kwin/effects/cube/cube.cpp
Albert Astals Cid e144748c7a Add some const &
Summary:
Won't make things go much faster since everything that was
being passed by value is refcounted but still const & is a bit faster
than refcounting

For shared pointers instead of adding const & we move them into the
destination variable saving some cpu usage but at the same time making
clear the pointer is being stored by not being const &

Reviewers: zzag

Reviewed By: zzag

Subscribers: zzag, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D25022
2019-10-30 19:23:01 +01:00

1750 lines
73 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Martin Gräßlin <mgraesslin@kde.org>
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 "cube.h"
// KConfigSkeleton
#include "cubeconfig.h"
#include "cube_inside.h"
#include <QAction>
#include <KGlobalAccel>
#include <KLocalizedString>
#include <kwinconfig.h>
#include <QApplication>
#include <QColor>
#include <QElapsedTimer>
#include <QRect>
#include <QEvent>
#include <QFutureWatcher>
#include <QKeyEvent>
#include <QtConcurrentRun>
#include <QVector2D>
#include <QVector3D>
#include <cmath>
#include <kwinglutils.h>
#include <kwinglplatform.h>
namespace KWin
{
CubeEffect::CubeEffect()
: activated(false)
, cube_painting(false)
, keyboard_grab(false)
, painting_desktop(1)
, frontDesktop(0)
, cubeOpacity(1.0)
, opacityDesktopOnly(true)
, displayDesktopName(false)
, desktopNameFrame(nullptr)
, reflection(true)
, desktopChangedWhileRotating(false)
, paintCaps(true)
, wallpaper(nullptr)
, texturedCaps(true)
, capTexture(nullptr)
, reflectionPainting(false)
, activeScreen(0)
, bottomCap(false)
, closeOnMouseRelease(false)
, zoom(0.0)
, zPosition(0.0)
, useForTabBox(false)
, tabBoxMode(false)
, shortcutsRegistered(false)
, mode(Cube)
, useShaders(false)
, cylinderShader(nullptr)
, sphereShader(nullptr)
, zOrderingFactor(0.0f)
, mAddedHeightCoeff1(0.0f)
, mAddedHeightCoeff2(0.0f)
, m_cubeCapBuffer(nullptr)
, m_proxy(this)
, m_cubeAction(new QAction(this))
, m_cylinderAction(new QAction(this))
, m_sphereAction(new QAction(this))
{
initConfig<CubeConfig>();
desktopNameFont.setBold(true);
desktopNameFont.setPointSize(14);
if (effects->compositingType() == OpenGL2Compositing) {
m_reflectionShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("cube-reflection.glsl"));
m_capShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("cube-cap.glsl"));
} else {
m_reflectionShader = nullptr;
m_capShader = nullptr;
}
m_textureMirrorMatrix.scale(1.0, -1.0, 1.0);
m_textureMirrorMatrix.translate(0.0, -1.0, 0.0);
connect(effects, &EffectsHandler::tabBoxAdded, this, &CubeEffect::slotTabBoxAdded);
connect(effects, &EffectsHandler::tabBoxClosed, this, &CubeEffect::slotTabBoxClosed);
connect(effects, &EffectsHandler::tabBoxUpdated, this, &CubeEffect::slotTabBoxUpdated);
connect(effects, &EffectsHandler::screenAboutToLock, this, [this]() {
// Set active(false) does not release key grabs until the animation completes
// As we know the lockscreen is trying to grab them, release them early
// all other grabs are released in the normal way
setActive(false);
if (keyboard_grab) {
effects->ungrabKeyboard();
keyboard_grab = false;
}
});
reconfigure(ReconfigureAll);
}
bool CubeEffect::supported()
{
return effects->isOpenGLCompositing();
}
void CubeEffect::reconfigure(ReconfigureFlags)
{
CubeConfig::self()->read();
foreach (ElectricBorder border, borderActivate) {
effects->unreserveElectricBorder(border, this);
}
foreach (ElectricBorder border, borderActivateCylinder) {
effects->unreserveElectricBorder(border, this);
}
foreach (ElectricBorder border, borderActivateSphere) {
effects->unreserveElectricBorder(border, this);
}
borderActivate.clear();
borderActivateCylinder.clear();
borderActivateSphere.clear();
QList<int> borderList = QList<int>();
borderList.append(int(ElectricNone));
borderList = CubeConfig::borderActivate();
foreach (int i, borderList) {
borderActivate.append(ElectricBorder(i));
effects->reserveElectricBorder(ElectricBorder(i), this);
}
borderList.clear();
borderList.append(int(ElectricNone));
borderList = CubeConfig::borderActivateCylinder();
foreach (int i, borderList) {
borderActivateCylinder.append(ElectricBorder(i));
effects->reserveElectricBorder(ElectricBorder(i), this);
}
borderList.clear();
borderList.append(int(ElectricNone));
borderList = CubeConfig::borderActivateSphere();
foreach (int i, borderList) {
borderActivateSphere.append(ElectricBorder(i));
effects->reserveElectricBorder(ElectricBorder(i), this);
}
cubeOpacity = (float)CubeConfig::opacity() / 100.0f;
opacityDesktopOnly = CubeConfig::opacityDesktopOnly();
displayDesktopName = CubeConfig::displayDesktopName();
reflection = CubeConfig::reflection();
// TODO: Rename rotationDuration to duration so we
// can use animationTime<CubeConfig>(500).
const int d = CubeConfig::rotationDuration() != 0
? CubeConfig::rotationDuration()
: 500;
rotationDuration = std::chrono::milliseconds(static_cast<int>(animationTime(d)));
backgroundColor = CubeConfig::backgroundColor();
capColor = CubeConfig::capColor();
paintCaps = CubeConfig::caps();
closeOnMouseRelease = CubeConfig::closeOnMouseRelease();
zPosition = CubeConfig::zPosition();
useForTabBox = CubeConfig::tabBox();
invertKeys = CubeConfig::invertKeys();
invertMouse = CubeConfig::invertMouse();
capDeformationFactor = (float)CubeConfig::capDeformation() / 100.0f;
useZOrdering = CubeConfig::zOrdering();
delete wallpaper;
wallpaper = nullptr;
delete capTexture;
capTexture = nullptr;
texturedCaps = CubeConfig::texturedCaps();
timeLine.setEasingCurve(QEasingCurve::InOutSine);
timeLine.setDuration(rotationDuration);
verticalTimeLine.setEasingCurve(QEasingCurve::InOutSine);
verticalTimeLine.setDuration(rotationDuration);
// do not connect the shortcut if we use cylinder or sphere
if (!shortcutsRegistered) {
QAction* cubeAction = m_cubeAction;
cubeAction->setObjectName(QStringLiteral("Cube"));
cubeAction->setText(i18n("Desktop Cube"));
KGlobalAccel::self()->setDefaultShortcut(cubeAction, QList<QKeySequence>() << Qt::CTRL + Qt::Key_F11);
KGlobalAccel::self()->setShortcut(cubeAction, QList<QKeySequence>() << Qt::CTRL + Qt::Key_F11);
effects->registerGlobalShortcut(Qt::CTRL + Qt::Key_F11, cubeAction);
effects->registerPointerShortcut(Qt::ControlModifier | Qt::AltModifier, Qt::LeftButton, cubeAction);
cubeShortcut = KGlobalAccel::self()->shortcut(cubeAction);
QAction* cylinderAction = m_cylinderAction;
cylinderAction->setObjectName(QStringLiteral("Cylinder"));
cylinderAction->setText(i18n("Desktop Cylinder"));
KGlobalAccel::self()->setShortcut(cylinderAction, QList<QKeySequence>());
effects->registerGlobalShortcut(QKeySequence(), cylinderAction);
cylinderShortcut = KGlobalAccel::self()->shortcut(cylinderAction);
QAction* sphereAction = m_sphereAction;
sphereAction->setObjectName(QStringLiteral("Sphere"));
sphereAction->setText(i18n("Desktop Sphere"));
KGlobalAccel::self()->setShortcut(sphereAction, QList<QKeySequence>());
sphereShortcut = KGlobalAccel::self()->shortcut(sphereAction);
effects->registerGlobalShortcut(QKeySequence(), sphereAction);
connect(cubeAction, &QAction::triggered, this, &CubeEffect::toggleCube);
