/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2008 Martin Gräßlin This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . *********************************************************************/ #include "cube.h" #include "sphere.h" #include #include #include #include namespace KWin { KWIN_EFFECT( sphere, SphereEffect ) KWIN_EFFECT_SUPPORTED( sphere, SphereEffect::supported() ) SphereEffect::SphereEffect() : CubeEffect() , mInited( false ) , mValid( true ) , mShader( 0 ) { shortcutsRegistered = false; reconfigure( ReconfigureAll ); } SphereEffect::~SphereEffect() { delete mShader; } void SphereEffect::reconfigure( ReconfigureFlags ) { loadConfig( "Sphere" ); } bool SphereEffect::supported() { return GLShader::fragmentShaderSupported() && (effects->compositingType() == OpenGLCompositing); } bool SphereEffect::loadData() { mInited = true; QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.frag"); QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/sphere.vert"); if( fragmentshader.isEmpty() || vertexshader.isEmpty() ) { kError(1212) << "Couldn't locate shader files" << endl; return false; } mShader = new GLShader( vertexshader, fragmentshader ); if( !mShader->isValid() ) { kError(1212) << "The shader failed to load!" << endl; return false; } else { mShader->bind(); mShader->setUniform( "winTexture", 0 ); mShader->setUniform( "opacity", cubeOpacity ); QRect rect = effects->clientArea( FullScreenArea, activeScreen, effects->currentDesktop()); if( effects->numScreens() > 1 && bigCube ) rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() ); mShader->setUniform( "width", (float)rect.width() ); mShader->setUniform( "height", (float)rect.height() ); mShader->unbind(); } return true; } void SphereEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) { if( activated ) { if( cube_painting ) { 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 { w->disablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP ); } } } effects->prePaintWindow( w, data, time ); } void SphereEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { if( activated && cube_painting ) { if( mValid && !mInited ) mValid = loadData(); bool useShader = mValid; if( useShader ) { mShader->bind(); mShader->setUniform( "windowWidth", (float)w->width() ); mShader->setUniform( "windowHeight", (float)w->height() ); mShader->setUniform( "xCoord", (float)w->x() ); mShader->setUniform( "yCoord", (float)w->y() ); mShader->setUniform( "cubeAngle", (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f ); data.shader = mShader; } CubeEffect::paintWindow( w, mask, region, data ); if( useShader ) { mShader->unbind(); } } else effects->paintWindow( w, mask, region, data ); } void SphereEffect::paintCap( float z, float zTexture ) { if( bottomCap ) { glPushMatrix(); glScalef( 1.0, -1.0, 1.0 ); } CubeEffect::paintCap( z, zTexture ); if( bottomCap ) glPopMatrix(); } void SphereEffect::paintCapStep( float z, float zTexture, bool texture ) { QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() ); float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f; float radius = (rect.width()*0.5)/cos(cubeAngle*0.5*M_PI/180.0); float angle = acos( (rect.height()*0.5)/radius )*180.0/M_PI; angle /= 30; if( texture ) capTexture->bind(); glPushMatrix(); glTranslatef( 0.0, -rect.height()*0.5, 0.0 ); glBegin( GL_QUADS ); for( int i=0; i<30; i++ ) { float topAngle = angle*i*M_PI/180.0; float bottomAngle = angle*(i+1)*M_PI/180.0; float yTop = rect.height() - radius * cos( topAngle ); yTop -= (yTop-rect.height()*0.5)*capDeformationFactor; float yBottom = rect.height() -radius * cos( bottomAngle ); yBottom -= (yBottom-rect.height()*0.5)*capDeformationFactor; for( int j=0; j<36; j++ ) { float x = radius * sin( topAngle ) * sin( (90.0+j*10.0)*M_PI/180.0 ); float z = radius * sin( topAngle ) * cos( (90.0+j*10.0)*M_PI/180.0 ); if( texture ) glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 ); glVertex3f( x, yTop, z ); x = radius * sin( bottomAngle ) * sin( (90.0+j*10.0)*M_PI/180.00 ); z = radius * sin( bottomAngle ) * cos( (90.0+j*10.0)*M_PI/180.0 ); if( texture ) glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 ); glVertex3f( x, yBottom, z ); x = radius * sin( bottomAngle ) * sin( (90.0+(j+1)*10.0)*M_PI/180.0 ); z = radius * sin( bottomAngle ) * cos( (90.0+(j+1)*10.0)*M_PI/180.0 ); if( texture ) glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 ); glVertex3f( x, yBottom, z ); x = radius * sin( topAngle ) * sin( (90.0+(j+1)*10.0)*M_PI/180.0 ); z = radius * sin( topAngle ) * cos( (90.0+(j+1)*10.0)*M_PI/180.0 ); if( texture ) glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 ); glVertex3f( x, yTop, z ); } } glEnd(); glPopMatrix(); if( texture ) { capTexture->unbind(); } } } // namespace