/******************************************************************** 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 "cylinder.h" #include #include #include #include namespace KWin { KWIN_EFFECT( cylinder, CylinderEffect ) CylinderEffect::CylinderEffect() : CubeEffect() , mInited( false ) , mValid( true ) , mShader( 0 ) { } CylinderEffect::~CylinderEffect() { delete mShader; } bool CylinderEffect::loadData() { mInited = true; QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.frag"); QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.vert"); if(fragmentshader.isEmpty() || vertexshader.isEmpty()) { kError() << "Couldn't locate shader files" << endl; return false; } mShader = new GLShader(vertexshader, fragmentshader); if(!mShader->isValid()) { kError() << "The shader failed to load!" << endl; return false; } else { mShader->bind(); mShader->setUniform( "winTexture", 0 ); mShader->setUniform( "opacity", cubeOpacity ); QRect rect = effects->clientArea( FullScreenArea, effects->activeScreen(), effects->currentDesktop()); mShader->setUniform( "width", (float)rect.width() ); mShader->unbind(); } return true; } void CylinderEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) { if( activated ) { if( cube_painting ) { if( w->isOnDesktop( painting_desktop )) { data.quads = data.quads.makeGrid( 40 ); w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP ); } else { w->disablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP ); } } } effects->prePaintWindow( w, data, time ); } void CylinderEffect::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( "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 ); } } // namespace