3f0ff9b8d5
Rational behind this change is that displayWidth and displayHeight are X specific API calls in kwinglobals. For the future it's easier to only rely on functionality which goes through the EffectsHandler API which allows easier adjustments in KWin core. displayWidth() and displayHeight() are only used to get the size or the complete rect of all screens. This is also provided by: effects->virtualScreenGeometry() or effects->virtualScreenSize() REVIEW: 116021
458 lines
18 KiB
C++
458 lines
18 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) 2007 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2009 Martin Gräßlin <mgraesslin@kde.org>
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Copyright (C) 2009, 2010 Lucas Murray <lmurray@undefinedfire.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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*********************************************************************/
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#include "logout.h"
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// KConfigSkeleton
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#include "logoutconfig.h"
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#include "kwinglutils.h"
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#include "kwinglplatform.h"
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#include <math.h>
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#include <QtGui/QMatrix4x4>
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#include <QtGui/QVector2D>
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namespace KWin
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{
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LogoutEffect::LogoutEffect()
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: progress(0.0)
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, displayEffect(false)
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, logoutWindow(NULL)
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, logoutWindowClosed(true)
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, logoutWindowPassed(false)
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, canDoPersistent(false)
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, ignoredWindows()
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, m_vignettingShader(NULL)
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, m_blurShader(NULL)
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, m_shadersDir(QStringLiteral("kwin/shaders/1.10/"))
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{
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// Persistent effect
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logoutAtom = XInternAtom(display(), "_KDE_LOGGING_OUT", False);
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effects->registerPropertyType(logoutAtom, true);
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// Block KSMServer's effect
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char net_wm_cm_name[ 100 ];
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sprintf(net_wm_cm_name, "_NET_WM_CM_S%d", DefaultScreen(display()));
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Atom net_wm_cm = XInternAtom(display(), net_wm_cm_name, False);
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Window sel = XGetSelectionOwner(display(), net_wm_cm);
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Atom hack = XInternAtom(display(), "_KWIN_LOGOUT_EFFECT", False);
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XChangeProperty(display(), sel, hack, hack, 8, PropModeReplace, (unsigned char*)&hack, 1);
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// the atom is not removed when effect is destroyed, this is temporary anyway
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blurTexture = NULL;
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blurTarget = NULL;
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reconfigure(ReconfigureAll);
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connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
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connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long)));
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#ifdef KWIN_HAVE_OPENGLES
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const qint64 coreVersionNumber = kVersionNumber(3, 0);
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#else
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const qint64 coreVersionNumber = kVersionNumber(1, 40);
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#endif
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if (GLPlatform::instance()->glslVersion() >= coreVersionNumber)
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m_shadersDir = QStringLiteral("kwin/shaders/1.40/");
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}
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LogoutEffect::~LogoutEffect()
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{
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delete blurTexture;
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delete blurTarget;
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delete m_vignettingShader;
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delete m_blurShader;
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}
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void LogoutEffect::reconfigure(ReconfigureFlags)
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{
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LogoutConfig::self()->readConfig();
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frameDelay = 0;
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useBlur = LogoutConfig::useBlur();
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delete blurTexture;
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blurTexture = NULL;
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delete blurTarget;
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blurTarget = NULL;
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blurSupported = false;
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delete m_blurShader;
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m_blurShader = NULL;
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}
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void LogoutEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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if (!displayEffect && progress == 0.0) {
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if (blurTexture) {
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delete blurTexture;
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blurTexture = NULL;
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delete blurTarget;
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blurTarget = NULL;
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blurSupported = false;
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}
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} else if (!blurTexture) {
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blurSupported = false;
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delete blurTarget; // catch as we just tested the texture ;-P
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if (effects->isOpenGLCompositing() && GLTexture::NPOTTextureSupported() && GLRenderTarget::blitSupported() && useBlur) {
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// TODO: It seems that it is not possible to create a GLRenderTarget that has
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// a different size than the display right now. Most likely a KWin core bug.
