Prior to this commit we didn't know if mipmaps were going to be used when we created the GL texture, which meant that we couldn't tell the driver whether to allocate storage for mipmaps or not. This resulted in one of two things happening depending on the driver; either it would allocate storage for mipmaps that in most cases would never be used, or it wouldn't and would later be forced to reallocate the texture when mipmaps were added. By adding this parameter we can now explicitly tell the driver how many mipmap levels will be used. The parameter is only added to the non-image constructor for now. The image constructor is changed to only allocate a single level, which matches how textures created from images are used in kwin. This may need to be revisited in the future.
264 lines
8.6 KiB
C++
264 lines
8.6 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 Rivo Laks <rivolaks@hot.ee>
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Copyright (C) 2007 Christian Nitschkowski <christian.nitschkowski@kdemail.net>
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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 "lookingglass.h"
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// KConfigSkeleton
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#include "lookingglassconfig.h"
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#include <QAction>
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#include <kwinglutils.h>
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#include <kwinglplatform.h>
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#include <KStandardAction>
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#include <KGlobalAccel>
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#include <KLocalizedString>
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#include <QVector2D>
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#include <kmessagebox.h>
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#include <cmath>
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namespace KWin
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{
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LookingGlassEffect::LookingGlassEffect()
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: zoom(1.0f)
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, target_zoom(1.0f)
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, polling(false)
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, m_texture(NULL)
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, m_fbo(NULL)
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, m_vbo(NULL)
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, m_shader(NULL)
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, m_enabled(false)
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, m_valid(false)
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{
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QAction* a;
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a = KStandardAction::zoomIn(this, SLOT(zoomIn()), this);
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KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Equal);
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KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Equal);
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effects->registerGlobalShortcut(Qt::META + Qt::Key_Equal, a);
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a = KStandardAction::zoomOut(this, SLOT(zoomOut()), this);
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KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Minus);
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KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Minus);
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effects->registerGlobalShortcut(Qt::META + Qt::Key_Minus, a);
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a = KStandardAction::actualSize(this, SLOT(toggle()), this);
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KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_0);
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KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_0);
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effects->registerGlobalShortcut(Qt::META + Qt::Key_0, a);
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connect(effects, SIGNAL(mouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)),
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this, SLOT(slotMouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)));
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reconfigure(ReconfigureAll);
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}
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LookingGlassEffect::~LookingGlassEffect()
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{
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delete m_texture;
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delete m_fbo;
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delete m_shader;
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delete m_vbo;
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}
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bool LookingGlassEffect::supported()
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{
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return effects->compositingType() == OpenGL2Compositing;
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}
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void LookingGlassEffect::reconfigure(ReconfigureFlags)
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{
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LookingGlassConfig::self()->read();
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initialradius = LookingGlassConfig::radius();
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radius = initialradius;
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qCDebug(KWINEFFECTS) << QStringLiteral("Radius from config: %1").arg(radius) << endl;
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m_valid = loadData();
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}
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bool LookingGlassEffect::loadData()
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{
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const QSize screenSize = effects->virtualScreenSize();
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int texw = screenSize.width();
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int texh = screenSize.height();
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// Create texture and render target
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const int levels = std::log2(qMin(texw, texh)) + 1;
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m_texture = new GLTexture(texw, texh, levels);
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m_texture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
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m_texture->setWrapMode(GL_CLAMP_TO_EDGE);
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m_fbo = new GLRenderTarget(*m_texture);
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if (!m_fbo->valid()) {
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return false;
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}
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QString shadersDir = QStringLiteral("kwin/shaders/1.10/");
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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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shadersDir = QStringLiteral("kwin/shaders/1.40/");
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const QString fragmentshader = QStandardPaths::locate(QStandardPaths::GenericDataLocation, shadersDir + QStringLiteral("lookingglass.frag"));
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m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, fragmentshader);
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if (m_shader->isValid()) {
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ShaderBinder binder(m_shader);
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m_shader->setUniform("u_textureSize", QVector2D(screenSize.width(), screenSize.height()));
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} else {
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qCritical() << "The shader failed to load!" << endl;
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return false;
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}
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m_vbo = new GLVertexBuffer(GLVertexBuffer::Static);
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QVector<float> verts;
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QVector<float> texcoords;
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texcoords << screenSize.width() << 0.0;
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verts << screenSize.width() << 0.0;
