kwin/effects/logout/logout.cpp
Martin Gräßlin 3125333f76 Fix logout effect including port to OpenGL 2
The logout effect was rather broken. First of all it was
excluded from build if OpenGL ES is present at build time. The
reason for this is that the effect did not work with GLES.

In order to fix that the vignetting is ported over to OpenGL 2
by using a dedicated shader. As well the lod based blur is
added through a dedicated shader and uses framebuffer blit to
get the current rendered buffer before rendering the logout
window into a texture.

Last but not least the isActive method was broken and is fixed
by checking whether the logout window is around.

BUG: 303096
FIXED-IN: 4.9.0
REVIEW: 105459
2012-07-09 21:02:57 +02:00

451 lines
18 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009 Martin Gräßlin <kde@martin-graesslin.com>
Copyright (C) 2009, 2010 Lucas Murray <lmurray@undefinedfire.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 "logout.h"
#include "kwinglutils.h"
#include <math.h>
#include <kconfiggroup.h>
#include <kdebug.h>
#include <KDE/KStandardDirs>
#include <QtGui/QMatrix4x4>
#include <QtGui/QVector2D>
namespace KWin
{
KWIN_EFFECT(logout, LogoutEffect)
LogoutEffect::LogoutEffect()
: progress(0.0)
, displayEffect(false)
, logoutWindow(NULL)
, logoutWindowClosed(true)
, logoutWindowPassed(false)
, canDoPersistent(false)
, ignoredWindows()
, m_vignettingShader(NULL)
, m_blurShader(NULL)
{
// Persistent effect
logoutAtom = XInternAtom(display(), "_KDE_LOGGING_OUT", False);
effects->registerPropertyType(logoutAtom, true);
// Block KSMServer's effect
char net_wm_cm_name[ 100 ];
sprintf(net_wm_cm_name, "_NET_WM_CM_S%d", DefaultScreen(display()));
Atom net_wm_cm = XInternAtom(display(), net_wm_cm_name, False);
Window sel = XGetSelectionOwner(display(), net_wm_cm);
Atom hack = XInternAtom(display(), "_KWIN_LOGOUT_EFFECT", False);
XChangeProperty(display(), sel, hack, hack, 8, PropModeReplace, (unsigned char*)&hack, 1);
// the atom is not removed when effect is destroyed, this is temporary anyway
blurTexture = NULL;
blurTarget = NULL;
reconfigure(ReconfigureAll);
connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long)));
}
LogoutEffect::~LogoutEffect()
{
delete blurTexture;
delete blurTarget;
delete m_vignettingShader;
delete m_blurShader;
}
void LogoutEffect::reconfigure(ReconfigureFlags)
{
frameDelay = 0;
KConfigGroup conf = effects->effectConfig("Logout");
useBlur = conf.readEntry("UseBlur", true);
delete blurTexture;
blurTexture = NULL;
delete blurTarget;
blurTarget = NULL;
blurSupported = false;
delete m_blurShader;
m_blurShader = NULL;
}
void LogoutEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (!displayEffect && progress == 0.0) {
if (blurTexture) {
delete blurTexture;
blurTexture = NULL;
delete blurTarget;
blurTarget = NULL;
blurSupported = false;
}
} else if (!blurTexture) {
blurSupported = false;
delete blurTarget; // catch as we just tested the texture ;-P
if (effects->compositingType() == OpenGLCompositing && GLTexture::NPOTTextureSupported() && GLRenderTarget::blitSupported() && useBlur) {
// TODO: It seems that it is not possible to create a GLRenderTarget that has
// a different size than the display right now. Most likely a KWin core bug.
// Create texture and render target
blurTexture = new GLTexture(displayWidth(), displayHeight());
blurTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
blurTexture->setWrapMode(GL_CLAMP_TO_EDGE);
blurTarget = new GLRenderTarget(*blurTexture);
if (blurTarget->valid())
blurSupported = true;
// As creating the render target takes time it can cause the first two frames of the
// blur animation to be jerky. For this reason we only start the animation after the
// third frame.
frameDelay = 2;
}
}
if (frameDelay)
--frameDelay;
else {
if (displayEffect)
progress = qMin(1.0, progress + time / animationTime(2000.0));
else if (progress > 0.0)
progress = qMax(0.0, progress - time / animationTime(500.0));
}
if (blurSupported && progress > 0.0) {
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
}
effects->prePaintScreen(data, time);
}
void LogoutEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
if (progress > 0.0) {
if (effects->compositingType() == KWin::OpenGLCompositing) {
// In OpenGL mode we add vignetting and, if supported, a slight blur
if (blurSupported) {
// When using blur we render everything to an FBO and as such don't do the vignetting
// until after we render the FBO to the screen.
