One resource is used for shader version 1.10 and one for version 1.40. The ideas behind this change is to remove the locating of the shader sources and also to fix that user provided shaders could be loaded instead of the original ones (possible attack vector on Wayland). To simplify the ShaderManager provides a new method call to load the shader from the resource. This means the effects don't need to duplicate the check for the shader version any more and also don't need to duplicate the file reading functionality. REVIEW: 126905
257 lines
8.3 KiB
C++
257 lines
8.3 KiB
C++
/********************************************************************
|
|
KWin - the KDE window manager
|
|
This file is part of the KDE project.
|
|
|
|
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
|
|
Copyright (C) 2007 Christian Nitschkowski <christian.nitschkowski@kdemail.net>
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation; either version 2 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*********************************************************************/
|
|
|
|
#include "lookingglass.h"
|
|
|
|
// KConfigSkeleton
|
|
#include "lookingglassconfig.h"
|
|
|
|
#include <QAction>
|
|
#include <kwinglutils.h>
|
|
#include <kwinglplatform.h>
|
|
|
|
#include <KStandardAction>
|
|
#include <KGlobalAccel>
|
|
#include <KLocalizedString>
|
|
#include <QVector2D>
|
|
#include <QFile>
|
|
|
|
#include <kmessagebox.h>
|
|
|
|
#include <cmath>
|
|
|
|
namespace KWin
|
|
{
|
|
|
|
LookingGlassEffect::LookingGlassEffect()
|
|
: zoom(1.0f)
|
|
, target_zoom(1.0f)
|
|
, polling(false)
|
|
, m_texture(NULL)
|
|
, m_fbo(NULL)
|
|
, m_vbo(NULL)
|
|
, m_shader(NULL)
|
|
, m_enabled(false)
|
|
, m_valid(false)
|
|
{
|
|
QAction* a;
|
|
a = KStandardAction::zoomIn(this, SLOT(zoomIn()), this);
|
|
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Equal);
|
|
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Equal);
|
|
effects->registerGlobalShortcut(Qt::META + Qt::Key_Equal, a);
|
|
|
|
a = KStandardAction::zoomOut(this, SLOT(zoomOut()), this);
|
|
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Minus);
|
|
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Minus);
|
|
effects->registerGlobalShortcut(Qt::META + Qt::Key_Minus, a);
|
|
|
|
a = KStandardAction::actualSize(this, SLOT(toggle()), this);
|
|
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_0);
|
|
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_0);
|
|
effects->registerGlobalShortcut(Qt::META + Qt::Key_0, a);
|
|
|
|
connect(effects, SIGNAL(mouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)),
|
|
this, SLOT(slotMouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)));
|
|
reconfigure(ReconfigureAll);
|
|
}
|
|
|
|
LookingGlassEffect::~LookingGlassEffect()
|
|
{
|
|
delete m_texture;
|
|
delete m_fbo;
|
|
delete m_shader;
|
|
delete m_vbo;
|
|
}
|
|
|
|
bool LookingGlassEffect::supported()
|
|
{
|
|
return effects->compositingType() == OpenGL2Compositing;
|
|
}
|
|
|
|
void LookingGlassEffect::reconfigure(ReconfigureFlags)
|
|
{
|
|
LookingGlassConfig::self()->read();
|
|
initialradius = LookingGlassConfig::radius();
|
|
radius = initialradius;
|
|
qCDebug(KWINEFFECTS) << "Radius from config:" << radius;
|
|
m_valid = loadData();
|
|
}
|
|
|
|
bool LookingGlassEffect::loadData()
|
|
{
|
|
const QSize screenSize = effects->virtualScreenSize();
|
|
int texw = screenSize.width();
|
|
int texh = screenSize.height();
|
|
|
|
// Create texture and render target
|
|
const int levels = std::log2(qMin(texw, texh)) + 1;
|
|
m_texture = new GLTexture(GL_RGBA8, texw, texh, levels);
|
|
m_texture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
|
|
m_texture->setWrapMode(GL_CLAMP_TO_EDGE);
|
|
|
|
m_fbo = new GLRenderTarget(*m_texture);
|
|
if (!m_fbo->valid()) {
|
|
return false;
|
|
}
|
|
|
|
m_shader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("lookingglass.frag"));
|
|
if (m_shader->isValid()) {
|
|
ShaderBinder binder(m_shader);
|
|
m_shader->setUniform("u_textureSize", QVector2D(screenSize.width(), screenSize.height()));
