Cheat, we need the opacity for later but don't want to blur it
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}
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else
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{
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if( w != logoutWindow && !logoutWindowPassed )
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{
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if( blurSupported )
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data.saturation *= ( 1.0 - progress * 0.2 );
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if( effects->compositingType() == KWin::OpenGLCompositing )
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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.opacity = 0.0; // Cheat, we need the opacity for later but don't want to blur it
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}
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else
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{
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data.saturation *= ( 1.0 - progress * 0.8 );
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data.brightness *= ( 1.0 - progress * 0.3 );
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if( logoutWindowPassed )
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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.opacity = 0.0;
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}
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else // Window is added to the FBO
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data.saturation *= ( 1.0 - progress * 0.2 );
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}
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}
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if( blurSupported && logoutWindowPassed )
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{
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windows.append( w );
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windowsOpacities[ w ] = data.opacity;
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data.opacity = 0.0;
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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 )
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// Window is in the background, desaturate
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data.saturation *= ( 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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#else
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if( w != logoutWindow && !logoutWindowPassed )
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{
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data.saturation *= ( 1.0 - progress * 0.8 );
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data.brightness *= ( 1.0 - progress * 0.3 );
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}
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#endif
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if( w == logoutWindow )
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{
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// logout window - all following windows are on top and should not be altered
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logoutWindowPassed = true;
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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 )
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{
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data.saturation *= ( 1.0 - progress * 0.8 );
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data.brightness *= ( 1.0 - progress * 0.3 );
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}
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}
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if( w == logoutWindow )
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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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@ -182,104 +191,94 @@ void LogoutEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if( blurSupported && progress > 0.0 )
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{
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effects->pushRenderTarget( blurTarget );
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}
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#endif
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effects->paintScreen( mask, region, data );
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if( blurSupported && progress > 0.0 )
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if( effects->compositingType() == KWin::OpenGLCompositing && progress > 0.0 )
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{
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GLRenderTarget* target = effects->popRenderTarget();
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assert( target == blurTarget );
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Q_UNUSED( target );
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//--------------------------
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// Render the screen effect
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glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
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// Unmodified base image
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blurTexture->bind();
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glBegin( GL_QUADS );
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glTexCoord2f( 0.0, 0.0 );
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glVertex2f( 0.0, displayHeight() );
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glTexCoord2f( 1.0, 0.0 );
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glVertex2f( displayWidth(), displayHeight() );
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glTexCoord2f( 1.0, 1.0 );
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glVertex2f( displayWidth(), 0.0 );
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glTexCoord2f( 0.0, 1.0 );
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glVertex2f( 0.0, 0.0 );
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glEnd();
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// Blurred image
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GLfloat bias[1];
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glGetTexEnvfv( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias );
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glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 1.75 );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glColor4f( 1.0f, 1.0f, 1.0f, progress * 0.4 );
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glBegin( GL_QUADS );
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glTexCoord2f( 0.0, 0.0 );
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glVertex2f( 0.0, displayHeight() );
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glTexCoord2f( 1.0, 0.0 );
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glVertex2f( displayWidth(), displayHeight() );
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glTexCoord2f( 1.0, 1.0 );
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glVertex2f( displayWidth(), 0.0 );
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glTexCoord2f( 0.0, 1.0 );
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glVertex2f( 0.0, 0.0 );
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glEnd();
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glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias[0] );
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blurTexture->unbind();
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// Vignetting (Radial gradient with transparent middle and black edges)
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for( int screen = 0; screen < effects->numScreens(); screen++ )
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if( !blurSupported )
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{
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QRect screenGeom = effects->clientArea( ScreenArea, screen, 0 );
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glScissor( screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(),
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screenGeom.width(), screenGeom.height() ); // GL coords are flipped
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glEnable( GL_SCISSOR_TEST ); // Geom must be set before enable
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const float cenX = screenGeom.x() + screenGeom.width() / 2;
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const float cenY = screenGeom.y() + screenGeom.height() / 2;
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const float a = M_PI / 16.0f; // Angle of increment
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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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glBegin( GL_TRIANGLE_FAN );
