1ae6878e76
svn path=/trunk/KDE/kdebase/workspace/; revision=1038868
354 lines
10 KiB
C++
354 lines
10 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2009 Martin Gräßlin <kde@martin-graesslin.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Based on Compiz Fusion cube gear plugin by Dennis Kasprzyk:
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http://gitweb.compiz-fusion.org/?p=fusion/plugins/gears;a=blob;f=gears.c;hb=HEAD
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Which is based on glxgears.c by Brian Paul:
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http://cvsweb.xfree86.org/cvsweb/xc/programs/glxgears/glxgears.c
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*********************************************************************/
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#include "gears.h"
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#include "../cube/cube_proxy.h"
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#include <math.h>
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#include <GL/gl.h>
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namespace KWin
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{
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KWIN_EFFECT( gears, GearsEffect )
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KWIN_EFFECT_SUPPORTED( gears, GearsEffect::supported() )
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GearsEffect::GearsEffect()
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: CubeInsideEffect()
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, m_active( false )
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, m_contentRotation( 0.0f )
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, m_angle( 0.0f )
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{
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CubeEffectProxy* proxy =
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static_cast<CubeEffectProxy*>( effects->getProxy( "cube" ) );
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if( proxy )
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proxy->registerCubeInsideEffect( this );
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}
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GearsEffect::~GearsEffect()
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{
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CubeEffectProxy* proxy =
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static_cast<CubeEffectProxy*>( effects->getProxy( "cube" ) );
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if( proxy )
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proxy->unregisterCubeInsideEffect( this );
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}
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bool GearsEffect::supported()
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{
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return effects->compositingType() == OpenGLCompositing;
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}
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void GearsEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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if( m_active )
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{
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m_contentRotation += time * 360.0f / 20000.0f;
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if( m_contentRotation > 360.0f )
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m_contentRotation -= 360.0f;
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m_angle += time * 360.0f / 8000.0f;
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if( m_angle > 360.0f )
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m_angle -= 360.0f;
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}
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effects->prePaintScreen( data, time );
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}
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void GearsEffect::postPaintScreen()
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{
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if( m_active )
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{
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effects->addRepaintFull();
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}
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effects->postPaintScreen();
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}
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void GearsEffect::paint()
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{
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if( m_active )
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{
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paintGears();
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}
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}
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void GearsEffect::setActive( bool active )
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{
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m_active = active;
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if( active )
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initGears();
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else
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endGears();
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}
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void GearsEffect::gear( float inner_radius, float outer_radius, float width, int teeth, float tooth_depth )
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{
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GLint i;
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GLfloat r0, r1, r2, maxr2, minr2;
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GLfloat angle, da;
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GLfloat u, v, len;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth / 2.0;
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maxr2 = r2 = outer_radius + tooth_depth / 2.0;
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minr2 = r2;
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da = 2.0 * M_PI / teeth / 4.0;
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glShadeModel( GL_FLAT );
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glNormal3f( 0.0, 0.0, 1.0 );
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/* draw front face */
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glBegin( GL_QUAD_STRIP );
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for( i = 0; i <= teeth; i++ )
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f( r0 * cos( angle ), r0 * sin( angle ), width * 0.5 );
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glVertex3f( r1 * cos( angle ), r1 * sin( angle ), width * 0.5 );
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if( i < teeth )
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{
