diff --git a/effects/logout/logout.cpp b/effects/logout/logout.cpp
index 87ffd55246..b86e89e351 100644
--- a/effects/logout/logout.cpp
+++ b/effects/logout/logout.cpp
@@ -24,6 +24,7 @@ along with this program. If not, see .
#include "kwinglutils.h"
+#include
#include
#include
@@ -77,9 +78,9 @@ void LogoutEffect::reconfigure( ReconfigureFlags )
void LogoutEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
- if ( !logoutWindow )
+ if( !logoutWindow && progress == 0.0 )
{
- if (blurTexture)
+ if( blurTexture )
{
delete blurTexture;
blurTexture = NULL;
@@ -88,7 +89,7 @@ void LogoutEffect::prePaintScreen( ScreenPrePaintData& data, int time )
blurSupported = false;
}
}
- else if ( !blurTexture )
+ else if( !blurTexture )
{
blurSupported = false;
delete blurTarget; // catch as we just tested the texture ;-P
@@ -144,18 +145,16 @@ void LogoutEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Windo
}
else
{
-#endif
if( w != logoutWindow && !logoutWindowPassed )
{
- if( effects->saturationSupported() )
+ if( blurSupported )
+ data.saturation *= ( 1.0 - progress * 0.2 );
+ else
{
data.saturation *= ( 1.0 - progress * 0.8 );
data.brightness *= ( 1.0 - progress * 0.3 );
}
- else // When saturation isn't supported then reduce brightness a bit more
- data.brightness *= ( 1.0 - progress * 0.6 );
}
-#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( blurSupported && logoutWindowPassed )
{
windows.append( w );
@@ -163,6 +162,12 @@ void LogoutEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Windo
data.opacity = 0.0;
}
}
+#else
+ if( w != logoutWindow && !logoutWindowPassed )
+ {
+ data.saturation *= ( 1.0 - progress * 0.8 );
+ data.brightness *= ( 1.0 - progress * 0.3 );
+ }
#endif
if( w == logoutWindow )
{
@@ -190,11 +195,32 @@ void LogoutEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data
assert( target == blurTarget );
Q_UNUSED( target );
- // Render the blurred scene
+ //--------------------------
+ // Render the screen effect
+
+ glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
+
+ // Unmodified base image
blurTexture->bind();
+ glBegin( GL_QUADS );
+ glTexCoord2f( 0.0, 0.0 );
+ glVertex2f( 0.0, displayHeight() );
+ glTexCoord2f( 1.0, 0.0 );
+ glVertex2f( displayWidth(), displayHeight() );
+ glTexCoord2f( 1.0, 1.0 );
+ glVertex2f( displayWidth(), 0.0 );
+ glTexCoord2f( 0.0, 1.0 );
+ glVertex2f( 0.0, 0.0 );
+ glEnd();
+
+ // Blurred image
GLfloat bias[1];
glGetTexEnvfv( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias );
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, progress * 2.75 );
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 1.75 );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ glEnable( GL_BLEND );
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glColor4f( 1.0f, 1.0f, 1.0f, progress * 0.4 );
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 );
glVertex2f( 0.0, displayHeight() );
@@ -208,6 +234,45 @@ void LogoutEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias[0] );
blurTexture->unbind();
+ // Vignetting (Radial gradient with transparent middle and black edges)
+ for( int screen = 0; screen < effects->numScreens(); screen++ )
+ { // TODO: Cache
+ QRect screenGeom = effects->clientArea( ScreenArea, screen, 0 );
+ glScissor( screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(),
+ screenGeom.width(), screenGeom.height() ); // GL coords are flipped
+ glEnable( GL_SCISSOR_TEST ); // Geom must be set before enable
+ float ro = float(( screenGeom.width() > screenGeom.height() )
+ ? screenGeom.width() : screenGeom.height() ) * 0.8f; // Outer radius
+ glBegin( GL_TRIANGLES );
+ const float a = M_PI / 8.0f; // Angle of increment
+ for( float i = 0.0f; i < M_PI * 1.99f; i += a )
+ {
+ float x, y;
+
+ glColor4f( 0.0f, 0.0f, 0.0f, 0.0f );
+
+ x = screenGeom.x() + screenGeom.width() / 2;
+ y = screenGeom.y() + screenGeom.height() / 2;
+ glVertex3f( x, y, 0 );
+
+ glColor4f( 0.0f, 0.0f, 0.0f, progress * 0.9f );
+
+ x = ro * cos( i ) + screenGeom.x() + screenGeom.width() / 2;
+ y = ro * sin( i ) + screenGeom.y() + screenGeom.height() / 2;
+ glVertex3f( x, y, 0 );
+
+ x = ro * cos( i + a ) + screenGeom.x() + screenGeom.width() / 2;
+ y = ro * sin( i + a ) + screenGeom.y() + screenGeom.height() / 2;
+ glVertex3f( x, y, 0 );
+ }
+ glEnd();
+ glDisable( GL_SCISSOR_TEST );
+ }
+
+ glPopAttrib();
+
+ //--------------------------
+
// Render the logout window
if( logoutWindow )
{