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// Create texture and render target
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blurTexture = new GLTexture(effects->virtualScreenSize());
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blurTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
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blurTexture->setWrapMode(GL_CLAMP_TO_EDGE);
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blurTarget = new GLRenderTarget(*blurTexture);
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if (blurTarget->valid())
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blurSupported = true;
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// As creating the render target takes time it can cause the first two frames of the
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// blur animation to be jerky. For this reason we only start the animation after the
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// third frame.
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frameDelay = 2;
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}
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}
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if (frameDelay)
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--frameDelay;
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else {
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if (displayEffect)
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progress = qMin(1.0, progress + time / animationTime(2000.0));
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else if (progress > 0.0)
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progress = qMax(0.0, progress - time / animationTime(500.0));
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}
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if (blurSupported && progress > 0.0) {
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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}
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data.paint |= effects->clientArea(FullArea, 0, 0);
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effects->prePaintScreen(data, time);
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}
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void LogoutEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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if (progress > 0.0) {
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if (effects->isOpenGLCompositing()) {
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// In OpenGL mode we add vignetting and, if supported, a slight blur
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if (blurSupported) {
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// When using blur we render everything to an FBO and as such don't do the vignetting
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// until after we render the FBO to the screen.
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if (w == logoutWindow) {
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// Window is rendered after the FBO
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windowOpacity = data.opacity();
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data.setOpacity(0.0); // Cheat, we need the opacity for later but don't want to blur it
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} else {
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if (logoutWindowPassed || ignoredWindows.contains(w)) {
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// Window is rendered after the FBO
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windows.append(w);
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windowsOpacities[ w ] = data.opacity();
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data.setOpacity(0.0);
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} else // Window is added to the FBO
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data.multiplySaturation((1.0 - progress * 0.2));
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}
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} else {
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// If we are not blurring then we are not rendering to an FBO
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if (w == logoutWindow)
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// This is the logout window don't alter it but render our vignetting now
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renderVignetting();
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else if (!logoutWindowPassed && !ignoredWindows.contains(w))
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// Window is in the background, desaturate
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data.multiplySaturation((1.0 - progress * 0.2));
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// All other windows are unaltered
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}
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}
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if (effects->compositingType() == KWin::XRenderCompositing) {
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// Since we can't do vignetting in XRender just do a stronger desaturation and darken
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if (w != logoutWindow && !logoutWindowPassed && !ignoredWindows.contains(w)) {
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data.multiplySaturation((1.0 - progress * 0.8));
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data.multiplyBrightness((1.0 - progress * 0.3));
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}
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}
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if (w == logoutWindow ||
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ignoredWindows.contains(w)) // HACK: All windows past the first ignored one should not be
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// blurred as it affects the stacking order.
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// All following windows are on top of the logout window and should not be altered either
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logoutWindowPassed = true;
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}
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effects->paintWindow(w, mask, region, data);
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}
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void LogoutEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
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{
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effects->paintScreen(mask, region, data);
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if (effects->isOpenGLCompositing() && progress > 0.0) {
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if (!blurSupported) {
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if (!logoutWindowPassed)
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// The logout window has been deleted but we still want to fade out the vignetting, thus
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// render it on the top of everything if still animating. We don't check if logoutWindow
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// is set as it may still be even if it wasn't rendered.