connect(cylinderAction, &QAction::triggered, this, &CubeEffect::toggleCylinder);
connect(sphereAction, &QAction::triggered, this, &CubeEffect::toggleSphere);
connect(KGlobalAccel::self(), &KGlobalAccel::globalShortcutChanged, this, &CubeEffect::globalShortcutChanged);
shortcutsRegistered = true;
}
// set the cap color on the shader
if (m_capShader && m_capShader->isValid()) {
ShaderBinder binder(m_capShader);
m_capShader->setUniform(GLShader::Color, capColor);
}
// touch borders
const QVector<ElectricBorder> relevantBorders{ElectricLeft, ElectricTop, ElectricRight, ElectricBottom};
for (auto e : relevantBorders) {
effects->unregisterTouchBorder(e, m_cubeAction);
effects->unregisterTouchBorder(e, m_sphereAction);
effects->unregisterTouchBorder(e, m_cylinderAction);
}
auto touchEdge = [&relevantBorders] (const QList<int> touchBorders, QAction *action) {
for (int i : touchBorders) {
if (!relevantBorders.contains(ElectricBorder(i))) {
continue;
}
effects->registerTouchBorder(ElectricBorder(i), action);
}
};
touchEdge(CubeConfig::touchBorderActivate(), m_cubeAction);
touchEdge(CubeConfig::touchBorderActivateCylinder(), m_cylinderAction);
touchEdge(CubeConfig::touchBorderActivateSphere(), m_sphereAction);
}
CubeEffect::~CubeEffect()
{
delete wallpaper;
delete capTexture;
delete cylinderShader;
delete sphereShader;
delete desktopNameFrame;
delete m_reflectionShader;
delete m_capShader;
delete m_cubeCapBuffer;
}
QImage CubeEffect::loadCubeCap(const QString &capPath)
{
if (!texturedCaps) {
return QImage();
}
return QImage(capPath);
}
void CubeEffect::slotCubeCapLoaded()
{
QFutureWatcher<QImage> *watcher = dynamic_cast<QFutureWatcher<QImage>*>(sender());
if (!watcher) {
// not invoked from future watcher
return;
}
QImage img = watcher->result();
if (!img.isNull()) {
effects->makeOpenGLContextCurrent();
capTexture = new GLTexture(img);
capTexture->setFilter(GL_LINEAR);
if (!GLPlatform::instance()->isGLES()) {
capTexture->setWrapMode(GL_CLAMP_TO_BORDER);
}
// need to recreate the VBO for the cube cap
delete m_cubeCapBuffer;
m_cubeCapBuffer = nullptr;
effects->addRepaintFull();
}
watcher->deleteLater();
}
QImage CubeEffect::loadWallPaper(const QString &file)
{
return QImage(file);
}
void CubeEffect::slotWallPaperLoaded()
{
QFutureWatcher<QImage> *watcher = dynamic_cast<QFutureWatcher<QImage>*>(sender());
if (!watcher) {
// not invoked from future watcher
return;
}
QImage img = watcher->result();
if (!img.isNull()) {
effects->makeOpenGLContextCurrent();
wallpaper = new GLTexture(img);
effects->addRepaintFull();
}
watcher->deleteLater();
}
bool CubeEffect::loadShader()
{
effects->makeOpenGLContextCurrent();
if (!(GLPlatform::instance()->supports(GLSL) &&
(effects->compositingType() == OpenGL2Compositing)))
return false;
cylinderShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture | ShaderTrait::AdjustSaturation | ShaderTrait::Modulate, QStringLiteral("cylinder.vert"), QString());
if (!cylinderShader->isValid()) {
qCCritical(KWINEFFECTS) << "The cylinder shader failed to load!";
return false;
} else {
ShaderBinder binder(cylinderShader);
cylinderShader->setUniform("sampler", 0);
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
cylinderShader->setUniform("width", (float)rect.width() * 0.5f);
}
sphereShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture | ShaderTrait::AdjustSaturation | ShaderTrait::Modulate, QStringLiteral("sphere.vert"), QString());
if (!sphereShader->isValid()) {
qCCritical(KWINEFFECTS) << "The sphere shader failed to load!";
return false;
} else {
ShaderBinder binder(sphereShader);
sphereShader->setUniform("sampler", 0);
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
sphereShader->setUniform("width", (float)rect.width() * 0.5f);
sphereShader->setUniform("height", (float)rect.height() * 0.5f);
sphereShader->setUniform("u_offset", QVector2D(0, 0));
}
return true;
}
void CubeEffect::startAnimation(AnimationState state)
{
QEasingCurve curve;
/* If this is first and only animation -> EaseInOut
* there is more -> EaseIn
* If there was an animation before, and this is the last one -> EaseOut
* there is more -> Linear */
if (animationState == AnimationState::None) {
curve.setType(animations.empty() ? QEasingCurve::InOutSine : QEasingCurve::InCurve);
} else {
curve.setType(animations.empty() ? QEasingCurve::OutCurve : QEasingCurve::Linear);
}
timeLine.reset();
timeLine.setEasingCurve(curve);
startAngle = currentAngle;
startFrontDesktop = frontDesktop;
animationState = state;
}
void CubeEffect::startVerticalAnimation(VerticalAnimationState state)
{
/* Ignore if there is nowhere to rotate */
if ((qFuzzyIsNull(verticalCurrentAngle - 90.0f) && state == VerticalAnimationState::Upwards) ||
(qFuzzyIsNull(verticalCurrentAngle + 90.0f) && state == VerticalAnimationState::Downwards)) {
return;
}
verticalTimeLine.reset();
verticalStartAngle = verticalCurrentAngle;
verticalAnimationState = state;
}
void CubeEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (activated) {
data.mask |= PAINT_SCREEN_TRANSFORMED | Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS | PAINT_SCREEN_BACKGROUND_FIRST;
if (animationState == AnimationState::None && !animations.empty()) {
startAnimation(animations.dequeue());
}
if (verticalAnimationState == VerticalAnimationState::None && !verticalAnimations.empty()) {
startVerticalAnimation(verticalAnimations.dequeue());
}
if (animationState != AnimationState::None || verticalAnimationState != VerticalAnimationState::None) {
if (animationState != AnimationState::None) {
timeLine.update(std::chrono::milliseconds(time));
}
if (verticalAnimationState != VerticalAnimationState::None) {
verticalTimeLine.update(std::chrono::milliseconds(time));
}
rotateCube();
}
}
effects->prePaintScreen(data, time);
}
void CubeEffect::paintScreen(int mask, const QRegion &region, ScreenPaintData& data)
{
if (activated) {
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
// background
float clearColor[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
glClearColor(backgroundColor.redF(), backgroundColor.greenF(), backgroundColor.blueF(), 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
// wallpaper
if (wallpaper) {
ShaderBinder binder(ShaderTrait::MapTexture);
binder.shader()->setUniform(GLShader::ModelViewProjectionMatrix, data.projectionMatrix());
wallpaper->bind();
wallpaper->render(region, rect);
wallpaper->unbind();
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// some veriables needed for painting the caps
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
float point = rect.width() / 2 * tan(cubeAngle * 0.5f * M_PI / 180.0f);
float zTranslate = zPosition + zoom;
if (animationState == AnimationState::Start) {
zTranslate *= timeLine.value();
} else if (animationState == AnimationState::Stop) {
zTranslate *= (1.0 - timeLine.value());
}
// reflection
if (reflection) {
// we can use a huge scale factor (needed to calculate the rearground vertices)
float scaleFactor = 1000000 * tan(60.0 * M_PI / 360.0f) / rect.height();
m_reflectionMatrix.setToIdentity();
m_reflectionMatrix.scale(1.0, -1.0, 1.0);
double translate = 0.0;
if (mode == Cube) {