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glColor4f( 0.0f, 0.0f, 0.0f, 0.0f );
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glVertex3f( cenX, cenY, 0.0f );
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glColor4f( 0.0f, 0.0f, 0.0f, progress * 0.9f );
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for( float i = 0.0f; i <= M_PI * 2.01f; i += a )
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glVertex3f( cenX + r * cos( i ), cenY + r * sin( i ), 0.0f );
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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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}
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else
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{
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GLRenderTarget* target = effects->popRenderTarget();
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assert( target == blurTarget );
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Q_UNUSED( target );
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//--------------------------
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// Render the screen effect
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glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
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// Unmodified base image
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blurTexture->bind();
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glBegin( GL_QUADS );
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glTexCoord2f( 0.0, 0.0 );
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glVertex2f( 0.0, displayHeight() );
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glTexCoord2f( 1.0, 0.0 );
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glVertex2f( displayWidth(), displayHeight() );
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glTexCoord2f( 1.0, 1.0 );
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glVertex2f( displayWidth(), 0.0 );
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glTexCoord2f( 0.0, 1.0 );
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glVertex2f( 0.0, 0.0 );
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glEnd();
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glDisable( GL_SCISSOR_TEST );
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// Blurred image
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GLfloat bias[1];
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glGetTexEnvfv( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias );
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glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 1.75 );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glColor4f( 1.0f, 1.0f, 1.0f, progress * 0.4 );
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glBegin( GL_QUADS );
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glTexCoord2f( 0.0, 0.0 );
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glVertex2f( 0.0, displayHeight() );
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glTexCoord2f( 1.0, 0.0 );
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glVertex2f( displayWidth(), displayHeight() );
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glTexCoord2f( 1.0, 1.0 );
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glVertex2f( displayWidth(), 0.0 );
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glTexCoord2f( 0.0, 1.0 );
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glVertex2f( 0.0, 0.0 );
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glEnd();
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glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias[0] );
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blurTexture->unbind();
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// Vignetting (Radial gradient with transparent middle and black edges)
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renderVignetting();
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glPopAttrib();
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//--------------------------
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// Render the logout window
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if( logoutWindow )
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{
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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.opacity = 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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{
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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.opacity = 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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glPopAttrib();
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//--------------------------
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// Render the logout window
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if( logoutWindow )
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{
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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.opacity = 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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{
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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.opacity = 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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#endif
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}
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@ -335,4 +334,34 @@ bool LogoutEffect::isLogoutDialog( EffectWindow* w )
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return false;
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}
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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void LogoutEffect::renderVignetting()
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{
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glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
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glEnable( GL_BLEND ); // If not already (Such as when rendered straight to the screen)
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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for( int screen = 0; screen < effects->numScreens(); screen++ )
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{
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QRect screenGeom = effects->clientArea( ScreenArea, screen, 0 );
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glScissor( screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(),
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screenGeom.width(), screenGeom.height() ); // GL coords are flipped
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glEnable( GL_SCISSOR_TEST ); // Geom must be set before enable
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const float cenX = screenGeom.x() + screenGeom.width() / 2;
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const float cenY = screenGeom.y() + screenGeom.height() / 2;
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const float a = M_PI / 16.0f; // Angle of increment
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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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glBegin( GL_TRIANGLE_FAN );
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glColor4f( 0.0f, 0.0f, 0.0f, 0.0f );
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glVertex3f( cenX, cenY, 0.0f );
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glColor4f( 0.0f, 0.0f, 0.0f, progress * 0.9f );
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for( float i = 0.0f; i <= M_PI * 2.01f; i += a )
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glVertex3f( cenX + r * cos( i ), cenY + r * sin( i ), 0.0f );
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glEnd();
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glDisable( GL_SCISSOR_TEST );
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}
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glPopAttrib();
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}
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#endif
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} // namespace
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@ -54,6 +54,7 @@ class LogoutEffect
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bool logoutWindowPassed;
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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void renderVignetting();
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int frameDelay;
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bool blurSupported, useBlur;
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GLTexture* blurTexture;
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