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renderVignetting();
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} else {
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GLRenderTarget::pushRenderTarget(blurTarget);
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blurTarget->blitFromFramebuffer();
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GLRenderTarget::popRenderTarget();
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//--------------------------
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// Render the screen effect
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renderBlurTexture();
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// Vignetting (Radial gradient with transparent middle and black edges)
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renderVignetting();
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//--------------------------
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// Render the logout window
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if (logoutWindow) {
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int winMask = logoutWindow->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE;
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WindowPaintData winData(logoutWindow);
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winData.setOpacity(windowOpacity);
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effects->drawWindow(logoutWindow, winMask, region, winData);
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}
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// Render all windows on top of logout window
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foreach (EffectWindow * w, windows) {
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int winMask = w->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE;
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WindowPaintData winData(w);
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winData.setOpacity(windowsOpacities[ w ]);
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effects->drawWindow(w, winMask, region, winData);
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}
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windows.clear();
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windowsOpacities.clear();
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}
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}
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}
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void LogoutEffect::postPaintScreen()
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{
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if ((progress != 0.0 && progress != 1.0) || frameDelay)
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effects->addRepaintFull();
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if (progress > 0.0)
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logoutWindowPassed = false;
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effects->postPaintScreen();
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}
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void LogoutEffect::slotWindowAdded(EffectWindow* w)
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{
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if (isLogoutDialog(w)) {
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logoutWindow = w;
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logoutWindowClosed = false; // So we don't blur the window on close
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progress = 0.0;
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displayEffect = true;
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ignoredWindows.clear();
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effects->addRepaintFull();
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} else if (canDoPersistent)
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// TODO: Add parent
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ignoredWindows.append(w);
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}
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void LogoutEffect::slotWindowClosed(EffectWindow* w)
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{
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if (w == logoutWindow) {
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logoutWindowClosed = true;
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if (!canDoPersistent)
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displayEffect = false; // Fade back to normal
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effects->addRepaintFull();
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}
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}
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void LogoutEffect::slotWindowDeleted(EffectWindow* w)
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{
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windows.removeAll(w);
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ignoredWindows.removeAll(w);
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if (w == logoutWindow)
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logoutWindow = NULL;
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}
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bool LogoutEffect::isLogoutDialog(EffectWindow* w)
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{
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// TODO there should be probably a better way (window type?)
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if (w->windowClass() == QStringLiteral("ksmserver ksmserver")
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&& (w->windowRole() == QStringLiteral("logoutdialog") || w->windowRole() == QStringLiteral("logouteffect"))) {
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return true;
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}
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return false;
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}
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void LogoutEffect::renderVignetting()
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{
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if (effects->compositingType() == OpenGL1Compositing) {
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renderVignettingLegacy();
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return;
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}
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if (!m_vignettingShader) {
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m_vignettingShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::ColorShader,
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QStandardPaths::locate(QStandardPaths::GenericDataLocation,
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m_shadersDir + QStringLiteral("vignetting.frag")));
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if (!m_vignettingShader->isValid()) {
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qCDebug(KWINEFFECTS) << "Vignetting Shader failed to load";
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return;
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}
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} else if (!m_vignettingShader->isValid()) {
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// shader broken
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return;
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}
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// need to get the projection matrix from the ortho shader for the vignetting shader
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QMatrix4x4 projection = ShaderManager::instance()->pushShader(KWin::ShaderManager::SimpleShader)->getUniformMatrix4x4("projection");
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ShaderManager::instance()->popShader();
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ShaderBinder binder(m_vignettingShader);
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m_vignettingShader->setUniform(KWin::GLShader::ProjectionMatrix, projection);
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m_vignettingShader->setUniform("u_progress", (float)progress * 0.9f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_SCISSOR_TEST);
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const QRect fullArea = effects->clientArea(FullArea, 0, 0);
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for (int screen = 0; screen < effects->numScreens(); screen++) {
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const QRect screenGeom = effects->clientArea(ScreenArea, screen, 0);
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glScissor(screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(),
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screenGeom.width(), screenGeom.height()); // GL coords are flipped
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const float cenX = screenGeom.x() + screenGeom.width() / 2;
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const float cenY = fullArea.height() - screenGeom.y() - screenGeom.height() / 2;
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const float r = float((screenGeom.width() > screenGeom.height())
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? screenGeom.width() : screenGeom.height()) * 0.8f; // Radius