|
|
} else {
|
|
qCCritical(KWINEFFECTS) << "The shader failed to load!";
|
|
return false;
|
|
}
|
|
|
|
m_vbo = new GLVertexBuffer(GLVertexBuffer::Static);
|
|
QVector<float> verts;
|
|
QVector<float> texcoords;
|
|
texcoords << screenSize.width() << 0.0;
|
|
verts << screenSize.width() << 0.0;
|
|
texcoords << 0.0 << 0.0;
|
|
verts << 0.0 << 0.0;
|
|
texcoords << 0.0 << screenSize.height();
|
|
verts << 0.0 << screenSize.height();
|
|
texcoords << 0.0 << screenSize.height();
|
|
verts << 0.0 << screenSize.height();
|
|
texcoords << screenSize.width() << screenSize.height();
|
|
verts << screenSize.width() << screenSize.height();
|
|
texcoords << screenSize.width() << 0.0;
|
|
verts << screenSize.width() << 0.0;
|
|
m_vbo->setData(6, 2, verts.constData(), texcoords.constData());
|
|
return true;
|
|
}
|
|
|
|
void LookingGlassEffect::toggle()
|
|
{
|
|
if (target_zoom == 1.0f) {
|
|
target_zoom = 2.0f;
|
|
if (!polling) {
|
|
polling = true;
|
|
effects->startMousePolling();
|
|
}
|
|
m_enabled = true;
|
|
} else {
|
|
target_zoom = 1.0f;
|
|
if (polling) {
|
|
polling = false;
|
|
effects->stopMousePolling();
|
|
}
|
|
if (zoom == target_zoom) {
|
|
m_enabled = false;
|
|
}
|
|
}
|
|
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
|
|
}
|
|
|
|
void LookingGlassEffect::zoomIn()
|
|
{
|
|
target_zoom = qMin(7.0, target_zoom + 0.5);
|
|
m_enabled = true;
|
|
if (!polling) {
|
|
polling = true;
|
|
effects->startMousePolling();
|
|
}
|
|
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
|
|
}
|
|
|
|
void LookingGlassEffect::zoomOut()
|
|
{
|
|
target_zoom -= 0.5;
|
|
if (target_zoom < 1) {
|
|
target_zoom = 1;
|
|
if (polling) {
|
|
polling = false;
|
|
effects->stopMousePolling();
|
|
}
|
|
if (zoom == target_zoom) {
|
|
m_enabled = false;
|
|
}
|
|
}
|
|
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
|
|
}
|
|
|
|
void LookingGlassEffect::prePaintScreen(ScreenPrePaintData& data, int time)
|
|
{
|
|
if (zoom != target_zoom) {
|
|
double diff = time / animationTime(500.0);
|
|
if (target_zoom > zoom)
|
|
zoom = qMin(zoom * qMax(1.0 + diff, 1.2), target_zoom);
|
|
else
|
|
zoom = qMax(zoom * qMin(1.0 - diff, 0.8), target_zoom);
|
|
qCDebug(KWINEFFECTS) << "zoom is now " << zoom;
|
|
radius = qBound((double)initialradius, initialradius * zoom, 3.5 * initialradius);
|
|
|
|
if (zoom <= 1.0f) {
|
|
m_enabled = false;
|
|
}
|
|
|
|
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
|
|
}
|
|
if (m_valid && m_enabled) {
|
|
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
|
|
// Start rendering to texture
|
|
GLRenderTarget::pushRenderTarget(m_fbo);
|
|
}
|
|
|
|
effects->prePaintScreen(data, time);
|
|
}
|
|
|
|
void LookingGlassEffect::slotMouseChanged(const QPoint& pos, const QPoint& old, Qt::MouseButtons,
|
|
Qt::MouseButtons, Qt::KeyboardModifiers, Qt::KeyboardModifiers)
|
|
{
|
|
if (pos != old && m_enabled) {
|
|
effects->addRepaint(pos.x() - radius, pos.y() - radius, 2 * radius, 2 * radius);
|
|
effects->addRepaint(old.x() - radius, old.y() - radius, 2 * radius, 2 * radius);
|
|
}
|
|
}
|
|
|
|
void LookingGlassEffect::paintScreen(int mask, QRegion region, ScreenPaintData &data)
|
|
{
|
|
// Call the next effect.
|
|
effects->paintScreen(mask, region, data);
|
|
if (m_valid && m_enabled) {
|
|
// Disable render texture
|
|
GLRenderTarget* target = GLRenderTarget::popRenderTarget();
|
|
assert(target == m_fbo);
|
|
Q_UNUSED(target);
|
|
m_texture->bind();
|
|
m_texture->generateMipmaps();
|
|
|
|
// Use the shader
|
|
ShaderBinder binder(m_shader);
|
|
m_shader->setUniform("u_zoom", (float)zoom);
|
|
m_shader->setUniform("u_radius", (float)radius);
|
|
m_shader->setUniform("u_cursor", QVector2D(cursorPos().x(), cursorPos().y()));
|
|
m_shader->setUniform(GLShader::ModelViewProjectionMatrix, data.projectionMatrix());
|
|
m_vbo->render(GL_TRIANGLES);
|
|
m_texture->unbind();
|
|
}
|
|
}
|
|
|
|
bool LookingGlassEffect::isActive() const
|
|
{
|
|
return m_valid && m_enabled;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
#include "lookingglass.moc"
|