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glVertex3f( r0 * cos( angle ), r0 * sin( angle ), width * 0.5 );
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glVertex3f( r1 * cos( angle + 3 * da ), r1 * sin( angle + 3 * da ), width * 0.5 );
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}
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}
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glEnd();
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/* draw front sides of teeth */
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glBegin( GL_QUADS );
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for( i = 0; i < teeth; i++ )
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f( r1 * cos( angle ), r1 * sin( angle ), width * 0.5 );
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glVertex3f( r2 * cos( angle + da ), r2 * sin( angle + da ), width * 0.5 );
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glVertex3f( r2 * cos( angle + 2 * da ), r2 * sin( angle + 2 * da ), width * 0.5 );
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glVertex3f( r1 * cos( angle + 3 * da ), r1 * sin( angle + 3 * da ), width * 0.5 );
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r2 = minr2;
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}
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r2 = maxr2;
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glEnd();
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glNormal3f( 0.0, 0.0, -1.0 );
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/* draw back face */
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glBegin( GL_QUAD_STRIP );
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for( i = 0; i <= teeth; i++ )
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f( r1 * cos( angle ), r1 * sin( angle ), -width * 0.5 );
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glVertex3f( r0 * cos( angle ), r0 * sin( angle ), -width * 0.5 );
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if( i < teeth )
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{
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glVertex3f( r1 * cos( angle + 3 * da ), r1 * sin( angle + 3 * da ), -width * 0.5 );
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glVertex3f( r0 * cos( angle ), r0 * sin( angle ), -width * 0.5 );
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}
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}
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glEnd();
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/* draw back sides of teeth */
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glBegin( GL_QUADS );
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da = 2.0 * M_PI / teeth / 4.0;
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for( i = 0; i < teeth; i++ )
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f( r1 * cos( angle + 3 * da ), r1 * sin( angle + 3 * da ), -width * 0.5 );
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glVertex3f( r2 * cos( angle + 2 * da ), r2 * sin( angle + 2 * da ), -width * 0.5 );
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glVertex3f( r2 * cos (angle + da), r2 * sin (angle + da), -width * 0.5 );
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glVertex3f( r1 * cos (angle), r1 * sin (angle), -width * 0.5 );
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r2 = minr2;
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}
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r2 = maxr2;
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glEnd();
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/* draw outward faces of teeth */
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glBegin( GL_QUAD_STRIP );
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for( i = 0; i < teeth; i++ )
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f( r1 * cos( angle ), r1 * sin( angle ), width * 0.5 );
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glVertex3f( r1 * cos( angle ), r1 * sin( angle ), -width * 0.5 );
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u = r2 * cos( angle + da ) - r1 * cos( angle );
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v = r2 * sin( angle + da ) - r1 * sin( angle );
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len = sqrt( u * u + v * v );
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u /= len;
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v /= len;
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glNormal3f( v, -u, 0.0 );
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glVertex3f( r2 * cos( angle + da ), r2 * sin( angle + da ), width * 0.5 );
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glVertex3f( r2 * cos( angle + da ), r2 * sin( angle + da ), -width * 0.5 );
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glNormal3f( cos( angle + 1.5 * da ), sin( angle + 1.5 * da ), 0.0 );
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glVertex3f( r2 * cos( angle + 2 * da ), r2 * sin( angle + 2 * da ), width * 0.5 );
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glVertex3f( r2 * cos( angle + 2 * da ), r2 * sin( angle + 2 * da ), -width * 0.5 );
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u = r1 * cos( angle + 3 * da ) - r2 * cos( angle + 2 * da );
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v = r1 * sin( angle + 3 * da ) - r2 * sin( angle + 2 * da );
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glNormal3f( v, -u, 0.0 );
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glVertex3f( r1 * cos( angle + 3 * da ), r1 * sin( angle + 3 * da ), width * 0.5 );
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glVertex3f( r1 * cos( angle + 3 * da ), r1 * sin( angle + 3 * da ), -width * 0.5 );
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glNormal3f( cos( angle + 3.5 * da ), sin( angle + 3.5 * da ), 0.0 );
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r2 = minr2;
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}
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r2 = maxr2;
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glVertex3f( r1 * cos( 0 ), r1 * sin( 0 ), width * 0.5 );
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glVertex3f( r1 * cos( 0 ), r1 * sin( 0 ), -width * 0.5 );
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glEnd();
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glShadeModel( GL_SMOOTH );
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/* draw inside radius cylinder */
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glBegin( GL_QUAD_STRIP );
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for( i = 0; i <= teeth; i++ )
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{
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angle = i * 2.0 * M_PI / teeth;
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glNormal3f( -cos( angle ), -sin( angle ), 0.0 );
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glVertex3f( r0 * cos( angle ), r0 * sin( angle ), -width * 0.5 );