double addedHeight1 = -rect.height() * cos(verticalCurrentAngle*M_PI/180.0f) - rect.width() * sin(fabs(verticalCurrentAngle)*M_PI/180.0f)/tan(M_PI/effects->numberOfDesktops());
double addedHeight2 = -rect.width() * sin(fabs(verticalCurrentAngle)*M_PI/180.0f)*tan(M_PI*0.5f/effects->numberOfDesktops());
if (verticalCurrentAngle > 0.0f && effects->numberOfDesktops() & 1)
translate = cos(fabs(currentAngle)*effects->numberOfDesktops()*M_PI/360.0f) * addedHeight2 + addedHeight1 - float(rect.height());
else
translate = sin(fabs(currentAngle)*effects->numberOfDesktops()*M_PI/360.0f) * addedHeight2 + addedHeight1 - float(rect.height());
} else if (mode == Cylinder) {
double addedHeight1 = -rect.height() * cos(verticalCurrentAngle*M_PI/180.0f) - rect.width() * sin(fabs(verticalCurrentAngle)*M_PI/180.0f)/tan(M_PI/effects->numberOfDesktops());
translate = addedHeight1 - float(rect.height());
} else {
float radius = (rect.width() * 0.5) / cos(cubeAngle * 0.5 * M_PI / 180.0);
translate = -rect.height()-2*radius;
}
m_reflectionMatrix.translate(0.0f, translate, 0.0f);
reflectionPainting = true;
glEnable(GL_CULL_FACE);
paintCap(true, -point - zTranslate, data.projectionMatrix());
// cube
glCullFace(GL_BACK);
paintCube(mask, region, data);
glCullFace(GL_FRONT);
paintCube(mask, region, data);
paintCap(false, -point - zTranslate, data.projectionMatrix());
glDisable(GL_CULL_FACE);
reflectionPainting = false;
const float width = rect.width();
const float height = rect.height();
float vertices[] = {
-width * 0.5f, height, 0.0,
width * 0.5f, height, 0.0,
width * scaleFactor, height, -5000,
-width * scaleFactor, height, -5000
};
// foreground
float alpha = 0.7;
if (animationState == AnimationState::Start) {
alpha = 0.3 + 0.4 * timeLine.value();
} else if (animationState == AnimationState::Stop) {
alpha = 0.3 + 0.4 * (1.0 - timeLine.value());
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (m_reflectionShader && m_reflectionShader->isValid()) {
// ensure blending is enabled - no attribute stack
ShaderBinder binder(m_reflectionShader);
QMatrix4x4 windowTransformation = data.projectionMatrix();
windowTransformation.translate(rect.x() + rect.width() * 0.5f, 0.0, 0.0);
m_reflectionShader->setUniform(GLShader::ModelViewProjectionMatrix, windowTransformation);
m_reflectionShader->setUniform("u_alpha", alpha);
QVector<float> verts;
QVector<float> texcoords;
verts.reserve(18);
texcoords.reserve(12);
texcoords << 0.0 << 0.0;
verts << vertices[6] << vertices[7] << vertices[8];
texcoords << 0.0 << 0.0;
verts << vertices[9] << vertices[10] << vertices[11];
texcoords << 1.0 << 0.0;
verts << vertices[0] << vertices[1] << vertices[2];
texcoords << 1.0 << 0.0;
verts << vertices[0] << vertices[1] << vertices[2];
texcoords << 1.0 << 0.0;
verts << vertices[3] << vertices[4] << vertices[5];
texcoords << 0.0 << 0.0;
verts << vertices[6] << vertices[7] << vertices[8];
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setData(6, 3, verts.data(), texcoords.data());
vbo->render(GL_TRIANGLES);
}
glDisable(GL_BLEND);
}
glEnable(GL_CULL_FACE);
// caps
paintCap(false, -point - zTranslate, data.projectionMatrix());
// cube
glCullFace(GL_FRONT);
paintCube(mask, region, data);
glCullFace(GL_BACK);
paintCube(mask, region, data);
// cap
paintCap(true, -point - zTranslate, data.projectionMatrix());
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
// desktop name box - inspired from coverswitch
if (displayDesktopName) {
double opacity = 1.0;
if (animationState == AnimationState::Start) {
opacity = timeLine.value();
} else if (animationState == AnimationState::Stop) {
opacity = 1.0 - timeLine.value();
}
QRect screenRect = effects->clientArea(ScreenArea, activeScreen, frontDesktop);
QRect frameRect = QRect(screenRect.width() * 0.33f + screenRect.x(), screenRect.height() * 0.95f + screenRect.y(),
screenRect.width() * 0.34f, QFontMetrics(desktopNameFont).height());
if (!desktopNameFrame) {
desktopNameFrame = effects->effectFrame(EffectFrameStyled);
desktopNameFrame->setFont(desktopNameFont);
}
desktopNameFrame->setGeometry(frameRect);
desktopNameFrame->setText(effects->desktopName(frontDesktop));
desktopNameFrame->render(region, opacity);
}
} else {
effects->paintScreen(mask, region, data);
}
}
void CubeEffect::rotateCube()
{
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
m_rotationMatrix.setToIdentity();
float internalCubeAngle = 360.0f / effects->numberOfDesktops();
float zTranslate = zPosition + zoom;
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
float point = rect.width() / 2 * tan(cubeAngle * 0.5f * M_PI / 180.0f);
/* Animations */
if (animationState == AnimationState::Start) {
zTranslate *= timeLine.value();
} else if (animationState == AnimationState::Stop) {
currentAngle = startAngle * (1.0 - timeLine.value());
zTranslate *= (1.0 - timeLine.value());
} else if (animationState != AnimationState::None) {
/* Left or right */
float endAngle = animationState == AnimationState::Right ? internalCubeAngle : -internalCubeAngle;
currentAngle = startAngle + timeLine.value() * (endAngle - startAngle);
frontDesktop = startFrontDesktop;
}
/* Switching to next desktop: either by mouse or due to animation */
if (currentAngle > internalCubeAngle * 0.5f) {
currentAngle -= internalCubeAngle;
frontDesktop--;
if (frontDesktop < 1) {
frontDesktop = effects->numberOfDesktops();
}
}
if (currentAngle < -internalCubeAngle * 0.5f) {
currentAngle += internalCubeAngle;
frontDesktop++;
if (frontDesktop > effects->numberOfDesktops()) {
frontDesktop = 1;
}
}
/* Vertical animations */
if (verticalAnimationState != VerticalAnimationState::None) {
float verticalEndAngle = 0.0;
if (verticalAnimationState == VerticalAnimationState::Upwards && verticalStartAngle >= 0.0) {
verticalEndAngle = 90.0;
}
if (verticalAnimationState == VerticalAnimationState::Downwards && verticalStartAngle <= 0.0) {
verticalEndAngle = -90.0;
}
// This also handles the "VerticalAnimationState::Stop" correctly, since it has endAngle = 0.0
verticalCurrentAngle = verticalStartAngle + verticalTimeLine.value() * (verticalEndAngle - verticalStartAngle);
}
/* Updating rotation matrix */
if (verticalAnimationState != VerticalAnimationState::None || verticalCurrentAngle != 0.0f) {
m_rotationMatrix.translate(rect.width() / 2, rect.height() / 2, -point - zTranslate);
m_rotationMatrix.rotate(verticalCurrentAngle, 1.0, 0.0, 0.0);
m_rotationMatrix.translate(-rect.width() / 2, -rect.height() / 2, point + zTranslate);
}
if (animationState != AnimationState::None || currentAngle != 0.0f) {
m_rotationMatrix.translate(rect.width() / 2, rect.height() / 2, -point - zTranslate);
m_rotationMatrix.rotate(currentAngle, 0.0, 1.0, 0.0);
m_rotationMatrix.translate(-rect.width() / 2, -rect.height() / 2, point + zTranslate);
}
}
void CubeEffect::paintCube(int mask, QRegion region, ScreenPaintData& data)
{
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
float internalCubeAngle = 360.0f / effects->numberOfDesktops();
cube_painting = true;
float zTranslate = zPosition + zoom;
if (animationState == AnimationState::Start) {
zTranslate *= timeLine.value();
} else if (animationState == AnimationState::Stop) {
zTranslate *= (1.0 - timeLine.value());
}
// Rotation of the cube
