kwin/effects/snow.cpp
Martin Gräßlin 44ad9f6ca7 Make snow behind windows the default as it is much nicer.
svn path=/trunk/KDE/kdebase/workspace/; revision=893187
2008-12-06 09:12:33 +00:00

451 lines
13 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Martin Gräßlin <ubuntu@martin-graesslin.com>
Copyright (C) 2008 Torgny Johansson <torgny.johansson@gmail.com>
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 <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "snow.h"
#include <kwinconfig.h>
#include <kaction.h>
#include <kactioncollection.h>
#include <kconfiggroup.h>
#include <kglobal.h>
#include <klocale.h>
#include <kstandarddirs.h>
#include <kdebug.h>
#include <ctime>
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
#include <GL/gl.h>
#endif
namespace KWin
{
KWIN_EFFECT( snow, SnowEffect )
KWIN_EFFECT_SUPPORTED( snow, SnowEffect::supported() )
SnowEffect::SnowEffect()
: texture( NULL )
, active( false)
, snowBehindWindows( false )
, mShader( 0 )
, mInited( false )
, mUseShader( true )
, hasSnown( false )
{
srandom( std::time( NULL ) );
nextFlakeMillis = 0;
KActionCollection* actionCollection = new KActionCollection( this );
KAction* a = static_cast< KAction* >( actionCollection->addAction( "Snow" ));
a->setText( i18n("Snow" ));
a->setGlobalShortcut( KShortcut( Qt::CTRL + Qt::META + Qt::Key_F12 ));
connect( a, SIGNAL( triggered( bool )), this, SLOT( toggle()));
reconfigure( ReconfigureAll );
}
SnowEffect::~SnowEffect()
{
delete texture;
if( active )
delete mShader;
}
bool SnowEffect::supported()
{
return effects->compositingType() == OpenGLCompositing;
}
void SnowEffect::reconfigure( ReconfigureFlags )
{
KConfigGroup conf = effects->effectConfig("Snow");
mNumberFlakes = conf.readEntry("Number", 200);
mMinFlakeSize = conf.readEntry("MinFlakes", 10);
mMaxFlakeSize = conf.readEntry("MaxFlakes", 50);
mMaxVSpeed = conf.readEntry("MaxVSpeed", 2);
mMaxHSpeed = conf.readEntry("MaxHSpeed", 1);
snowBehindWindows = conf.readEntry("BehindWindows", true);
}
void SnowEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if ( active )
{
// if number of active snowflakes is smaller than maximum number
// create a random new snowflake
nextFlakeMillis -= time;
if ( ( nextFlakeMillis <= 0 ) && flakes.count() < mNumberFlakes)
{
int size = 0;
while ( size < mMinFlakeSize )
size = random() % mMaxFlakeSize;
SnowFlake flake = SnowFlake( random() % (displayWidth() - size), -1 * size, size, size, mMaxVSpeed, mMaxHSpeed );
flakes.append( flake );
// calculation of next time of snowflake
// depends on the time the flow needs to get to the bottom (screen size)
// and the fps
long next = ((500/(time+5))*(Effect::displayHeight()/flake.getVSpeed()))/mNumberFlakes;
nextFlakeMillis = next;
}
data.mask |= PAINT_SCREEN_TRANSFORMED;
hasSnown = false;
}
effects->prePaintScreen( data, time );
}
void SnowEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
if( active && snowBehindWindows )
repaintRegion = QRegion( 0, 0, displayWidth(), displayHeight() );
effects->paintScreen( mask, region, data ); // paint normal screen
if( active && !snowBehindWindows )
snowing( region );
}
void SnowEffect::snowing( QRegion& region )
{
if(! texture ) loadTexture();
if( texture )
{
glActiveTexture(GL_TEXTURE0);
texture->bind();
if( mUseShader && !mInited )
mUseShader = loadShader();
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
if( mUseShader )
{
mShader->bind();
QRect rect = region.boundingRect();
mShader->setUniform( "left", rect.x() );
mShader->setUniform( "right", rect.x() + rect.width() );
mShader->setUniform( "top", rect.y() );
mShader->setUniform( "bottom", rect.y() + rect.height() );
}
else
glNewList( list, GL_COMPILE_AND_EXECUTE );
for (int i=0; i<flakes.count(); i++)
{
SnowFlake& flake = flakes[i];
if( !hasSnown )
{
// only update during first paint in one frame
if( flake.addFrame() == 0 )
{
flakes.removeAt( i-- );
continue;
}
}
if( mUseShader )
{
// use shader
mShader->setUniform( "angle", flake.getRotationSpeed() );
mShader->setUniform( "x", flake.getX() );
mShader->setUniform( "hSpeed", flake.getHSpeed() );
mShader->setUniform( "vSpeed", flake.getVSpeed() );
mShader->setUniform( "frames", flake.getFrames() );
mShader->setUniform( "width", flake.getWidth() );
mShader->setUniform( "height", flake.getHeight() );
glCallList( list );
}
else
{
if( !hasSnown )
{
// only update during first paint in one frame
flake.updateSpeedAndRotation();
}
// no shader
// save the matrix
glPushMatrix();
// translate to the center of the flake
glTranslatef(flake.getWidth()/2 + flake.getX(), flake.getHeight()/2 + flake.getY(), 0);
// rotate around the Z-axis
glRotatef(flake.getRotationAngle(), 0.0, 0.0, 1.0);
// translate back to the starting point
glTranslatef(-flake.getWidth()/2 - flake.getX(), -flake.getHeight()/2 - flake.getY(), 0);
// paint the snowflake
