kwin/effects/logout/logout.cpp
Martin Gräßlin 613d76f2df [effects] Combine all shaders in resources
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
2016-02-01 08:42:30 +01:00

387 lines
14 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009 Martin Gräßlin <mgraesslin@kde.org>
Copyright (C) 2009, 2010 Lucas Murray <lmurray@undefinedfire.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 "logout.h"
// KConfigSkeleton
#include "logoutconfig.h"
#include "kwinglutils.h"
#include "kwinglplatform.h"
#include <math.h>
#include <QFile>
#include <QtGui/QMatrix4x4>
#include <QtGui/QVector2D>
namespace KWin
{
WindowAttributes::WindowAttributes(const WindowPaintData &data)
{
opacity = data.opacity();
rotation = data.rotationAngle();
rotationAxis = data.rotationAxis();
rotationOrigin = data.rotationOrigin();
scale = QVector3D(data.xScale(), data.yScale(), data.zScale());
translation = data.translation();
}
void WindowAttributes::applyTo(WindowPaintData &data) const
{
data.setOpacity(opacity);
data.translate(translation);
data.setScale(scale);
data.setRotationAngle(rotation);
data.setRotationAxis(rotationAxis);
data.setRotationOrigin(rotationOrigin);
}
LogoutEffect::LogoutEffect()
: progress(0.0)
, displayEffect(false)
, logoutWindow(NULL)
, logoutWindowClosed(true)
, logoutWindowPassed(false)
, logoutAtom(QByteArrayLiteral("_KDE_LOGGING_OUT"))
, canDoPersistent(false)
, ignoredWindows()
, m_vignettingShader(NULL)
, m_blurShader(NULL)
{
if (logoutAtom.isValid()) {
// Persistent effect
effects->registerPropertyType(logoutAtom, true);
}
blurTexture = NULL;
blurTarget = NULL;
reconfigure(ReconfigureAll);
connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long)));
}
LogoutEffect::~LogoutEffect()
{
delete blurTexture;
delete blurTarget;
delete m_vignettingShader;
delete m_blurShader;
}
void LogoutEffect::reconfigure(ReconfigureFlags)
{
LogoutConfig::self()->read();
frameDelay = 0;
useBlur = LogoutConfig::useBlur();
delete blurTexture;
blurTexture = NULL;
delete blurTarget;
blurTarget = NULL;
blurSupported = false;
delete m_blurShader;
m_blurShader = NULL;
}
void LogoutEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (!displayEffect && progress == 0.0) {
if (blurTexture) {
delete blurTexture;
blurTexture = NULL;
delete blurTarget;
blurTarget = NULL;
blurSupported = false;
}
} else if (!blurTexture) {
blurSupported = false;
delete blurTarget; // catch as we just tested the texture ;-P
if (effects->isOpenGLCompositing() && GLRenderTarget::blitSupported() && useBlur) {
// TODO: It seems that it is not possible to create a GLRenderTarget that has
// a different size than the display right now. Most likely a KWin core bug.
// Create texture and render target
const QSize size = effects->virtualScreenSize();
// The fragment shader uses a LOD bias of 1.75, so we need 3 mipmap levels.
blurTexture = new GLTexture(GL_RGBA8, size, 3);
blurTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
blurTexture->setWrapMode(GL_CLAMP_TO_EDGE);
blurTarget = new GLRenderTarget(*blurTexture);
if (blurTarget->valid())
blurSupported = true;
// As creating the render target takes time it can cause the first two frames of the
// blur animation to be jerky. For this reason we only start the animation after the
// third frame.
frameDelay = 2;
}
}
if (frameDelay)
--frameDelay;
else {
if (displayEffect)
progress = qMin(1.0, progress + time / animationTime(2000.0));
else if (progress > 0.0)
progress = qMax(0.0, progress - time / animationTime(500.0));
}
if (blurSupported && progress > 0.0) {
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
}
data.paint |= effects->clientArea(FullArea, 0, 0);
effects->prePaintScreen(data, time);
}
void LogoutEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
if (progress > 0.0) {
// HACK: All windows past the first ignored one should not be
// blurred as it affects the stacking order.