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
float point = rect.width() / 2 * tan(cubeAngle * 0.5f * M_PI / 180.0f);
for (int i = 0; i < effects->numberOfDesktops(); i++) {
// start painting the cube
painting_desktop = (i + frontDesktop) % effects->numberOfDesktops();
if (painting_desktop == 0) {
painting_desktop = effects->numberOfDesktops();
}
QMatrix4x4 matrix;
matrix.translate(0, 0, -zTranslate);
const QVector3D origin(rect.width() / 2, 0.0, -point);
matrix.translate(origin);
matrix.rotate(internalCubeAngle * i, 0, 1, 0);
matrix.translate(-origin);
m_currentFaceMatrix = matrix;
effects->paintScreen(mask, region, data);
}
cube_painting = false;
painting_desktop = effects->currentDesktop();
}
void CubeEffect::paintCap(bool frontFirst, float zOffset, const QMatrix4x4 &projection)
{
if ((!paintCaps) || effects->numberOfDesktops() <= 2)
return;
GLenum firstCull = frontFirst ? GL_FRONT : GL_BACK;
GLenum secondCull = frontFirst ? GL_BACK : GL_FRONT;
const QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
// create the VBO if not yet created
if (!m_cubeCapBuffer) {
switch(mode) {
case Cube:
paintCubeCap();
break;
case Cylinder:
paintCylinderCap();
break;
case Sphere:
paintSphereCap();
break;
default:
// impossible
break;
}
}
QMatrix4x4 capMvp;
QMatrix4x4 capMatrix;
capMatrix.translate(rect.width() / 2, 0.0, zOffset);
capMatrix.rotate((1 - frontDesktop) * 360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0);
capMatrix.translate(0.0, rect.height(), 0.0);
if (mode == Sphere) {
capMatrix.scale(1.0, -1.0, 1.0);
}
bool capShader = false;
if (effects->compositingType() == OpenGL2Compositing && m_capShader && m_capShader->isValid()) {
capShader = true;
ShaderManager::instance()->pushShader(m_capShader);
float opacity = cubeOpacity;
if (animationState == AnimationState::Start) {
opacity *= timeLine.value();
} else if (animationState == AnimationState::Stop) {
opacity *= (1.0 - timeLine.value());
}
m_capShader->setUniform("u_opacity", opacity);
m_capShader->setUniform("u_mirror", 1);
if (reflectionPainting) {
capMvp = projection * m_reflectionMatrix * m_rotationMatrix;
} else {
capMvp = projection * m_rotationMatrix;
}
m_capShader->setUniform(GLShader::ModelViewProjectionMatrix, capMvp * capMatrix);
m_capShader->setUniform("u_untextured", texturedCaps ? 0 : 1);
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
capTexture->bind();
}
}
glEnable(GL_BLEND);
glCullFace(firstCull);
m_cubeCapBuffer->render(GL_TRIANGLES);
if (mode == Sphere) {
capMatrix.scale(1.0, -1.0, 1.0);
}
capMatrix.translate(0.0, -rect.height(), 0.0);
if (capShader) {
m_capShader->setUniform(GLShader::ModelViewProjectionMatrix, capMvp * capMatrix);
m_capShader->setUniform("u_mirror", 0);
}
glCullFace(secondCull);
m_cubeCapBuffer->render(GL_TRIANGLES);
glDisable(GL_BLEND);
if (capShader) {
ShaderManager::instance()->popShader();
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
capTexture->unbind();
}
}
}
void CubeEffect::paintCubeCap()
{
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
float z = rect.width() / 2 * tan(cubeAngle * 0.5f * M_PI / 180.0f);
float zTexture = rect.width() / 2 * tan(45.0f * M_PI / 180.0f);
float angle = 360.0f / effects->numberOfDesktops();
bool texture = texturedCaps && effects->numberOfDesktops() > 3 && capTexture;
QVector<float> verts;
QVector<float> texCoords;
for (int i = 0; i < effects->numberOfDesktops(); i++) {
int triangleRows = effects->numberOfDesktops() * 5;
float zTriangleDistance = z / (float)triangleRows;
float widthTriangle = tan(angle * 0.5 * M_PI / 180.0) * zTriangleDistance;
float currentWidth = 0.0;
float cosValue = cos(i * angle * M_PI / 180.0);
float sinValue = sin(i * angle * M_PI / 180.0);
for (int j = 0; j < triangleRows; j++) {
float previousWidth = currentWidth;
currentWidth = tan(angle * 0.5 * M_PI / 180.0) * zTriangleDistance * (j + 1);
int evenTriangles = 0;
int oddTriangles = 0;
for (int k = 0; k < floor(currentWidth / widthTriangle * 2 - 1 + 0.5f); k++) {
float x1 = -previousWidth;
float x2 = -currentWidth;
float x3 = 0.0;
float z1 = 0.0;
float z2 = 0.0;
float z3 = 0.0;
if (k % 2 == 0) {
x1 += evenTriangles * widthTriangle * 2;
x2 += evenTriangles * widthTriangle * 2;
x3 = x2 + widthTriangle * 2;
z1 = j * zTriangleDistance;
z2 = (j + 1) * zTriangleDistance;
z3 = (j + 1) * zTriangleDistance;
float xRot = cosValue * x1 - sinValue * z1;
float zRot = sinValue * x1 + cosValue * z1;
x1 = xRot;
z1 = zRot;
xRot = cosValue * x2 - sinValue * z2;
zRot = sinValue * x2 + cosValue * z2;
x2 = xRot;
z2 = zRot;
xRot = cosValue * x3 - sinValue * z3;
zRot = sinValue * x3 + cosValue * z3;
x3 = xRot;
z3 = zRot;
evenTriangles++;
} else {
x1 += oddTriangles * widthTriangle * 2;
x2 += (oddTriangles + 1) * widthTriangle * 2;
x3 = x1 + widthTriangle * 2;
z1 = j * zTriangleDistance;
z2 = (j + 1) * zTriangleDistance;
z3 = j * zTriangleDistance;
float xRot = cosValue * x1 - sinValue * z1;
float zRot = sinValue * x1 + cosValue * z1;
x1 = xRot;
z1 = zRot;
xRot = cosValue * x2 - sinValue * z2;
zRot = sinValue * x2 + cosValue * z2;
x2 = xRot;
z2 = zRot;
xRot = cosValue * x3 - sinValue * z3;
zRot = sinValue * x3 + cosValue * z3;
x3 = xRot;
z3 = zRot;
oddTriangles++;
}
float texX1 = 0.0;
float texX2 = 0.0;
float texX3 = 0.0;
float texY1 = 0.0;
float texY2 = 0.0;
float texY3 = 0.0;
if (texture) {
if (capTexture->isYInverted()) {
texX1 = x1 / (rect.width()) + 0.5;
texY1 = 0.5 + z1 / zTexture * 0.5;
texX2 = x2 / (rect.width()) + 0.5;
texY2 = 0.5 + z2 / zTexture * 0.5;
texX3 = x3 / (rect.width()) + 0.5;
texY3 = 0.5 + z3 / zTexture * 0.5;
texCoords << texX1 << texY1;
} else {
texX1 = x1 / (rect.width()) + 0.5;
texY1 = 0.5 - z1 / zTexture * 0.5;
texX2 = x2 / (rect.width()) + 0.5;
texY2 = 0.5 - z2 / zTexture * 0.5;
texX3 = x3 / (rect.width()) + 0.5;
texY3 = 0.5 - z3 / zTexture * 0.5;
texCoords << texX1 << texY1;
}
}
verts << x1 << 0.0 << z1;
if (texture) {
texCoords << texX2 << texY2;
}
verts << x2 << 0.0 << z2;
if (texture) {
texCoords << texX3 << texY3;
}
verts << x3 << 0.0 << z3;
}
}
}
delete m_cubeCapBuffer;
m_cubeCapBuffer = new GLVertexBuffer(GLVertexBuffer::Static);
m_cubeCapBuffer->setData(verts.count() / 3, 3, verts.constData(), texture ? texCoords.constData() : nullptr);
}
void CubeEffect::paintCylinderCap()
{
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
float radian = (cubeAngle * 0.5) * M_PI / 180;
float radius = (rect.width() * 0.5) * tan(radian);
float segment = radius / 30.0f;
bool texture = texturedCaps && effects->numberOfDesktops() > 3 && capTexture;
QVector<float> verts;
QVector<float> texCoords;
for (int i = 1; i <= 30; i++) {
int steps = 72;
for (int j = 0; j <= steps; j++) {
const float azimuthAngle = (j * (360.0f / steps)) * M_PI / 180.0f;
const float azimuthAngle2 = ((j + 1) * (360.0f / steps)) * M_PI / 180.0f;
const float x1 = segment * (i - 1) * sin(azimuthAngle);
const float x2 = segment * i * sin(azimuthAngle);
const float x3 = segment * (i - 1) * sin(azimuthAngle2);
const float x4 = segment * i * sin(azimuthAngle2);
const float z1 = segment * (i - 1) * cos(azimuthAngle);
const float z2 = segment * i * cos(azimuthAngle);
const float z3 = segment * (i - 1) * cos(azimuthAngle2);