if (w == logoutWindow) {
// Window is rendered after the FBO
windowOpacity = data.opacity;
data.opacity = 0.0; // Cheat, we need the opacity for later but don't want to blur it
} else {
if (logoutWindowPassed || ignoredWindows.contains(w)) {
// Window is rendered after the FBO
windows.append(w);
windowsOpacities[ w ] = data.opacity;
data.opacity = 0.0;
} else // Window is added to the FBO
data.saturation *= (1.0 - progress * 0.2);
}
} else {
// If we are not blurring then we are not rendering to an FBO
if (w == logoutWindow)
// This is the logout window don't alter it but render our vignetting now
renderVignetting();
else if (!logoutWindowPassed && !ignoredWindows.contains(w))
// Window is in the background, desaturate
data.saturation *= (1.0 - progress * 0.2);
// All other windows are unaltered
}
}
if (effects->compositingType() == KWin::XRenderCompositing) {
// Since we can't do vignetting in XRender just do a stronger desaturation and darken
if (w != logoutWindow && !logoutWindowPassed && !ignoredWindows.contains(w)) {
data.saturation *= (1.0 - progress * 0.8);
data.brightness *= (1.0 - progress * 0.3);
}
}
if (w == logoutWindow ||
ignoredWindows.contains(w)) // HACK: All windows past the first ignored one should not be
// blurred as it affects the stacking order.
// All following windows are on top of the logout window and should not be altered either
logoutWindowPassed = true;
}
effects->paintWindow(w, mask, region, data);
}
void LogoutEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
effects->paintScreen(mask, region, data);
if (effects->compositingType() == KWin::OpenGLCompositing && progress > 0.0) {
if (!blurSupported) {
if (!logoutWindowPassed)
// The logout window has been deleted but we still want to fade out the vignetting, thus
// render it on the top of everything if still animating. We don't check if logoutWindow
// is set as it may still be even if it wasn't rendered.
renderVignetting();
} else {
GLRenderTarget::pushRenderTarget(blurTarget);
blurTarget->blitFromFramebuffer();
GLRenderTarget::popRenderTarget();
//--------------------------
// Render the screen effect
renderBlurTexture();
// Vignetting (Radial gradient with transparent middle and black edges)
renderVignetting();
//--------------------------
// Render the logout window
if (logoutWindow) {
int winMask = logoutWindow->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE;
WindowPaintData winData(logoutWindow);
winData.opacity = windowOpacity;
effects->drawWindow(logoutWindow, winMask, region, winData);
}
// Render all windows on top of logout window
foreach (EffectWindow * w, windows) {
int winMask = w->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE;
WindowPaintData winData(w);
winData.opacity = windowsOpacities[ w ];
effects->drawWindow(w, winMask, region, winData);
}
windows.clear();
windowsOpacities.clear();
}
}
}
void LogoutEffect::postPaintScreen()
{
if ((progress != 0.0 && progress != 1.0) || frameDelay)
effects->addRepaintFull();
if (progress > 0.0)
logoutWindowPassed = false;
effects->postPaintScreen();
}
void LogoutEffect::slotWindowAdded(EffectWindow* w)
{
if (isLogoutDialog(w)) {
logoutWindow = w;
logoutWindowClosed = false; // So we don't blur the window on close
progress = 0.0;
displayEffect = true;
ignoredWindows.clear();
effects->addRepaintFull();
} else if (canDoPersistent)
// TODO: Add parent
ignoredWindows.append(w);
}
void LogoutEffect::slotWindowClosed(EffectWindow* w)
{
if (w == logoutWindow) {
logoutWindowClosed = true;
if (!canDoPersistent)
displayEffect = false; // Fade back to normal
effects->addRepaintFull();
}
}
void LogoutEffect::slotWindowDeleted(EffectWindow* w)
{
windows.removeAll(w);
ignoredWindows.removeAll(w);
if (w == logoutWindow)
logoutWindow = NULL;
}
bool LogoutEffect::isLogoutDialog(EffectWindow* w)
{
// TODO there should be probably a better way (window type?)
