/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Rivo Laks Copyright (C) 2007 Lubos Lunak 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 "taskbarthumbnail.h" #include #ifdef KWIN_HAVE_OPENGL_COMPOSITING #include #endif #include #include // This effect shows a preview inside a window that has a special property set // on it that says which window and where to render. It is used by the taskbar // to show window previews in tooltips. namespace KWin { KWIN_EFFECT( taskbarthumbnail, TaskbarThumbnailEffect ) TaskbarThumbnailEffect::TaskbarThumbnailEffect() { atom = XInternAtom( display(), "_KDE_WINDOW_PREVIEW", False ); effects->registerPropertyType( atom, true ); // TODO hackish way to announce support, make better after 4.0 unsigned char dummy = 0; XChangeProperty( display(), rootWindow(), atom, atom, 8, PropModeReplace, &dummy, 1 ); if ( GLShader::fragmentShaderSupported() && GLShader::vertexShaderSupported() && GLRenderTarget::supported() ) { shader = new GLShader(":/taskbarthumbnail/vertex.glsl", ":/taskbarthumbnail/fragment.glsl"); shader->bind(); uTexUnit = shader->uniformLocation("texUnit"); uKernelSize = shader->uniformLocation("kernelSize"); uKernel = shader->uniformLocation("kernel"); uOffsets = shader->uniformLocation("offsets"); shader->unbind(); } else { shader = 0; } offscreenTex = 0; offscreenTarget = 0; } TaskbarThumbnailEffect::~TaskbarThumbnailEffect() { XDeleteProperty( display(), rootWindow(), atom ); effects->registerPropertyType( atom, false ); delete offscreenTarget; delete offscreenTex; delete shader; } void TaskbarThumbnailEffect::prePaintScreen( ScreenPrePaintData& data, int time ) { // if( thumbnails.count() > 0 ) // // TODO this should not be needed (it causes whole screen repaint) // data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; effects->prePaintScreen(data, time); } void TaskbarThumbnailEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) { // TODO what if of the windows is translucent and one not? change data.mask? effects->prePaintWindow( w, data, time ); } void TaskbarThumbnailEffect::updateOffscreenSurfaces() { int w = displayWidth(); int h = displayHeight(); if ( !GLTexture::NPOTTextureSupported() ) { w = nearestPowerOfTwo( w ); h = nearestPowerOfTwo( h ); } if ( !offscreenTex || offscreenTex->width() != w || offscreenTex->height() != h ) { if ( offscreenTex ) { delete offscreenTex; delete offscreenTarget; } offscreenTex = new GLTexture( w, h ); offscreenTex->setFilter( GL_LINEAR ); offscreenTex->setWrapMode( GL_CLAMP_TO_EDGE ); offscreenTarget = new GLRenderTarget( offscreenTex ); } } static float sinc( float x ) { return std::sin( x * M_PI ) / ( x * M_PI ); } static float lanczos( float x, float a ) { if ( qFuzzyCompare( x + 1.0, 1.0 ) ) return 1.0; if ( qAbs( x ) >= a ) return 0.0; return sinc( x ) * sinc( x / a ); } QVector TaskbarThumbnailEffect::createKernel( float delta ) { const float a = 2.0; // The two outermost samples always fall at points where the lanczos // function returns 0, so we'll skip them. const int sampleCount = qBound( 3, qCeil(delta * a) * 2 + 1 - 2, 49 ); const int center = sampleCount / 2; const int kernelSize = center + 1; const float factor = 1.0 / delta; QVector values( kernelSize ); QVector kernel( kernelSize ); float sum = 0; for ( int i = 0; i < kernelSize; i++ ) { const float val = lanczos( i * factor, a ); sum += i > 0 ? val * 2 : val; values[i] = val; } // Normalize the kernel for ( int i = 0; i < kernelSize; i++ ) { const float val = values[i] / sum; kernel[i] = QVector4D( val, val, val, val ); } return kernel; } QVector TaskbarThumbnailEffect::createOffsets( int count, float width, Qt::Orientation direction ) { QVector offsets( count ); for ( int i = 0; i < count; i++ ) { offsets[i] = ( direction == Qt::Horizontal ) ? QVector2D( i / width, 0 ) : QVector2D( 0, i / width ); } return offsets; } void TaskbarThumbnailEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { effects->paintWindow( w, mask, region, data ); // paint window first if( thumbnails.contains( w )) { // paint thumbnails on it int mask = PAINT_WINDOW_TRANSFORMED; if( data.opacity == 1.0 ) mask |= PAINT_WINDOW_OPAQUE; else mask |= PAINT_WINDOW_TRANSLUCENT; foreach( const Data &thumb, thumbnails.values( w )) { EffectWindow* thumbw = effects->findWindow( thumb.window ); if( thumbw == NULL ) continue; WindowPaintData thumbData( thumbw ); thumbData.opacity *= data.opacity; QRect r; #ifdef KWIN_HAVE_OPENGL_COMPOSITING if( effects->compositingType() == KWin::OpenGLCompositing ) { if ( shader ) { int tx = thumb.rect.x() + w->x(); int ty = thumb.rect.y() + w->y(); int tw = thumb.rect.width(); int th = thumb.rect.height(); int sw = thumbw->width(); int sh = thumbw->height(); setPositionTransformations( thumbData, r, thumbw, QRect(0, 0, sw, sh), Qt::KeepAspectRatio ); // Bind the offscreen FBO and draw the window on it unscaled updateOffscreenSurfaces(); effects->pushRenderTarget( offscreenTarget ); glClear( GL_COLOR_BUFFER_BIT ); effects->drawWindow( thumbw, mask, r, thumbData ); // Create a scratch texture and copy the rendered window into it GLTexture tex( sw, sh ); tex.setFilter( GL_LINEAR ); tex.setWrapMode( GL_CLAMP_TO_EDGE ); tex.bind(); glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, offscreenTex->height() - sh, sw, sh ); // Set up the shader for horizontal scaling float dx = sw / float(tw); QVector kernel = createKernel( dx ); QVector offsets = createOffsets( kernel.size(), sw, Qt::Horizontal ); shader->bind(); glUniform1i( uTexUnit, 0 ); glUniform1i( uKernelSize, kernel.size() ); glUniform2fv( uOffsets, offsets.size(), (const GLfloat*)offsets.constData() ); glUniform4fv( uKernel, kernel.size(), (const GLfloat*)kernel.constData() ); // Draw the window back into the FBO, this time scaled horizontally glClear( GL_COLOR_BUFFER_BIT ); glBegin( GL_QUADS ); glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right glTexCoord2f( 1, 1 ); glVertex2i( tw, sh ); // Bottom right glTexCoord2f( 0, 1 ); glVertex2i( 0, sh ); // Bottom left glEnd(); // At this point we don't need the scratch texture anymore tex.unbind(); tex.discard(); // Unbind the FBO effects->popRenderTarget(); // Set up the shader for vertical scaling float dy = sh / float(th); kernel = createKernel( dy ); offsets = createOffsets( kernel.size(), offscreenTex->height(), Qt::Vertical ); glUniform1i( uKernelSize, kernel.size() ); glUniform2fv( uOffsets, offsets.size(), (const GLfloat*)offsets.constData() ); glUniform4fv( uKernel, kernel.size(), (const GLfloat*)kernel.constData() ); float sx2 = tw / float(offscreenTex->width()); float sy2 = 1 - (sh / float(offscreenTex->height())); // Now draw the horizontally scaled window in the FBO at the right // coordinates on the screen, while scaling it vertically and blending it. offscreenTex->bind(); glPushAttrib( GL_COLOR_BUFFER_BIT ); glEnable( GL_BLEND ); glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ); glBegin( GL_QUADS ); glTexCoord2f( 0, sy2 ); glVertex2i( tx, ty ); // Top left glTexCoord2f( sx2, sy2 ); glVertex2i( tx + tw, ty ); // Top right glTexCoord2f( sx2, 1 ); glVertex2i( tx + tw, ty + th ); // Bottom right glTexCoord2f( 0, 1 ); glVertex2i( tx, ty + th ); // Bottom left glEnd(); glPopAttrib(); offscreenTex->unbind(); shader->unbind(); // Delete the offscreen surface after 5 seconds timer.start( 5000, this ); continue; } if ( data.shader ) { // there is a shader - update texture width and height int texw = thumbw->width(); int texh = thumbw->height(); if( !GLTexture::NPOTTextureSupported() ) { kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ; texw = nearestPowerOfTwo( texw ); texh = nearestPowerOfTwo( texh ); } thumbData.shader = data.shader; thumbData.shader->setTextureWidth( (float)texw ); thumbData.shader->setTextureHeight( (float)texh ); } } // if ( effects->compositingType() == KWin::OpenGLCompositing ) #endif setPositionTransformations( thumbData, r, thumbw, thumb.rect.translated( w->pos()), Qt::KeepAspectRatio ); effects->drawWindow( thumbw, mask, r, thumbData ); } } } // End of function void TaskbarThumbnailEffect::windowDamaged( EffectWindow* w, const QRect& damage ) { Q_UNUSED( damage ); // Update the thumbnail if the window was damaged foreach( EffectWindow* window, thumbnails.uniqueKeys() ) foreach( const Data &thumb, thumbnails.values( window )) if( w == effects->findWindow( thumb.window )) effects->addRepaint( thumb.rect.translated( window->pos() )); } void TaskbarThumbnailEffect::windowAdded( EffectWindow* w ) { propertyNotify( w, atom ); // read initial value } void TaskbarThumbnailEffect::windowDeleted( EffectWindow* w ) { thumbnails.remove( w ); } void TaskbarThumbnailEffect::propertyNotify( EffectWindow* w, long a ) { if( !w || a != atom ) return; thumbnails.remove( w ); QByteArray data = w->readProperty( atom, atom, 32 ); if( data.length() < 1 ) return; long* d = reinterpret_cast< long* >( data.data()); int len = data.length() / sizeof( d[ 0 ] ); int pos = 0; int cnt = d[ 0 ]; ++pos; for( int i = 0; i < cnt; ++i ) { int size = d[ pos ]; if( len - pos < size ) return; // format error ++pos; Data data; data.window = d[ pos ]; data.rect = QRect( d[ pos + 1 ], d[ pos + 2 ], d[ pos + 3 ], d[ pos + 4 ] ); thumbnails.insert( w, data ); pos += size; } } void TaskbarThumbnailEffect::timerEvent( QTimerEvent *event ) { if (event->timerId() == timer.timerId()) { timer.stop(); delete offscreenTarget; delete offscreenTex; offscreenTarget = 0; offscreenTex = 0; } } } // namespace