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glVertex3f( r0 * cos( angle ), r0 * sin( angle ), width * 0.5 );
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}
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glEnd();
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}
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void GearsEffect::paintGears()
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{
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static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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QRect rect = effects->clientArea( FullArea, effects->activeScreen(), effects->currentDesktop() );
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glPushMatrix();
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// invert scale
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float fovy = 60.0f;
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float zNear = 0.1f;
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float ymax = zNear * tan( fovy * M_PI / 360.0f );
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float ymin = -ymax;
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float xmin = ymin;
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float xmax = ymax;
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float scaleFactor = 1.1 * tan( fovy * M_PI / 360.0f )/ymax;
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glScalef( 1.0f/((xmax-xmin)*scaleFactor/displayWidth()), 1.0f/(-(ymax-ymin)*scaleFactor/displayHeight()), 1000.0f );
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glPushAttrib( GL_COLOR_BUFFER_BIT | GL_TEXTURE_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT );
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glDisable( GL_BLEND );
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glPushMatrix();
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// content rotation requires depth test - so disabled
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// glRotatef( m_contentRotation, 0.0, 1.0, 0.0 );
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glScalef( 0.05, 0.05, 0.05 );
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glEnable( GL_NORMALIZE );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT1 );
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glDisable( GL_COLOR_MATERIAL );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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glPushMatrix();
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glTranslatef( -3.0, -2.0, 0.0 );
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glRotatef( m_angle, 0.0, 0.0, 1.0 );
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glCallList( m_gear1 );
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glPopMatrix();
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glPushMatrix();
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glTranslatef( 3.1, -2.0, 0.0 );
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glRotatef( -2.0 * m_angle - 9.0, 0.0, 0.0, 1.0 );
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glCallList( m_gear2 );
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glPopMatrix();
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glPushMatrix();
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glTranslatef( -3.1, 4.2, 0.0 );
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glRotatef( -2.0 * m_angle - 25.0, 0.0, 0.0, 1.0 );
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glCallList( m_gear3 );
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glPopMatrix();
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white );
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glPopMatrix();
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glDisable( GL_LIGHT1 );
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glDisable( GL_NORMALIZE );
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glEnable( GL_COLOR_MATERIAL );
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glDisable( GL_LIGHTING );
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glPopMatrix();
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glPopAttrib();
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}
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void GearsEffect::initGears()
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{
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static GLfloat pos[4] = { 5.0f, 5.0f, 10.0f, 0.0f };
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static GLfloat red[4] = { 0.8f, 0.1f, 0.0f, 1.0f };
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static GLfloat green[4] = { 0.0f, 0.8f, 0.2f, 1.0f };
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static GLfloat blue[4] = { 0.2f, 0.2f, 1.0f, 1.0f };
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static GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 0.3f };
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static GLfloat diffuseLight[] = { 0.5f, 0.5f, 0.5f, 0.5f };
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glLightfv( GL_LIGHT1, GL_AMBIENT, ambientLight );
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glLightfv( GL_LIGHT1, GL_DIFFUSE, diffuseLight );
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glLightfv( GL_LIGHT1, GL_POSITION, pos );
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m_gear1 = glGenLists( 1 );
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glNewList( m_gear1, GL_COMPILE );
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red );
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gear( 1.0f, 4.0f, 1.0f, 20, 0.7f );
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glEndList();
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m_gear2 = glGenLists( 1 );
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glNewList( m_gear2, GL_COMPILE );
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green );
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gear( 0.5f, 2.0f, 2.0f, 10, 0.7f );
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glEndList();
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m_gear3 = glGenLists( 1 );
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glNewList( m_gear3, GL_COMPILE );
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue );
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gear( 1.3f, 2.0f, 0.5f, 10, 0.7f );
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glEndList();
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}
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void GearsEffect::endGears()
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{
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glDeleteLists( m_gear1, 1 );
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glDeleteLists( m_gear2, 1 );
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glDeleteLists( m_gear3, 1 );
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}
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} // namespace
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