/******************************************************************** 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 ) KWIN_EFFECT_SUPPORTED( cylinder, CylinderEffect::supported() ) CylinderEffect::CylinderEffect() : CubeEffect() , mInited( false ) , mValid( true ) , mShader( 0 ) { reconfigure( ReconfigureAll ); } CylinderEffect::~CylinderEffect() { delete mShader; } void CylinderEffect::reconfigure( ReconfigureFlags ) { loadConfig( "Cylinder" ); } bool CylinderEffect::supported() { return GLShader::fragmentShaderSupported() && (effects->compositingType() == OpenGLCompositing); } 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(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 && (slide || bigCube ) ) rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() ); mShader->setUniform( "width", (float)rect.width() ); mShader->unbind(); } return true; } void CylinderEffect::paintCube( int mask, QRegion region, ScreenPaintData& data ) { glPushMatrix(); QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop()); float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f; float radian = (cubeAngle*0.5)*M_PI/180; // height of the triangle compound of one side of the cube and the two bisecting lines float midpoint = rect.width()*0.5*tan(radian); // radius of the circle float radius = (rect.width()*0.5)/cos(radian); glTranslatef( 0.0, 0.0, midpoint - radius ); CubeEffect::paintCube( mask, region, data ); glPopMatrix(); } 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 ); 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 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 ); } void CylinderEffect::paintCap( float z, float zTexture ) { if( ( !paintCaps ) || effects->numberOfDesktops() <= 2 ) return; CubeEffect::paintCap( z, zTexture ); QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() ); float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f; float radian = (cubeAngle*0.5)*M_PI/180; // height of the triangle compound of one side of the cube and the two bisecting lines float midpoint = rect.width()*0.5*tan(radian); // radius of the circle float radius = (rect.width()*0.5)/cos(radian); // paint round part of the cap glPushMatrix(); float zTranslate = zPosition + zoom; if( start ) zTranslate *= timeLine.value(); if( stop ) zTranslate *= ( 1.0 - timeLine.value() ); glTranslatef( 0.0, 0.0, -zTranslate ); float triangleWidth = 40.0; for( int i=0; inumberOfDesktops(); i++ ) { glPushMatrix(); glTranslatef( rect.width()/2, 0.0, -z ); glRotatef( i*(360.0f/effects->numberOfDesktops()), 0.0, 1.0, 0.0 ); glTranslatef( -rect.width()/2, 0.0, z ); glBegin( GL_TRIANGLE_STRIP ); for( int j=0; j see comments float distance = rect.width()*0.5 - (j*triangleWidth); if( (j*triangleWidth) > rect.width()*0.5 ) { distance = (j*triangleWidth) - rect.width()*0.5; } // distance in correct format float angle = acos( distance/radius ); float h = radius; // if distance == 0 -> angle=90 -> tan(90) singularity if( distance != 0.0 ) h = tan( angle ) * distance; zValue = h - midpoint; glVertex3f( j*triangleWidth, 0.0, zValue ); glVertex3f( (j+1)*triangleWidth, 0.0, 0.0 ); } glEnd(); glPopMatrix(); } glPopMatrix(); } } // namespace