const float z4 = segment * i * cos(azimuthAngle2);
if (texture) {
if (capTexture->isYInverted()) {
texCoords << (radius + x1) / (radius * 2.0f) << (z1 + radius) / (radius * 2.0f);
texCoords << (radius + x2) / (radius * 2.0f) << (z2 + radius) / (radius * 2.0f);
texCoords << (radius + x3) / (radius * 2.0f) << (z3 + radius) / (radius * 2.0f);
texCoords << (radius + x4) / (radius * 2.0f) << (z4 + radius) / (radius * 2.0f);
texCoords << (radius + x3) / (radius * 2.0f) << (z3 + radius) / (radius * 2.0f);
texCoords << (radius + x2) / (radius * 2.0f) << (z2 + radius) / (radius * 2.0f);
} else {
texCoords << (radius + x1) / (radius * 2.0f) << 1.0f - (z1 + radius) / (radius * 2.0f);
texCoords << (radius + x2) / (radius * 2.0f) << 1.0f - (z2 + radius) / (radius * 2.0f);
texCoords << (radius + x3) / (radius * 2.0f) << 1.0f - (z3 + radius) / (radius * 2.0f);
texCoords << (radius + x4) / (radius * 2.0f) << 1.0f - (z4 + radius) / (radius * 2.0f);
texCoords << (radius + x3) / (radius * 2.0f) << 1.0f - (z3 + radius) / (radius * 2.0f);
texCoords << (radius + x2) / (radius * 2.0f) << 1.0f - (z2 + radius) / (radius * 2.0f);
}
}
verts << x1 << 0.0 << z1;
verts << x2 << 0.0 << z2;
verts << x3 << 0.0 << z3;
verts << x4 << 0.0 << z4;
verts << x3 << 0.0 << z3;
verts << x2 << 0.0 << z2;
}
}
delete m_cubeCapBuffer;
m_cubeCapBuffer = new GLVertexBuffer(GLVertexBuffer::Static);
m_cubeCapBuffer->setData(verts.count() / 3, 3, verts.constData(), texture ? texCoords.constData() : nullptr);
}
void CubeEffect::paintSphereCap()
{
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
float zTexture = rect.width() / 2 * tan(45.0f * M_PI / 180.0f);
float radius = (rect.width() * 0.5) / cos(cubeAngle * 0.5 * M_PI / 180.0);
float angle = acos((rect.height() * 0.5) / radius) * 180.0 / M_PI;
angle /= 30;
bool texture = texturedCaps && effects->numberOfDesktops() > 3 && capTexture;
QVector<float> verts;
QVector<float> texCoords;
for (int i = 0; i < 30; i++) {
float topAngle = angle * i * M_PI / 180.0;
float bottomAngle = angle * (i + 1) * M_PI / 180.0;
float yTop = (rect.height() * 0.5 - radius * cos(topAngle));
yTop *= (1.0f-capDeformationFactor);
float yBottom = rect.height() * 0.5 - radius * cos(bottomAngle);
yBottom *= (1.0f - capDeformationFactor);
for (int j = 0; j < 36; j++) {
const float x1 = radius * sin(topAngle) * sin((90.0 + j * 10.0) * M_PI / 180.0);
const float z1 = radius * sin(topAngle) * cos((90.0 + j * 10.0) * M_PI / 180.0);
const float x2 = radius * sin(bottomAngle) * sin((90.0 + j * 10.0) * M_PI / 180.00);
const float z2 = radius * sin(bottomAngle) * cos((90.0 + j * 10.0) * M_PI / 180.0);
const float x3 = radius * sin(bottomAngle) * sin((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
const float z3 = radius * sin(bottomAngle) * cos((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
const float x4 = radius * sin(topAngle) * sin((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
const float z4 = radius * sin(topAngle) * cos((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
if (texture) {
if (capTexture->isYInverted()) {
texCoords << x4 / (rect.width()) + 0.5 << 0.5 + z4 / zTexture * 0.5;
texCoords << x1 / (rect.width()) + 0.5 << 0.5 + z1 / zTexture * 0.5;
texCoords << x2 / (rect.width()) + 0.5 << 0.5 + z2 / zTexture * 0.5;
texCoords << x2 / (rect.width()) + 0.5 << 0.5 + z2 / zTexture * 0.5;
texCoords << x3 / (rect.width()) + 0.5 << 0.5 + z3 / zTexture * 0.5;
texCoords << x4 / (rect.width()) + 0.5 << 0.5 + z4 / zTexture * 0.5;
} else {
texCoords << x4 / (rect.width()) + 0.5 << 0.5 - z4 / zTexture * 0.5;
texCoords << x1 / (rect.width()) + 0.5 << 0.5 - z1 / zTexture * 0.5;
texCoords << x2 / (rect.width()) + 0.5 << 0.5 - z2 / zTexture * 0.5;
texCoords << x2 / (rect.width()) + 0.5 << 0.5 - z2 / zTexture * 0.5;
texCoords << x3 / (rect.width()) + 0.5 << 0.5 - z3 / zTexture * 0.5;
texCoords << x4 / (rect.width()) + 0.5 << 0.5 - z4 / zTexture * 0.5;
}
}
verts << x4 << yTop << z4;
verts << x1 << yTop << z1;
verts << x2 << yBottom << z2;
verts << x2 << yBottom << z2;
verts << x3 << yBottom << z3;
verts << x4 << yTop << z4;
}
}
delete m_cubeCapBuffer;
m_cubeCapBuffer = new GLVertexBuffer(GLVertexBuffer::Static);
m_cubeCapBuffer->setData(verts.count() / 3, 3, verts.constData(), texture ? texCoords.constData() : nullptr);
}
void CubeEffect::postPaintScreen()
{
effects->postPaintScreen();
if (!activated)
return;
bool animation = (animationState != AnimationState::None || verticalAnimationState != VerticalAnimationState::None);
if (animationState != AnimationState::None && timeLine.done()) {
/* An animation have just finished! */
if (animationState == AnimationState::Stop) {
/* If the stop animation is finished, we're done */
if (keyboard_grab)
effects->ungrabKeyboard();
keyboard_grab = false;
effects->stopMouseInterception(this);
effects->setCurrentDesktop(frontDesktop);
effects->setActiveFullScreenEffect(nullptr);
delete m_cubeCapBuffer;
m_cubeCapBuffer = nullptr;
if (desktopNameFrame)
desktopNameFrame->free();
activated = false;
// User can press Esc several times, and several Stop animations can be added to queue. We don't want it
animationState = AnimationState::None;
animations.clear();
verticalAnimationState = VerticalAnimationState::None;
verticalAnimations.clear();
} else {
if (!animations.empty())
startAnimation(animations.dequeue());
else
animationState = AnimationState::None;
}
}
/* Vertical animation have finished */
if (verticalAnimationState != VerticalAnimationState::None && verticalTimeLine.done()) {
if (!verticalAnimations.empty()) {
startVerticalAnimation(verticalAnimations.dequeue());
} else {
verticalAnimationState = VerticalAnimationState::None;
}
}
/* Repaint if there is any animation */
if (animation) {
effects->addRepaintFull();
}
}
void CubeEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
if (activated) {
if (cube_painting) {
if (mode == Cylinder || mode == Sphere) {
int leftDesktop = frontDesktop - 1;
int rightDesktop = frontDesktop + 1;
if (leftDesktop == 0)
leftDesktop = effects->numberOfDesktops();
if (rightDesktop > effects->numberOfDesktops())
rightDesktop = 1;
if (painting_desktop == frontDesktop)
data.quads = data.quads.makeGrid(40);
else if (painting_desktop == leftDesktop || painting_desktop == rightDesktop)
data.quads = data.quads.makeGrid(100);
else
data.quads = data.quads.makeGrid(250);
}
if (w->isOnDesktop(painting_desktop)) {
QRect rect = effects->clientArea(FullArea, activeScreen, painting_desktop);
if (w->x() < rect.x()) {
data.quads = data.quads.splitAtX(-w->x());
}
if (w->x() + w->width() > rect.x() + rect.width()) {
data.quads = data.quads.splitAtX(rect.width() - w->x());
}
if (w->y() < rect.y()) {
data.quads = data.quads.splitAtY(-w->y());
}
if (w->y() + w->height() > rect.y() + rect.height()) {
data.quads = data.quads.splitAtY(rect.height() - w->y());
}
if (useZOrdering && !w->isDesktop() && !w->isDock() && !w->isOnAllDesktops())
data.setTransformed();
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
} else {
// check for windows belonging to the previous desktop
int prev_desktop = painting_desktop - 1;
if (prev_desktop == 0)
prev_desktop = effects->numberOfDesktops();
