613d76f2df
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
387 lines
14 KiB
C++
387 lines
14 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 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2009 Martin Gräßlin <mgraesslin@kde.org>
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Copyright (C) 2009, 2010 Lucas Murray <lmurray@undefinedfire.com>
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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 "logout.h"
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// KConfigSkeleton
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#include "logoutconfig.h"
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#include "kwinglutils.h"
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#include "kwinglplatform.h"
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#include <math.h>
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#include <QFile>
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#include <QtGui/QMatrix4x4>
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#include <QtGui/QVector2D>
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namespace KWin
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{
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WindowAttributes::WindowAttributes(const WindowPaintData &data)
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{
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opacity = data.opacity();
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rotation = data.rotationAngle();
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rotationAxis = data.rotationAxis();
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rotationOrigin = data.rotationOrigin();
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scale = QVector3D(data.xScale(), data.yScale(), data.zScale());
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translation = data.translation();
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}
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void WindowAttributes::applyTo(WindowPaintData &data) const
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{
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data.setOpacity(opacity);
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data.translate(translation);
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data.setScale(scale);
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data.setRotationAngle(rotation);
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data.setRotationAxis(rotationAxis);
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data.setRotationOrigin(rotationOrigin);
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}
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LogoutEffect::LogoutEffect()
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: progress(0.0)
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, displayEffect(false)
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, logoutWindow(NULL)
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, logoutWindowClosed(true)
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, logoutWindowPassed(false)
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, logoutAtom(QByteArrayLiteral("_KDE_LOGGING_OUT"))
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, canDoPersistent(false)
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, ignoredWindows()
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, m_vignettingShader(NULL)
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, m_blurShader(NULL)
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{
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if (logoutAtom.isValid()) {
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// Persistent effect
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effects->registerPropertyType(logoutAtom, true);
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}
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blurTexture = NULL;
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blurTarget = NULL;
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reconfigure(ReconfigureAll);
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connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
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connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long)));
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}
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LogoutEffect::~LogoutEffect()
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{
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delete blurTexture;
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delete blurTarget;
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delete m_vignettingShader;
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delete m_blurShader;
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}
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void LogoutEffect::reconfigure(ReconfigureFlags)
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{
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LogoutConfig::self()->read();
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frameDelay = 0;
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useBlur = LogoutConfig::useBlur();
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delete blurTexture;
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blurTexture = NULL;
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delete blurTarget;
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blurTarget = NULL;
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blurSupported = false;
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delete m_blurShader;
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m_blurShader = NULL;
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}
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void LogoutEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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if (!displayEffect && progress == 0.0) {
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if (blurTexture) {
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delete blurTexture;
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blurTexture = NULL;
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delete blurTarget;
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blurTarget = NULL;
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blurSupported = false;
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}
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} else if (!blurTexture) {
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blurSupported = false;
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delete blurTarget; // catch as we just tested the texture ;-P
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if (effects->isOpenGLCompositing() && GLRenderTarget::blitSupported() && useBlur) {
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// TODO: It seems that it is not possible to create a GLRenderTarget that has
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// a different size than the display right now. Most likely a KWin core bug.
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// Create texture and render target
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const QSize size = effects->virtualScreenSize();
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// The fragment shader uses a LOD bias of 1.75, so we need 3 mipmap levels.
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blurTexture = new GLTexture(GL_RGBA8, size, 3);
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blurTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
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blurTexture->setWrapMode(GL_CLAMP_TO_EDGE);
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blurTarget = new GLRenderTarget(*blurTexture);
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if (blurTarget->valid())
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blurSupported = true;
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// As creating the render target takes time it can cause the first two frames of the
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// blur animation to be jerky. For this reason we only start the animation after the
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// third frame.
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frameDelay = 2;
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}
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}
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if (frameDelay)
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--frameDelay;
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else {
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if (displayEffect)
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progress = qMin(1.0, progress + time / animationTime(2000.0));
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else if (progress > 0.0)
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progress = qMax(0.0, progress - time / animationTime(500.0));
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}
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if (blurSupported && progress > 0.0) {
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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}
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data.paint |= effects->clientArea(FullArea, 0, 0);
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effects->prePaintScreen(data, time);
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}
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void LogoutEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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if (progress > 0.0) {
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// HACK: All windows past the first ignored one should not be
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// blurred as it affects the stacking order.