texture->render( region, flake.getRect());
// restore the matrix
glPopMatrix();
}
}
if( mUseShader )
{
mShader->unbind();
}
else
glEndList();
glDisable( GL_BLEND );
texture->unbind();
glPopAttrib();
hasSnown = true;
}
}
void SnowEffect::postPaintScreen()
{
if( active )
{
if( snowBehindWindows )
effects->addRepaint( repaintRegion );
else
effects->addRepaintFull();
}
effects->postPaintScreen();
}
void SnowEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( active && snowBehindWindows && !w->isDesktop() && !w->isDock() )
{
repaintRegion -= QRegion( w->geometry() );
}
effects->paintWindow( w, mask, region, data );
if( active && w->isDesktop() && snowBehindWindows )
{
QRect rect = effects->clientArea( FullScreenArea, w->screen(), effects->currentDesktop());
QRegion snowRegion( rect.x() + data.xTranslate, rect.y() + data.yTranslate,
(double)rect.width()*data.xScale, (double)rect.height()*data.yScale);
if( mUseShader )
{
// have to adjust the y values to fit OpenGL
// in OpenGL y==0 is at bottom, in Qt at top
int y = 0;
if( effects->numScreens() > 1 )
{
QRect fullArea = effects->clientArea( FullArea, 0, 1 );
if( fullArea.height() != rect.height() )
{
if( rect.y() == 0 )
y = fullArea.height() - rect.height();
else
y = fullArea.height() - rect.y() - rect.height();
}
}
snowRegion = QRegion( rect.x() + data.xTranslate,
y + rect.height() - data.yTranslate - (double)rect.height()*data.yScale,
(double)rect.width()*data.xScale, (double)rect.height()*data.yScale);
}
glPushMatrix();
glTranslatef( rect.x() + data.xTranslate, rect.y() + data.yTranslate, 0.0 );
glScalef( data.xScale, data.yScale, 1.0 );
snowing( snowRegion );
glPopMatrix();
}
}
void SnowEffect::toggle()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
active = !active;
if( active )
{
list = glGenLists(1);
}
else
{
glDeleteLists( list, 1 );
flakes.clear();
if( mUseShader )
{
delete mShader;
mInited = false;
mUseShader = true;
}
}
effects->addRepaintFull();
#endif
}
bool SnowEffect::loadShader()
{
mInited = true;
if( !(GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing)) )
{
kDebug(1212) << "Shaders not supported - waisting CPU cycles" << endl;
return false;
}
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/snow.frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/snow.vert");
if(fragmentshader.isEmpty() || vertexshader.isEmpty())
{
kDebug(1212) << "Couldn't locate shader files" << endl;
return false;
}
mShader = new GLShader(vertexshader, fragmentshader);
if(!mShader->isValid())
{
kDebug(1212) << "The shader failed to load!" << endl;
return false;
}
else
{
mShader->bind();
mShader->setUniform( "snowTexture", 0 );
mShader->unbind();
}
kDebug(1212) << "using shader";
glNewList( list, GL_COMPILE );
glBegin( GL_QUADS );
glTexCoord2f( 0.0f, 0.0f );
glVertex2i( 0, 0 );
glTexCoord2f( 1.0f, 0.0f );
glVertex2i( 0, 0 );
glTexCoord2f( 1.0f, 1.0f );
glVertex2i( 0, 0 );
glTexCoord2f( 0.0f, 1.0f );
glVertex2i( 0, 0 );
glEnd();
glEndList();
return true;
}
void SnowEffect::loadTexture()
{
QString file = KGlobal::dirs()->findResource( "appdata", "snowflake.png" );
if( file.isEmpty())
return;
texture = new GLTexture( file );
}
// the snowflake class
SnowFlake::SnowFlake(int x, int y, int width, int height, int maxVSpeed, int maxHSpeed)
{
int minVSpeed = maxVSpeed - 8; // 8 gives a nice difference in speed
if(minVSpeed < 1) minVSpeed = 1;
vSpeed = random()%maxVSpeed + minVSpeed;
hSpeed = random()%(maxHSpeed+1);
if(random()%2 < 1) hSpeed = -hSpeed; // to create negative hSpeeds at random
rotationAngle = 0;
rotationSpeed = random()%4 - 2;
if(rotationSpeed == 0) rotationSpeed = 0.5;
rect = QRect(x, y, width, height);
frameCounter = 0;
maxFrames = displayHeight() / vSpeed;
if( hSpeed > 0 )
maxFrames = qMin( maxFrames, (displayWidth() - x)/hSpeed );
else if( hSpeed < 0 )
maxFrames = qMin( maxFrames, (x + width)/(-hSpeed) );
}
SnowFlake::~SnowFlake()
{
}
int SnowFlake::getHSpeed()
{
return hSpeed;
}
QRect SnowFlake::getRect()
{
return rect;
}
void SnowFlake::updateSpeedAndRotation()
{
rotationAngle = rotationAngle+rotationSpeed;
rect.translate(hSpeed, vSpeed);
}
float SnowFlake::getRotationAngle()
{
return rotationAngle;
}
float SnowFlake::getRotationSpeed()
{
return rotationSpeed;
}
int SnowFlake::getVSpeed()
{
return vSpeed;
}
int SnowFlake::getHeight()
{
return rect.height();
}
int SnowFlake::getWidth()
{
return rect.width();
}
int SnowFlake::getX()
{
return rect.x();
}
int SnowFlake::getY()
{
return rect.y();
}
void SnowFlake::setHeight(int height)
{
rect.setHeight(height);
}
void SnowFlake::setWidth(int width)
{
rect.setWidth(width);
}
void SnowFlake::setX(int x)
{
rect.setX(x);
}
void SnowFlake::setY(int y)
{
rect.setY(y);
}
int SnowFlake::addFrame()
{
return ( maxFrames - (++frameCounter) );
}
int SnowFlake::getFrames()
{
return frameCounter;
}
} // namespace