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texcoords << 0.0 << 0.0;
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verts << 0.0 << 0.0;
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texcoords << 0.0 << screenSize.height();
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verts << 0.0 << screenSize.height();
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texcoords << 0.0 << screenSize.height();
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verts << 0.0 << screenSize.height();
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texcoords << screenSize.width() << screenSize.height();
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verts << screenSize.width() << screenSize.height();
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texcoords << screenSize.width() << 0.0;
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verts << screenSize.width() << 0.0;
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m_vbo->setData(6, 2, verts.constData(), texcoords.constData());
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return true;
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}
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void LookingGlassEffect::toggle()
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{
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if (target_zoom == 1.0f) {
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target_zoom = 2.0f;
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if (!polling) {
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polling = true;
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effects->startMousePolling();
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}
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m_enabled = true;
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} else {
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target_zoom = 1.0f;
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if (polling) {
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polling = false;
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effects->stopMousePolling();
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}
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if (zoom == target_zoom) {
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m_enabled = false;
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}
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}
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effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
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}
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void LookingGlassEffect::zoomIn()
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{
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target_zoom = qMin(7.0, target_zoom + 0.5);
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m_enabled = true;
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if (!polling) {
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polling = true;
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effects->startMousePolling();
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}
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effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
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}
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void LookingGlassEffect::zoomOut()
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{
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target_zoom -= 0.5;
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if (target_zoom < 1) {
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target_zoom = 1;
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if (polling) {
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polling = false;
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effects->stopMousePolling();
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}
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if (zoom == target_zoom) {
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m_enabled = false;
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}
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}
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effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
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}
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void LookingGlassEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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if (zoom != target_zoom) {
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double diff = time / animationTime(500.0);
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if (target_zoom > zoom)
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zoom = qMin(zoom * qMax(1.0 + diff, 1.2), target_zoom);
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else
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zoom = qMax(zoom * qMin(1.0 - diff, 0.8), target_zoom);
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qCDebug(KWINEFFECTS) << "zoom is now " << zoom;
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radius = qBound((double)initialradius, initialradius * zoom, 3.5 * initialradius);
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if (zoom <= 1.0f) {
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m_enabled = false;
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}
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effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
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}
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if (m_valid && m_enabled) {
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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// Start rendering to texture
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GLRenderTarget::pushRenderTarget(m_fbo);
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}
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effects->prePaintScreen(data, time);
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}
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void LookingGlassEffect::slotMouseChanged(const QPoint& pos, const QPoint& old, Qt::MouseButtons,
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Qt::MouseButtons, Qt::KeyboardModifiers, Qt::KeyboardModifiers)
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{
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if (pos != old && m_enabled) {
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effects->addRepaint(pos.x() - radius, pos.y() - radius, 2 * radius, 2 * radius);
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effects->addRepaint(old.x() - radius, old.y() - radius, 2 * radius, 2 * radius);
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}
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}
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void LookingGlassEffect::postPaintScreen()
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{
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// Call the next effect.
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effects->postPaintScreen();
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if (m_valid && m_enabled) {
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// Disable render texture
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GLRenderTarget* target = GLRenderTarget::popRenderTarget();
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assert(target == m_fbo);
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Q_UNUSED(target);
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m_texture->bind();
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m_texture->generateMipmaps();
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// Use the shader
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ShaderBinder binder(m_shader);
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m_shader->setUniform("u_zoom", (float)zoom);
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m_shader->setUniform("u_radius", (float)radius);
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m_shader->setUniform("u_cursor", QVector2D(cursorPos().x(), cursorPos().y()));
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m_vbo->render(GL_TRIANGLES);
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m_texture->unbind();
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}
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}
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bool LookingGlassEffect::isActive() const
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{
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return m_valid && m_enabled;
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}
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} // namespace
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#include "lookingglass.moc"
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