kwin/effects/cube/cube.cpp
Vlad Zahorodnii 9f2cb0ae1b Provide expected presentation time to effects
Effects are given the interval between two consecutive frames. The main
flaw of this approach is that if the Compositor transitions from the idle
state to "active" state, i.e. when there is something to repaint,
effects may see a very large interval between the last painted frame and
the current. In order to address this issue, the Scene invalidates the
timer that is used to measure time between consecutive frames before the
Compositor is about to become idle.

While this works perfectly fine with Xinerama-style rendering, with per
screen rendering, determining whether the compositor is about to idle is
rather a tedious task mostly because a single output can't be used for
the test.

Furthermore, since the Compositor schedules pointless repaints just to
ensure that it's idle, it might take several attempts to figure out
whether the scene timer must be invalidated if you use (true) per screen
rendering.

Ideally, all effects should use a timeline helper that is aware of the
underlying render loop and its timings. However, this option is off the
table because it will involve a lot of work to implement it.

Alternative and much simpler option is to pass the expected presentation
time to effects rather than time between consecutive frames. This means
that effects are responsible for determining how much animation timelines
have to be advanced. Typically, an effect would have to store the
presentation timestamp provided in either prePaint{Screen,Window} and
use it in the subsequent prePaint{Screen,Window} call to estimate the
amount of time passed between the next and the last frames.

Unfortunately, this is an API incompatible change. However, it shouldn't
take a lot of work to port third-party binary effects, which don't use the
AnimationEffect class, to the new API. On the bright side, we no longer
need to be concerned about the Compositor getting idle.

We do still try to determine whether the Compositor is about to idle,
primarily, because the OpenGL render backend swaps buffers on present,
but that will change with the ongoing compositing timing rework.
2020-12-10 07:14:42 +00:00

1747 lines
72 KiB
C++

/*
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2008 Martin Gräßlin <mgraesslin@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "cube.h"
// KConfigSkeleton
#include "cubeconfig.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 <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)
, lastPresentTime(std::chrono::milliseconds::zero())
, 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, std::chrono::milliseconds presentTime)
{
std::chrono::milliseconds delta = std::chrono::milliseconds::zero();
if (lastPresentTime.count()) {
delta = presentTime - lastPresentTime;
}
lastPresentTime = presentTime;
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(delta);
}
if (verticalAnimationState != VerticalAnimationState::None) {
verticalTimeLine.update(delta);
}
rotateCube();
}
}
effects->prePaintScreen(data, presentTime);
}
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();
lastPresentTime = std::chrono::milliseconds::zero();
} 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();
} else {
lastPresentTime = std::chrono::milliseconds::zero();
}
}
void CubeEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, std::chrono::milliseconds presentTime)
{
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, presentTime);
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, presentTime);
return;
}
}
w->disablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
}
}
}
effects->prePaintWindow(w, data, presentTime);
}
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