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// All following windows are on top of the logout window and should not be altered either
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logoutWindowPassed = (logoutWindowPassed || w == logoutWindow || ignoredWindows.contains(w));
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if (effects->isOpenGLCompositing()) {
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// In OpenGL mode we add vignetting and, if supported, a slight blur
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if (blurSupported) {
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// When using blur we render everything to an FBO and as such don't do the vignetting
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// until after we render the FBO to the screen.
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if (logoutWindowPassed) { // Window is rendered after the FBO
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m_windows.append(WinDataPair(w, WindowAttributes(data)));
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return; // we paint this in ::paintScreen(), so cut the line here
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} else { // Window is added to the FBO
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data.multiplySaturation((1.0 - progress * 0.2));
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}
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} else {
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// If we are not blurring then we are not rendering to an FBO
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if (w == logoutWindow) {
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// This is the logout window don't alter it but render our vignetting now
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renderVignetting(data.screenProjectionMatrix());
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} else if (logoutWindowPassed) { // Window is in the background, desaturate
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data.multiplySaturation((1.0 - progress * 0.2));
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} // else ... All other windows are unaltered
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}
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}
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if (effects->compositingType() == KWin::XRenderCompositing) {
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// Since we can't do vignetting in XRender just do a stronger desaturation and darken
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if (!logoutWindowPassed) {
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data.multiplySaturation((1.0 - progress * 0.8));
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data.multiplyBrightness((1.0 - progress * 0.3));
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}
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}
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}
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effects->paintWindow(w, mask, region, data);
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}
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void LogoutEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
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{
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effects->paintScreen(mask, region, data);
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if (effects->isOpenGLCompositing() && progress > 0.0) {
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if (!blurSupported) {
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if (!logoutWindowPassed)
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// The logout window has been deleted but we still want to fade out the vignetting, thus
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// render it on the top of everything if still animating. We don't check if logoutWindow
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// is set as it may still be even if it wasn't rendered.
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renderVignetting(data.projectionMatrix());
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} else {
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GLRenderTarget::pushRenderTarget(blurTarget);
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blurTarget->blitFromFramebuffer();
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GLRenderTarget::popRenderTarget();
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//--------------------------
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// Render the screen effect
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renderBlurTexture(data.projectionMatrix());
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// Vignetting (Radial gradient with transparent middle and black edges)
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renderVignetting(data.projectionMatrix());
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//--------------------------
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// Render the logout window and all windows on top
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for (int i = 0; i < m_windows.count(); ++i) {
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EffectWindow *w = m_windows.at(i).first;
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int winMask = PAINT_WINDOW_TRANSLUCENT|PAINT_WINDOW_TRANSFORMED;
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WindowPaintData wdata(w);
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m_windows.at(i).second.applyTo(wdata);
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wdata *= QVector3D(data.xScale(), data.yScale(), data.zScale());
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wdata.translate(data.translation());
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wdata.translate((data.xScale()-1)*w->x(), (data.yScale()-1)*w->y(), 0);
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effects->drawWindow(w, winMask, region, wdata);
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}
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m_windows.clear();
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}
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}
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}
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void LogoutEffect::postPaintScreen()
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{
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if ((progress != 0.0 && progress != 1.0) || frameDelay)
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effects->addRepaintFull();
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if (progress > 0.0)
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logoutWindowPassed = false;
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effects->postPaintScreen();
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}
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void LogoutEffect::slotWindowAdded(EffectWindow* w)
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{
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if (isLogoutDialog(w)) {
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logoutWindow = w;
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logoutWindowClosed = false; // So we don't blur the window on close
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progress = 0.0;
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displayEffect = true;
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ignoredWindows.clear();
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effects->addRepaintFull();
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} else if (canDoPersistent)
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// TODO: Add parent
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ignoredWindows.append(w);
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}
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void LogoutEffect::slotWindowClosed(EffectWindow* w)
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{
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if (w == logoutWindow) {
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logoutWindowClosed = true;
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if (!canDoPersistent)
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displayEffect = false; // Fade back to normal
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effects->addRepaintFull();
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}
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}
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void LogoutEffect::slotWindowDeleted(EffectWindow* w)
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{
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QList<WinDataPair>::iterator it = m_windows.begin();
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while (it != m_windows.end()) {
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if (it->first == w)
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it = m_windows.erase(it);
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else
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++it;
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}
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ignoredWindows.removeAll(w);
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if (w == logoutWindow)
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logoutWindow = nullptr;
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}
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bool LogoutEffect::isLogoutDialog(EffectWindow* w)
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{
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// TODO there should be probably a better way (window type?)
