kwin/effects/cube/cylinder.cpp
Martin Gräßlin a16aba4b05 Merge in the first changes from cube git branch (http://github.com/mgraesslin/kwin/tree/cube):
* Code restructuring and clean-up
 * Use of glLists to store the rotation and painting of the cube. That way things are only calculated when something changed. Painting the cube is still required in each frame as it would break all other effects.
 * Use face culling to paint the cube in the correct sequence.
 * Move loading of all settings to cube effect. In preparation of getting rid of cylinder and sphere classes

Known regression: cylinder and sphere caps are partly broken.

BUG: 171235

svn path=/trunk/KDE/kdebase/workspace/; revision=922023
2009-02-06 09:16:30 +00:00

214 lines
7.3 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "cube.h"
#include "cylinder.h"
#include <kdebug.h>
#include <KStandardDirs>
#include <math.h>
#include <GL/gl.h>
namespace KWin
{
KWIN_EFFECT( cylinder, CylinderEffect )
KWIN_EFFECT_SUPPORTED( cylinder, CylinderEffect::supported() )
CylinderEffect::CylinderEffect()
: CubeEffect()
, mInited( false )
, mValid( true )
, mShader( 0 )
{
reconfigure( ReconfigureAll );
}
CylinderEffect::~CylinderEffect()
{
delete mShader;
}
void CylinderEffect::reconfigure( ReconfigureFlags )
{
loadConfig( "Cylinder" );
}
bool CylinderEffect::supported()
{
return GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
}
bool CylinderEffect::loadData()
{
mInited = true;
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.vert");
if(fragmentshader.isEmpty() || vertexshader.isEmpty())
{
kError(1212) << "Couldn't locate shader files" << endl;
return false;
}
mShader = new GLShader(vertexshader, fragmentshader);
if(!mShader->isValid())
{
kError(1212) << "The shader failed to load!" << endl;
return false;
}
else
{
mShader->bind();
mShader->setUniform( "winTexture", 0 );
mShader->setUniform( "opacity", cubeOpacity );
QRect rect = effects->clientArea( FullScreenArea, activeScreen, effects->currentDesktop());
if( effects->numScreens() > 1 && (slide || bigCube ) )
rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
mShader->setUniform( "width", (float)rect.width() );
mShader->unbind();
}
return true;
}
void CylinderEffect::paintCube( int mask, QRegion region, ScreenPaintData& data )
{
glPushMatrix();
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop());
float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f;
float radian = (cubeAngle*0.5)*M_PI/180;
// height of the triangle compound of one side of the cube and the two bisecting lines
float midpoint = rect.width()*0.5*tan(radian);
// radius of the circle
float radius = (rect.width()*0.5)/cos(radian);
glTranslatef( 0.0, 0.0, midpoint - radius );
CubeEffect::paintCube( mask, region, data );
glPopMatrix();
}
void CylinderEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( activated )
{
if( cube_painting )
{
if( w->isOnDesktop( painting_desktop ))
{
data.quads = data.quads.makeGrid( 40 );
QRect rect = effects->clientArea( FullArea, activeScreen, painting_desktop );
if( w->x() < rect.width()/2 && w->x() + w->width() > rect.width()/ 2 )
data.quads = data.quads.splitAtX( rect.width()/2 - w->x() );
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
}
else
{
w->disablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
}
}
}
effects->prePaintWindow( w, data, time );
}
void CylinderEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( activated && cube_painting )
{
if( mValid && !mInited )
mValid = loadData();
bool useShader = mValid;
if( useShader )
{
mShader->bind();
mShader->setUniform( "windowWidth", (float)w->width() );
mShader->setUniform( "windowHeight", (float)w->height() );
mShader->setUniform( "xCoord", (float)w->x() );
mShader->setUniform( "cubeAngle", (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f );
data.shader = mShader;
}
CubeEffect::paintWindow( w, mask, region, data );
if( useShader )
{
mShader->unbind();
}
}
else
effects->paintWindow( w, mask, region, data );
}
void CylinderEffect::paintCap( float z, float zTexture )
{
if( ( !paintCaps ) || effects->numberOfDesktops() <= 2 )
return;
CubeEffect::paintCap( z, zTexture );
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f;
float radian = (cubeAngle*0.5)*M_PI/180;
// height of the triangle compound of one side of the cube and the two bisecting lines
float midpoint = rect.width()*0.5*tan(radian);
// radius of the circle
float radius = (rect.width()*0.5)/cos(radian);
// paint round part of the cap
glPushMatrix();
float zTranslate = zPosition + zoom;
if( start )
zTranslate *= timeLine.value();
if( stop )
zTranslate *= ( 1.0 - timeLine.value() );
glTranslatef( 0.0, 0.0, -zTranslate );
float triangleWidth = 40.0;
for( int i=0; i<effects->numberOfDesktops(); i++ )
{
glPushMatrix();
glTranslatef( rect.width()/2, 0.0, -z );
glRotatef( i*(360.0f/effects->numberOfDesktops()), 0.0, 1.0, 0.0 );
glTranslatef( -rect.width()/2, 0.0, z );
glBegin( GL_TRIANGLE_STRIP );
for( int j=0; j<rect.width()/triangleWidth; j++ )
{
float zValue = 0.0;
// distance from midpoint of desktop to x coord
// calculation is same as in shader -> see comments
float distance = rect.width()*0.5 - (j*triangleWidth);
if( (j*triangleWidth) > rect.width()*0.5 )
{
distance = (j*triangleWidth) - rect.width()*0.5;
}
// distance in correct format
float angle = acos( distance/radius );
float h = radius;
// if distance == 0 -> angle=90 -> tan(90) singularity
if( distance != 0.0 )
h = tan( angle ) * distance;
zValue = h - midpoint;
glVertex3f( j*triangleWidth, 0.0, zValue );
glVertex3f( (j+1)*triangleWidth, 0.0, 0.0 );
}
glEnd();
glPopMatrix();
}
glPopMatrix();
}
} // namespace