// All following windows are on top of the logout window and should not be altered either
logoutWindowPassed = (logoutWindowPassed || w == logoutWindow || ignoredWindows.contains(w));
if (effects->isOpenGLCompositing()) {
// In OpenGL mode we add vignetting and, if supported, a slight blur
if (blurSupported) {
// When using blur we render everything to an FBO and as such don't do the vignetting
// until after we render the FBO to the screen.
if (logoutWindowPassed) { // Window is rendered after the FBO
m_windows.append(WinDataPair(w, WindowAttributes(data)));
return; // we paint this in ::paintScreen(), so cut the line here
} else { // Window is added to the FBO
data.multiplySaturation((1.0 - progress * 0.2));
}
} else {
// If we are not blurring then we are not rendering to an FBO
if (w == logoutWindow) {
// This is the logout window don't alter it but render our vignetting now
renderVignetting(data.screenProjectionMatrix());
} else if (logoutWindowPassed) { // Window is in the background, desaturate
data.multiplySaturation((1.0 - progress * 0.2));
} // else ... All other windows are unaltered
}
}
if (effects->compositingType() == KWin::XRenderCompositing) {
// Since we can't do vignetting in XRender just do a stronger desaturation and darken
if (!logoutWindowPassed) {
data.multiplySaturation((1.0 - progress * 0.8));
data.multiplyBrightness((1.0 - progress * 0.3));
}
}
}
effects->paintWindow(w, mask, region, data);
}
void LogoutEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
effects->paintScreen(mask, region, data);
if (effects->isOpenGLCompositing() && progress > 0.0) {
if (!blurSupported) {
if (!logoutWindowPassed)
// The logout window has been deleted but we still want to fade out the vignetting, thus
// render it on the top of everything if still animating. We don't check if logoutWindow
// is set as it may still be even if it wasn't rendered.
renderVignetting(data.projectionMatrix());
} else {
GLRenderTarget::pushRenderTarget(blurTarget);
blurTarget->blitFromFramebuffer();
GLRenderTarget::popRenderTarget();
//--------------------------
// Render the screen effect
renderBlurTexture(data.projectionMatrix());
// Vignetting (Radial gradient with transparent middle and black edges)
renderVignetting(data.projectionMatrix());
//--------------------------
// Render the logout window and all windows on top
for (int i = 0; i < m_windows.count(); ++i) {
EffectWindow *w = m_windows.at(i).first;
int winMask = PAINT_WINDOW_TRANSLUCENT|PAINT_WINDOW_TRANSFORMED;
WindowPaintData wdata(w);
m_windows.at(i).second.applyTo(wdata);
wdata *= QVector3D(data.xScale(), data.yScale(), data.zScale());
wdata.translate(data.translation());
wdata.translate((data.xScale()-1)*w->x(), (data.yScale()-1)*w->y(), 0);
effects->drawWindow(w, winMask, region, wdata);
}
m_windows.clear();
}
}
}
void LogoutEffect::postPaintScreen()
{
if ((progress != 0.0 && progress != 1.0) || frameDelay)
effects->addRepaintFull();
if (progress > 0.0)
logoutWindowPassed = false;
effects->postPaintScreen();
}
void LogoutEffect::slotWindowAdded(EffectWindow* w)
{
if (isLogoutDialog(w)) {
logoutWindow = w;
logoutWindowClosed = false; // So we don't blur the window on close
progress = 0.0;
displayEffect = true;
ignoredWindows.clear();
effects->addRepaintFull();
} else if (canDoPersistent)
// TODO: Add parent
ignoredWindows.append(w);
}
void LogoutEffect::slotWindowClosed(EffectWindow* w)
{
if (w == logoutWindow) {
logoutWindowClosed = true;
if (!canDoPersistent)
displayEffect = false; // Fade back to normal
effects->addRepaintFull();
}
}
void LogoutEffect::slotWindowDeleted(EffectWindow* w)
{
QList<WinDataPair>::iterator it = m_windows.begin();
while (it != m_windows.end()) {
if (it->first == w)
it = m_windows.erase(it);
else
++it;
}
ignoredWindows.removeAll(w);
if (w == logoutWindow)
logoutWindow = nullptr;
}
bool LogoutEffect::isLogoutDialog(EffectWindow* w)
{
// TODO there should be probably a better way (window type?)