if (w->isOnDesktop(prev_desktop) && mode == Cube && !useZOrdering) {
QRect rect = effects->clientArea(FullArea, activeScreen, prev_desktop);
if (w->x() + w->width() > rect.x() + rect.width()) {
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
data.quads = data.quads.splitAtX(rect.width() - w->x());
if (w->y() < rect.y()) {
data.quads = data.quads.splitAtY(-w->y());
}
if (w->y() + w->height() > rect.y() + rect.height()) {
data.quads = data.quads.splitAtY(rect.height() - w->y());
}
data.setTransformed();
effects->prePaintWindow(w, data, time);
return;
}
}
// check for windows belonging to the next desktop
int next_desktop = painting_desktop + 1;
if (next_desktop > effects->numberOfDesktops())
next_desktop = 1;
if (w->isOnDesktop(next_desktop) && mode == Cube && !useZOrdering) {
QRect rect = effects->clientArea(FullArea, activeScreen, next_desktop);
if (w->x() < rect.x()) {
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
data.quads = data.quads.splitAtX(-w->x());
if (w->y() < rect.y()) {
data.quads = data.quads.splitAtY(-w->y());
}
if (w->y() + w->height() > rect.y() + rect.height()) {
data.quads = data.quads.splitAtY(rect.height() - w->y());
}
data.setTransformed();
effects->prePaintWindow(w, data, time);
return;
}
}
w->disablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
}
}
}
effects->prePaintWindow(w, data, time);
}
void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
ShaderManager *shaderManager = ShaderManager::instance();
if (activated && cube_painting) {
region= infiniteRegion(); // we need to explicitly prevent any clipping, bug #325432
//qCDebug(KWINEFFECTS) << w->caption();
float opacity = cubeOpacity;
if (animationState == AnimationState::Start) {
opacity = 1.0 - (1.0 - opacity) * timeLine.value();
if (reflectionPainting)
opacity = 0.5 + (cubeOpacity - 0.5) * timeLine.value();
// fade in windows belonging to different desktops
if (painting_desktop == effects->currentDesktop() && (!w->isOnDesktop(painting_desktop)))
opacity = timeLine.value() * cubeOpacity;
} else if (animationState == AnimationState::Stop) {
opacity = 1.0 - (1.0 - opacity) * (1.0 - timeLine.value());
if (reflectionPainting)
opacity = 0.5 + (cubeOpacity - 0.5) * (1.0 - timeLine.value());
// fade out windows belonging to different desktops
if (painting_desktop == effects->currentDesktop() && (!w->isOnDesktop(painting_desktop)))
opacity = cubeOpacity * (1.0 - timeLine.value());
}
// z-Ordering
if (!w->isDesktop() && !w->isDock() && useZOrdering && !w->isOnAllDesktops()) {
float zOrdering = (effects->stackingOrder().indexOf(w) + 1) * zOrderingFactor;
if (animationState == AnimationState::Start) {
zOrdering *= timeLine.value();
} else if (animationState == AnimationState::Stop) {
zOrdering *= (1.0 - timeLine.value());
}
data.translate(0.0, 0.0, zOrdering);
}
// check for windows belonging to the previous desktop
int prev_desktop = painting_desktop - 1;
if (prev_desktop == 0)
prev_desktop = effects->numberOfDesktops();
int next_desktop = painting_desktop + 1;
if (next_desktop > effects->numberOfDesktops())
next_desktop = 1;
if (w->isOnDesktop(prev_desktop) && (mask & PAINT_WINDOW_TRANSFORMED)) {
QRect rect = effects->clientArea(FullArea, activeScreen, prev_desktop);
WindowQuadList new_quads;
foreach (const WindowQuad & quad, data.quads) {
if (quad.right() > rect.width() - w->x()) {
new_quads.append(quad);
}
}
data.quads = new_quads;
data.setXTranslation(-rect.width());
}
if (w->isOnDesktop(next_desktop) && (mask & PAINT_WINDOW_TRANSFORMED)) {
QRect rect = effects->clientArea(FullArea, activeScreen, next_desktop);
WindowQuadList new_quads;
foreach (const WindowQuad & quad, data.quads) {
if (w->x() + quad.right() <= rect.x()) {
new_quads.append(quad);
}
}
data.quads = new_quads;
data.setXTranslation(rect.width());
}
QRect rect = effects->clientArea(FullArea, activeScreen, painting_desktop);
if (animationState == AnimationState::Start || animationState == AnimationState::Stop) {
// we have to change opacity values for fade in/out of windows which are shown on front-desktop
if (prev_desktop == effects->currentDesktop() && w->x() < rect.x()) {
if (animationState == AnimationState::Start) {
opacity = timeLine.value() * cubeOpacity;
} else if (animationState == AnimationState::Stop) {
opacity = cubeOpacity * (1.0 - timeLine.value());
}
}
if (next_desktop == effects->currentDesktop() && w->x() + w->width() > rect.x() + rect.width()) {
if (animationState == AnimationState::Start) {
opacity = timeLine.value() * cubeOpacity;
} else if (animationState == AnimationState::Stop) {
opacity = cubeOpacity * (1.0 - timeLine.value());
}
}
}
// HACK set opacity to 0.99 in case of fully opaque to ensure that windows are painted in correct sequence
// bug #173214
if (opacity > 0.99f)
opacity = 0.99f;
if (opacityDesktopOnly && !w->isDesktop())
opacity = 0.99f;
data.multiplyOpacity(opacity);
if (w->isOnDesktop(painting_desktop) && w->x() < rect.x()) {
WindowQuadList new_quads;
foreach (const WindowQuad & quad, data.quads) {
if (quad.right() > -w->x()) {
new_quads.append(quad);
}
}
data.quads = new_quads;
}
if (w->isOnDesktop(painting_desktop) && w->x() + w->width() > rect.x() + rect.width()) {
WindowQuadList new_quads;
foreach (const WindowQuad & quad, data.quads) {
if (quad.right() <= rect.width() - w->x()) {
new_quads.append(quad);
}
}
data.quads = new_quads;
}
if (w->y() < rect.y()) {
WindowQuadList new_quads;
foreach (const WindowQuad & quad, data.quads) {
if (quad.bottom() > -w->y()) {
new_quads.append(quad);
}
}
data.quads = new_quads;
}
if (w->y() + w->height() > rect.y() + rect.height()) {
WindowQuadList new_quads;
foreach (const WindowQuad & quad, data.quads) {
if (quad.bottom() <= rect.height() - w->y()) {
new_quads.append(quad);
}
}
data.quads = new_quads;
}
GLShader *currentShader = nullptr;
if (mode == Cylinder) {
shaderManager->pushShader(cylinderShader);
cylinderShader->setUniform("xCoord", (float)w->x());
cylinderShader->setUniform("cubeAngle", (effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 90.0f);
float factor = 0.0f;
if (animationState == AnimationState::Start) {
factor = 1.0f - timeLine.value();
} else if (animationState == AnimationState::Stop) {
factor = timeLine.value();
}
cylinderShader->setUniform("timeLine", factor);
currentShader = cylinderShader;
}
if (mode == Sphere) {
shaderManager->pushShader(sphereShader);
sphereShader->setUniform("u_offset", QVector2D(w->x(), w->y()));
sphereShader->setUniform("cubeAngle", (effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 90.0f);
float factor = 0.0f;
if (animationState == AnimationState::Start) {
factor = 1.0f - timeLine.value();
} else if (animationState == AnimationState::Stop) {
factor = timeLine.value();
}
sphereShader->setUniform("timeLine", factor);
currentShader = sphereShader;
}
if (currentShader) {
data.shader = currentShader;
}
data.setProjectionMatrix(data.screenProjectionMatrix());
if (reflectionPainting) {
data.setModelViewMatrix(m_reflectionMatrix * m_rotationMatrix * m_currentFaceMatrix);
} else {
data.setModelViewMatrix(m_rotationMatrix * m_currentFaceMatrix);
}
}
effects->paintWindow(w, mask, region, data);
if (activated && cube_painting) {