if (w->windowClass() == "ksmserver ksmserver"
&& (w->windowRole() == "logoutdialog" || w->windowRole() == "logouteffect")) {
return true;
}
return false;
}
void LogoutEffect::renderVignetting()
{
if (!ShaderManager::instance()->isValid()) {
renderVignettingLegacy();
return;
}
if (!m_vignettingShader) {
m_vignettingShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::ColorShader,
KGlobal::dirs()->findResource("data", "kwin/vignetting.frag"));
if (!m_vignettingShader->isValid()) {
kDebug(1212) << "Vignetting Shader failed to load";
return;
}
} else if (!m_vignettingShader->isValid()) {
// shader broken
return;
}
// need to get the projection matrix from the ortho shader for the vignetting shader
QMatrix4x4 projection = ShaderManager::instance()->pushShader(KWin::ShaderManager::SimpleShader)->getUniformMatrix4x4("projection");
ShaderManager::instance()->popShader();
ShaderManager::instance()->pushShader(m_vignettingShader);
m_vignettingShader->setUniform(KWin::GLShader::ProjectionMatrix, projection);
m_vignettingShader->setUniform("u_progress", (float)progress * 0.9f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_SCISSOR_TEST);
const QRect fullArea = effects->clientArea(FullArea, 0, 0);
for (int screen = 0; screen < effects->numScreens(); screen++) {
const QRect screenGeom = effects->clientArea(ScreenArea, screen, 0);
glScissor(screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(),
screenGeom.width(), screenGeom.height()); // GL coords are flipped
const float cenX = screenGeom.x() + screenGeom.width() / 2;
const float cenY = fullArea.height() - screenGeom.y() - screenGeom.height() / 2;
const float r = float((screenGeom.width() > screenGeom.height())
? screenGeom.width() : screenGeom.height()) * 0.8f; // Radius
m_vignettingShader->setUniform("u_center", QVector2D(cenX, cenY));
m_vignettingShader->setUniform("u_radius", r);
QVector<float> vertices;
vertices << screenGeom.x() << screenGeom.y();
vertices << screenGeom.x() << screenGeom.y() + screenGeom.height();
vertices << screenGeom.x() + screenGeom.width() << screenGeom.y();
vertices << screenGeom.x() + screenGeom.width() << screenGeom.y() + screenGeom.height();
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->setData(vertices.count()/2, 2, vertices.constData(), NULL);
vbo->render(GL_TRIANGLE_STRIP);
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
ShaderManager::instance()->popShader();
}
void LogoutEffect::renderVignettingLegacy()
{
#ifndef KWIN_HAVE_OPENGLES
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT);
glEnable(GL_BLEND); // If not already (Such as when rendered straight to the screen)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (int screen = 0; screen < effects->numScreens(); screen++) {
QRect screenGeom = effects->clientArea(ScreenArea, screen, 0);
glScissor(screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(),
screenGeom.width(), screenGeom.height()); // GL coords are flipped
glEnable(GL_SCISSOR_TEST); // Geom must be set before enable
const float cenX = screenGeom.x() + screenGeom.width() / 2;
const float cenY = screenGeom.y() + screenGeom.height() / 2;
const float a = M_PI / 16.0f; // Angle of increment
const float r = float((screenGeom.width() > screenGeom.height())
? screenGeom.width() : screenGeom.height()) * 0.8f; // Radius
glBegin(GL_TRIANGLE_FAN);
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
glVertex3f(cenX, cenY, 0.0f);
glColor4f(0.0f, 0.0f, 0.0f, progress * 0.9f);
for (float i = 0.0f; i <= M_PI * 2.01f; i += a)
glVertex3f(cenX + r * cos(i), cenY + r * sin(i), 0.0f);
glEnd();
glDisable(GL_SCISSOR_TEST);
}
glPopAttrib();
#endif
}
void LogoutEffect::renderBlurTexture()
{
if (!ShaderManager::instance()->isValid()) {
renderBlurTextureLegacy();
return;
}
if (!m_blurShader) {
m_blurShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::SimpleShader,
KGlobal::dirs()->findResource("data", "kwin/logout-blur.frag"));
if (!m_blurShader->isValid()) {
kDebug(1212) << "Logout blur shader failed to load";
}
} else if (!m_blurShader->isValid()) {
// shader is broken - no need to continue here
return;
}
// Unmodified base image
ShaderManager::instance()->pushShader(m_blurShader);
m_blurShader->setUniform(GLShader::Offset, QVector2D(0, 0));
m_blurShader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
m_blurShader->setUniform(GLShader::Saturation, 1.0);
m_blurShader->setUniform(GLShader::AlphaToOne, 1);
m_blurShader->setUniform("u_alphaProgress", (float)progress * 0.4f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
blurTexture->bind();
blurTexture->render(infiniteRegion(), QRect(0, 0, displayWidth(), displayHeight()));
blurTexture->unbind();
glDisable(GL_BLEND);
ShaderManager::instance()->popShader();
checkGLError("Render blur texture");
}
void LogoutEffect::renderBlurTextureLegacy()
{
#ifndef KWIN_HAVE_OPENGLES
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT);
// Unmodified base image
blurTexture->bind();
blurTexture->render(infiniteRegion(), QRect(0, 0, displayWidth(), displayHeight()));
// Blurred image
GLfloat bias[1];
glGetTexEnvfv(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 1.75);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.0f, 1.0f, 1.0f, progress * 0.4);
blurTexture->render(infiniteRegion(), QRect(0, 0, displayWidth(), displayHeight()));
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias[0]);
blurTexture->unbind();
glPopAttrib();
#endif
}
void LogoutEffect::slotPropertyNotify(EffectWindow* w, long a)
{
if (w || a != logoutAtom)
return; // Not our atom
QByteArray byteData = effects->readRootProperty(logoutAtom, logoutAtom, 8);
if (byteData.length() < 1) {
// Property was deleted
displayEffect = false;
return;
}
// We are using a compatible KSMServer therefore only terminate the effect when the
// atom is deleted, not when the dialog is closed.
canDoPersistent = true;
effects->addRepaintFull();
}
bool LogoutEffect::isActive() const
{
return progress != 0 || logoutWindow;
}
} // namespace