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m_vignettingShader->setUniform("u_center", QVector2D(cenX, cenY));
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m_vignettingShader->setUniform("u_radius", r);
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QVector<float> vertices;
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vertices << screenGeom.x() << screenGeom.y();
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vertices << screenGeom.x() << screenGeom.y() + screenGeom.height();
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vertices << screenGeom.x() + screenGeom.width() << screenGeom.y();
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vertices << screenGeom.x() + screenGeom.width() << screenGeom.y() + screenGeom.height();
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->setData(vertices.count()/2, 2, vertices.constData(), NULL);
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vbo->render(GL_TRIANGLE_STRIP);
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}
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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}
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void LogoutEffect::renderVignettingLegacy()
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{
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#ifdef KWIN_HAVE_OPENGL_1
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glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT);
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glEnable(GL_BLEND); // If not already (Such as when rendered straight to the screen)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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for (int screen = 0; screen < effects->numScreens(); screen++) {
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QRect screenGeom = effects->clientArea(ScreenArea, screen, 0);
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glScissor(screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(),
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screenGeom.width(), screenGeom.height()); // GL coords are flipped
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glEnable(GL_SCISSOR_TEST); // Geom must be set before enable
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const float cenX = screenGeom.x() + screenGeom.width() / 2;
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const float cenY = screenGeom.y() + screenGeom.height() / 2;
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const float a = M_PI / 16.0f; // Angle of increment
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const float r = float((screenGeom.width() > screenGeom.height())
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? screenGeom.width() : screenGeom.height()) * 0.8f; // Radius
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glBegin(GL_TRIANGLE_FAN);
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glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
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glVertex3f(cenX, cenY, 0.0f);
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glColor4f(0.0f, 0.0f, 0.0f, progress * 0.9f);
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for (float i = 0.0f; i <= M_PI * 2.01f; i += a)
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glVertex3f(cenX + r * cos(i), cenY + r * sin(i), 0.0f);
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glEnd();
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glDisable(GL_SCISSOR_TEST);
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}
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glPopAttrib();
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#endif
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}
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void LogoutEffect::renderBlurTexture()
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{
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if (effects->compositingType() == OpenGL1Compositing) {
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renderBlurTextureLegacy();
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return;
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}
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if (!m_blurShader) {
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m_blurShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::SimpleShader,
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QStandardPaths::locate(QStandardPaths::GenericDataLocation,
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m_shadersDir + QStringLiteral("logout-blur.frag")));
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if (!m_blurShader->isValid()) {
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qCDebug(KWINEFFECTS) << "Logout blur shader failed to load";
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}
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} else if (!m_blurShader->isValid()) {
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// shader is broken - no need to continue here
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return;
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}
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// Unmodified base image
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ShaderBinder binder(m_blurShader);
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m_blurShader->setUniform(GLShader::Offset, QVector2D(0, 0));
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m_blurShader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
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m_blurShader->setUniform(GLShader::Saturation, 1.0);
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m_blurShader->setUniform("u_alphaProgress", (float)progress * 0.4f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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blurTexture->bind();
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blurTexture->render(infiniteRegion(), effects->virtualScreenGeometry());
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blurTexture->unbind();
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glDisable(GL_BLEND);
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checkGLError("Render blur texture");
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}
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void LogoutEffect::renderBlurTextureLegacy()
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{
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#ifdef KWIN_HAVE_OPENGL_1
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glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT);
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// Unmodified base image
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blurTexture->bind();
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blurTexture->render(infiniteRegion(), effects->virtualScreenGeometry());
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// Blurred image
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GLfloat bias[1];
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glGetTexEnvfv(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias);
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 1.75);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(1.0f, 1.0f, 1.0f, progress * 0.4);
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blurTexture->render(infiniteRegion(), effects->virtualScreenGeometry());
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias[0]);
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blurTexture->unbind();
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glPopAttrib();
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#endif
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}
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void LogoutEffect::slotPropertyNotify(EffectWindow* w, long a)
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{
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if (w || a != logoutAtom)
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return; // Not our atom
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QByteArray byteData = effects->readRootProperty(logoutAtom, logoutAtom, 8);
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if (byteData.length() < 1) {
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// Property was deleted
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displayEffect = false;
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return;
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}
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// We are using a compatible KSMServer therefore only terminate the effect when the
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// atom is deleted, not when the dialog is closed.
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canDoPersistent = true;
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effects->addRepaintFull();
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}
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|
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bool LogoutEffect::isActive() const
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|
{
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|
return progress != 0 || logoutWindow;
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|
}
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|
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} // namespace
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