if (mode == Cylinder || mode == Sphere) {
shaderManager->popShader();
}
if (w->isDesktop() && effects->numScreens() > 1 && paintCaps) {
QRect rect = effects->clientArea(FullArea, activeScreen, painting_desktop);
QRegion paint = QRegion(rect);
for (int i = 0; i < effects->numScreens(); i++) {
if (i == w->screen())
continue;
paint = paint.subtracted(QRegion(effects->clientArea(ScreenArea, i, painting_desktop)));
}
paint = paint.subtracted(QRegion(w->geometry()));
// in case of free area in multiscreen setup fill it with cap color
if (!paint.isEmpty()) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
QVector<float> verts;
float quadSize = 0.0f;
int leftDesktop = frontDesktop - 1;
int rightDesktop = frontDesktop + 1;
if (leftDesktop == 0)
leftDesktop = effects->numberOfDesktops();
if (rightDesktop > effects->numberOfDesktops())
rightDesktop = 1;
if (painting_desktop == frontDesktop)
quadSize = 100.0f;
else if (painting_desktop == leftDesktop || painting_desktop == rightDesktop)
quadSize = 150.0f;
else
quadSize = 250.0f;
for (const QRect &paintRect : paint) {
for (int i = 0; i <= (paintRect.height() / quadSize); i++) {
for (int j = 0; j <= (paintRect.width() / quadSize); j++) {
verts << qMin(paintRect.x() + (j + 1)*quadSize, (float)paintRect.x() + paintRect.width()) << paintRect.y() + i*quadSize;
verts << paintRect.x() + j*quadSize << paintRect.y() + i*quadSize;
verts << paintRect.x() + j*quadSize << qMin(paintRect.y() + (i + 1)*quadSize, (float)paintRect.y() + paintRect.height());
verts << paintRect.x() + j*quadSize << qMin(paintRect.y() + (i + 1)*quadSize, (float)paintRect.y() + paintRect.height());
verts << qMin(paintRect.x() + (j + 1)*quadSize, (float)paintRect.x() + paintRect.width()) << qMin(paintRect.y() + (i + 1)*quadSize, (float)paintRect.y() + paintRect.height());
verts << qMin(paintRect.x() + (j + 1)*quadSize, (float)paintRect.x() + paintRect.width()) << paintRect.y() + i*quadSize;
}
}
}
bool capShader = false;
if (effects->compositingType() == OpenGL2Compositing && m_capShader && m_capShader->isValid()) {
capShader = true;
ShaderManager::instance()->pushShader(m_capShader);
m_capShader->setUniform("u_mirror", 0);
m_capShader->setUniform("u_untextured", 1);
QMatrix4x4 mvp = data.screenProjectionMatrix();
if (reflectionPainting) {
mvp = mvp * m_reflectionMatrix * m_rotationMatrix * m_currentFaceMatrix;
} else {
mvp = mvp * m_rotationMatrix * m_currentFaceMatrix;
}
m_capShader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
QColor color = capColor;
capColor.setAlphaF(cubeOpacity);
vbo->setColor(color);
vbo->setData(verts.size() / 2, 2, verts.constData(), nullptr);
if (!capShader || mode == Cube) {
// TODO: use sphere and cylinder shaders
vbo->render(GL_TRIANGLES);
}
if (capShader) {
ShaderManager::instance()->popShader();
}
glDisable(GL_BLEND);
}
}
}
}
bool CubeEffect::borderActivated(ElectricBorder border)
{
if (!borderActivate.contains(border) &&
!borderActivateCylinder.contains(border) &&
!borderActivateSphere.contains(border))
return false;
if (effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this)
return false;
if (borderActivate.contains(border)) {
if (!activated || (activated && mode == Cube))
toggleCube();
else
return false;
}
if (borderActivateCylinder.contains(border)) {
if (!activated || (activated && mode == Cylinder))
toggleCylinder();
else
return false;
}
if (borderActivateSphere.contains(border)) {
if (!activated || (activated && mode == Sphere))
toggleSphere();
else
return false;
}
return true;
}
void CubeEffect::toggleCube()
{
qCDebug(KWINEFFECTS) << "toggle cube";
toggle(Cube);
}
void CubeEffect::toggleCylinder()
{
qCDebug(KWINEFFECTS) << "toggle cylinder";
if (!useShaders)
useShaders = loadShader();
if (useShaders)
toggle(Cylinder);
}
void CubeEffect::toggleSphere()
{
qCDebug(KWINEFFECTS) << "toggle sphere";
if (!useShaders)
useShaders = loadShader();
if (useShaders)
toggle(Sphere);
}
void CubeEffect::toggle(CubeMode newMode)
{
if ((effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this) ||
effects->numberOfDesktops() < 2)
return;
if (!activated) {
mode = newMode;
setActive(true);
} else {
setActive(false);
}
}
void CubeEffect::grabbedKeyboardEvent(QKeyEvent* e)
{
// If either stop is running or is scheduled - ignore all events
if ((!animations.isEmpty() && animations.last() == AnimationState::Stop) || animationState == AnimationState::Stop) {
return;
}
// taken from desktopgrid.cpp
if (e->type() == QEvent::KeyPress) {
// check for global shortcuts
// HACK: keyboard grab disables the global shortcuts so we have to check for global shortcut (bug 156155)
if (mode == Cube && cubeShortcut.contains(e->key() + e->modifiers())) {
toggleCube();
return;
}
if (mode == Cylinder && cylinderShortcut.contains(e->key() + e->modifiers())) {
toggleCylinder();
return;
}
if (mode == Sphere && sphereShortcut.contains(e->key() + e->modifiers())) {
toggleSphere();
return;
}
int desktop = -1;
// switch by F<number> or just <number>
if (e->key() >= Qt::Key_F1 && e->key() <= Qt::Key_F35)
desktop = e->key() - Qt::Key_F1 + 1;
else if (e->key() >= Qt::Key_0 && e->key() <= Qt::Key_9)
desktop = e->key() == Qt::Key_0 ? 10 : e->key() - Qt::Key_0;
if (desktop != -1) {
if (desktop <= effects->numberOfDesktops()) {
// we have to rotate to chosen desktop
// and end effect when rotation finished
rotateToDesktop(desktop);
setActive(false);
}
return;
}
int key = e->key();
if (invertKeys) {
if (key == Qt::Key_Left)
key = Qt::Key_Right;
else if (key == Qt::Key_Right)
key = Qt::Key_Left;
else if (key == Qt::Key_Up)
key = Qt::Key_Down;
else if (key == Qt::Key_Down)
key = Qt::Key_Up;
}
switch(key) {
// wrap only on autorepeat
case Qt::Key_Left:
qCDebug(KWINEFFECTS) << "left";
if (animations.count() < effects->numberOfDesktops())
animations.enqueue(AnimationState::Left);
break;
case Qt::Key_Right:
qCDebug(KWINEFFECTS) << "right";
if (animations.count() < effects->numberOfDesktops())
animations.enqueue(AnimationState::Right);
break;
case Qt::Key_Up:
qCDebug(KWINEFFECTS) << "up";
verticalAnimations.enqueue(VerticalAnimationState::Upwards);
break;
case Qt::Key_Down:
qCDebug(KWINEFFECTS) << "down";
verticalAnimations.enqueue(VerticalAnimationState::Downwards);
break;
case Qt::Key_Escape:
rotateToDesktop(effects->currentDesktop());
setActive(false);
return;
case Qt::Key_Enter:
case Qt::Key_Return:
case Qt::Key_Space:
setActive(false);
return;
case Qt::Key_Plus:
case Qt::Key_Equal:
zoom -= 10.0;
zoom = qMax(-zPosition, zoom);
rotateCube();
break;
case Qt::Key_Minus:
zoom += 10.0f;
rotateCube();
break;
default:
break;
}
}
effects->addRepaintFull();
}
void CubeEffect::rotateToDesktop(int desktop)
{
// all scheduled animations will be removed as a speed up
animations.clear();
verticalAnimations.clear();
// we want only startAnimation to finish gracefully
// all the others can be interrupted
if (animationState != AnimationState::Start) {
animationState = AnimationState::None;
}
verticalAnimationState = VerticalAnimationState::None;
// find the fastest rotation path from frontDesktop to desktop
int rightRotations = frontDesktop - desktop;
if (rightRotations < 0) {
rightRotations += effects->numberOfDesktops();