if (w->windowClass() == QStringLiteral("ksmserver ksmserver")
&& (w->windowRole() == QStringLiteral("logoutdialog") || w->windowRole() == QStringLiteral("logouteffect"))) {
return true;
}
return false;
}
void LogoutEffect::renderVignetting(const QMatrix4x4 &projection)
{
if (!m_vignettingShader) {
m_vignettingShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait(), QString(), QStringLiteral("vignetting.frag"));
if (!m_vignettingShader->isValid()) {
qCDebug(KWINEFFECTS) << "Vignetting Shader failed to load";
return;
}
} else if (!m_vignettingShader->isValid()) {
// shader broken
return;
}
ShaderBinder binder(m_vignettingShader);
m_vignettingShader->setUniform(KWin::GLShader::ModelViewProjectionMatrix, projection);
m_vignettingShader->setUniform("u_progress", (float)progress * 0.9f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_SCISSOR_TEST);
const QRect fullArea = effects->clientArea(FullArea, 0, 0);
for (int screen = 0; screen < effects->numScreens(); screen++) {
const QRect screenGeom = effects->clientArea(ScreenArea, screen, 0);
glScissor(screenGeom.x(), effects->virtualScreenSize().height() - screenGeom.y() - screenGeom.height(),
screenGeom.width(), screenGeom.height()); // GL coords are flipped
const float cenX = screenGeom.x() + screenGeom.width() / 2;
const float cenY = fullArea.height() - screenGeom.y() - screenGeom.height() / 2;
const float r = float((screenGeom.width() > screenGeom.height())
? screenGeom.width() : screenGeom.height()) * 0.8f; // Radius
m_vignettingShader->setUniform("u_center", QVector2D(cenX, cenY));
m_vignettingShader->setUniform("u_radius", r);
QVector<float> vertices;
vertices << screenGeom.x() << screenGeom.y();
vertices << screenGeom.x() << screenGeom.y() + screenGeom.height();
vertices << screenGeom.x() + screenGeom.width() << screenGeom.y();
vertices << screenGeom.x() + screenGeom.width() << screenGeom.y() + screenGeom.height();
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->setData(vertices.count()/2, 2, vertices.constData(), NULL);
vbo->render(GL_TRIANGLE_STRIP);
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
}
void LogoutEffect::renderBlurTexture(const QMatrix4x4 &projection)
{
if (!m_blurShader) {
m_blurShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("logout-blur.frag"));
if (!m_blurShader->isValid()) {
qCDebug(KWINEFFECTS) << "Logout blur shader failed to load";
}
}
if (!m_blurShader->isValid()) {
// shader is broken - no need to continue here
return;
}
// Unmodified base image
ShaderBinder binder(m_blurShader);
m_blurShader->setUniform(GLShader::ModelViewProjectionMatrix, projection);
m_blurShader->setUniform("u_alphaProgress", (float)progress * 0.4f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
blurTexture->bind();
blurTexture->generateMipmaps();
blurTexture->render(infiniteRegion(), effects->virtualScreenGeometry());
blurTexture->unbind();
glDisable(GL_BLEND);
}
void LogoutEffect::slotPropertyNotify(EffectWindow* w, long a)
{
if (w || a != logoutAtom)
return; // Not our atom
QByteArray byteData = effects->readRootProperty(logoutAtom, logoutAtom, 8);
if (byteData.length() < 1) {
// Property was deleted
displayEffect = false;
return;
}
// We are using a compatible KSMServer therefore only terminate the effect when the
// atom is deleted, not when the dialog is closed.
canDoPersistent = true;
effects->addRepaintFull();
}
bool LogoutEffect::isActive() const
{
return progress != 0 || logoutWindow;
}
} // namespace