}
int leftRotations = desktop - frontDesktop;
if (leftRotations < 0) {
leftRotations += effects->numberOfDesktops();
}
if (leftRotations <= rightRotations) {
for (int i = 0; i < leftRotations; i++) {
animations.enqueue(AnimationState::Left);
}
} else {
for (int i = 0; i < rightRotations; i++) {
animations.enqueue(AnimationState::Right);
}
}
// we want the face of desktop to appear, it might need also vertical animation
if (verticalCurrentAngle > 0.0f) {
verticalAnimations.enqueue(VerticalAnimationState::Downwards);
}
if (verticalCurrentAngle < 0.0f) {
verticalAnimations.enqueue(VerticalAnimationState::Upwards);
}
/* Start immediately, so there is no pause:
* during that pause, actual frontDesktop might change
* if user moves his mouse fast, leading to incorrect desktop */
if (animationState == AnimationState::None && !animations.empty()) {
startAnimation(animations.dequeue());
}
if (verticalAnimationState == VerticalAnimationState::None && !verticalAnimations.empty()) {
startVerticalAnimation(verticalAnimations.dequeue());
}
}
void CubeEffect::setActive(bool active)
{
foreach (CubeInsideEffect * inside, m_cubeInsideEffects) {
inside->setActive(true);
}
if (active) {
QString capPath = CubeConfig::capPath();
if (texturedCaps && !capTexture && !capPath.isEmpty()) {
QFutureWatcher<QImage> *watcher = new QFutureWatcher<QImage>(this);
connect(watcher, &QFutureWatcher<QImage>::finished, this, &CubeEffect::slotCubeCapLoaded);
watcher->setFuture(QtConcurrent::run(this, &CubeEffect::loadCubeCap, capPath));
}
QString wallpaperPath = CubeConfig::wallpaper().toLocalFile();
if (!wallpaper && !wallpaperPath.isEmpty()) {
QFutureWatcher<QImage> *watcher = new QFutureWatcher<QImage>(this);
connect(watcher, &QFutureWatcher<QImage>::finished, this, &CubeEffect::slotWallPaperLoaded);
watcher->setFuture(QtConcurrent::run(this, &CubeEffect::loadWallPaper, wallpaperPath));
}
activated = true;
activeScreen = effects->activeScreen();
keyboard_grab = effects->grabKeyboard(this);
effects->startMouseInterception(this, Qt::OpenHandCursor);
frontDesktop = effects->currentDesktop();
zoom = 0.0;
zOrderingFactor = zPosition / (effects->stackingOrder().count() - 1);
animations.enqueue(AnimationState::Start);
animationState = AnimationState::None;
verticalAnimationState = VerticalAnimationState::None;
effects->setActiveFullScreenEffect(this);
qCDebug(KWINEFFECTS) << "Cube is activated";
currentAngle = 0.0;
verticalCurrentAngle = 0.0;
if (reflection) {
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
float temporaryCoeff = float(rect.width()) / tan(M_PI / float(effects->numberOfDesktops()));
mAddedHeightCoeff1 = sqrt(float(rect.height()) * float(rect.height()) + temporaryCoeff * temporaryCoeff);
mAddedHeightCoeff2 = sqrt(float(rect.height()) * float(rect.height()) + float(rect.width()) * float(rect.width()) + temporaryCoeff * temporaryCoeff);
}
m_rotationMatrix.setToIdentity();
} else {
animations.enqueue(AnimationState::Stop);
}
effects->addRepaintFull();
}
void CubeEffect::windowInputMouseEvent(QEvent* e)
{
if (!activated)
return;
if (tabBoxMode)
return;
if ((!animations.isEmpty() && animations.last() == AnimationState::Stop) || animationState == AnimationState::Stop)
return;
QMouseEvent *mouse = dynamic_cast< QMouseEvent* >(e);
if (!mouse)
return;
static QPoint oldpos;
static QElapsedTimer dblClckTime;
static int dblClckCounter(0);
if (mouse->type() == QEvent::MouseMove && mouse->buttons().testFlag(Qt::LeftButton)) {
const QPoint pos = mouse->pos();
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
bool repaint = false;
// vertical movement only if there is not a rotation
if (verticalAnimationState == VerticalAnimationState::None) {
// display height corresponds to 180*
int deltaY = pos.y() - oldpos.y();
float deltaVerticalDegrees = (float)deltaY / rect.height() * 180.0f;
if (invertMouse)
verticalCurrentAngle += deltaVerticalDegrees;
else
verticalCurrentAngle -= deltaVerticalDegrees;
// don't get too excited
verticalCurrentAngle = qBound(-90.0f, verticalCurrentAngle, 90.0f);
if (deltaVerticalDegrees != 0.0)
repaint = true;
}
// horizontal movement only if there is not a rotation
if (animationState == AnimationState::None) {
// display width corresponds to sum of angles of the polyhedron
int deltaX = oldpos.x() - pos.x();
float deltaDegrees = (float)deltaX / rect.width() * 360.0f;
if (deltaX == 0) {
if (pos.x() == 0)
deltaDegrees = 5.0f;
if (pos.x() == rect.width() - 1)
deltaDegrees = -5.0f;
}
if (invertMouse)
currentAngle += deltaDegrees;
else
currentAngle -= deltaDegrees;
if (deltaDegrees != 0.0)
repaint = true;
}
if (repaint) {
rotateCube();
effects->addRepaintFull();
}
oldpos = pos;
}
else if (mouse->type() == QEvent::MouseButtonPress && mouse->button() == Qt::LeftButton) {
oldpos = mouse->pos();
if (dblClckTime.elapsed() > QApplication::doubleClickInterval())
dblClckCounter = 0;
if (!dblClckCounter)
dblClckTime.start();
}
else if (mouse->type() == QEvent::MouseButtonRelease) {
effects->defineCursor(Qt::OpenHandCursor);
if (mouse->button() == Qt::LeftButton && ++dblClckCounter == 2) {
dblClckCounter = 0;
if (dblClckTime.elapsed() < QApplication::doubleClickInterval()) {
setActive(false);
return;
}
}
else if (mouse->button() == Qt::XButton1) {
if (animations.count() < effects->numberOfDesktops()) {
if (invertMouse)
animations.enqueue(AnimationState::Right);
else
animations.enqueue(AnimationState::Left);
}
effects->addRepaintFull();
} else if (mouse->button() == Qt::XButton2) {
if (animations.count() < effects->numberOfDesktops()) {
if (invertMouse)
animations.enqueue(AnimationState::Left);
else
animations.enqueue(AnimationState::Right);
}
effects->addRepaintFull();
} else if (mouse->button() == Qt::RightButton || (mouse->button() == Qt::LeftButton && closeOnMouseRelease)) {
setActive(false);
}
}
}
void CubeEffect::slotTabBoxAdded(int mode)
{
if (activated)
return;
if (effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this)
return;
if (useForTabBox && mode == TabBoxDesktopListMode) {
effects->refTabBox();
tabBoxMode = true;
setActive(true);
rotateToDesktop(effects->currentTabBoxDesktop());
}
}
void CubeEffect::slotTabBoxUpdated()
{
if (activated) {
rotateToDesktop(effects->currentTabBoxDesktop());
effects->addRepaintFull();
}
}
void CubeEffect::slotTabBoxClosed()
{
if (activated) {
effects->unrefTabBox();
tabBoxMode = false;
setActive(false);
}
}
void CubeEffect::globalShortcutChanged(QAction *action, const QKeySequence &seq)
{
if (action->objectName() == QStringLiteral("Cube")) {
cubeShortcut.clear();
cubeShortcut.append(seq);
} else if (action->objectName() == QStringLiteral("Cylinder")) {
cylinderShortcut.clear();
cylinderShortcut.append(seq);
} else if (action->objectName() == QStringLiteral("Sphere")) {
sphereShortcut.clear();
sphereShortcut.append(seq);
}
}
void* CubeEffect::proxy()
{
return &m_proxy;
}
void CubeEffect::registerCubeInsideEffect(CubeInsideEffect* effect)
{
m_cubeInsideEffects.append(effect);
}
void CubeEffect::unregisterCubeInsideEffect(CubeInsideEffect* effect)
{
m_cubeInsideEffects.removeAll(effect);
}
bool CubeEffect::isActive() const
{
return activated && !effects->isScreenLocked();
}
} // namespace