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if (w->windowClass() == QStringLiteral("ksmserver ksmserver")
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&& (w->windowRole() == QStringLiteral("logoutdialog") || w->windowRole() == QStringLiteral("logouteffect"))) {
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return true;
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}
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return false;
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}
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void LogoutEffect::renderVignetting(const QMatrix4x4 &projection)
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{
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if (!m_vignettingShader) {
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m_vignettingShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait(), QString(), QStringLiteral("vignetting.frag"));
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if (!m_vignettingShader->isValid()) {
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qCDebug(KWINEFFECTS) << "Vignetting Shader failed to load";
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return;
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}
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} else if (!m_vignettingShader->isValid()) {
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// shader broken
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return;
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}
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ShaderBinder binder(m_vignettingShader);
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m_vignettingShader->setUniform(KWin::GLShader::ModelViewProjectionMatrix, projection);
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m_vignettingShader->setUniform("u_progress", (float)progress * 0.9f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_SCISSOR_TEST);
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const QRect fullArea = effects->clientArea(FullArea, 0, 0);
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for (int screen = 0; screen < effects->numScreens(); screen++) {
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const QRect screenGeom = effects->clientArea(ScreenArea, screen, 0);
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glScissor(screenGeom.x(), effects->virtualScreenSize().height() - screenGeom.y() - screenGeom.height(),
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screenGeom.width(), screenGeom.height()); // GL coords are flipped
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const float cenX = screenGeom.x() + screenGeom.width() / 2;
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const float cenY = fullArea.height() - screenGeom.y() - screenGeom.height() / 2;
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const float r = float((screenGeom.width() > screenGeom.height())
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? screenGeom.width() : screenGeom.height()) * 0.8f; // Radius
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m_vignettingShader->setUniform("u_center", QVector2D(cenX, cenY));
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m_vignettingShader->setUniform("u_radius", r);
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QVector<float> vertices;
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vertices << screenGeom.x() << screenGeom.y();
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vertices << screenGeom.x() << screenGeom.y() + screenGeom.height();
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vertices << screenGeom.x() + screenGeom.width() << screenGeom.y();
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vertices << screenGeom.x() + screenGeom.width() << screenGeom.y() + screenGeom.height();
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->setData(vertices.count()/2, 2, vertices.constData(), NULL);
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vbo->render(GL_TRIANGLE_STRIP);
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}
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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}
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void LogoutEffect::renderBlurTexture(const QMatrix4x4 &projection)
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{
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if (!m_blurShader) {
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m_blurShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("logout-blur.frag"));
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if (!m_blurShader->isValid()) {
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qCDebug(KWINEFFECTS) << "Logout blur shader failed to load";
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}
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}
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if (!m_blurShader->isValid()) {
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// shader is broken - no need to continue here
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return;
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}
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// Unmodified base image
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ShaderBinder binder(m_blurShader);
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m_blurShader->setUniform(GLShader::ModelViewProjectionMatrix, projection);
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m_blurShader->setUniform("u_alphaProgress", (float)progress * 0.4f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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blurTexture->bind();
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blurTexture->generateMipmaps();
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blurTexture->render(infiniteRegion(), effects->virtualScreenGeometry());
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blurTexture->unbind();
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glDisable(GL_BLEND);
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}
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void LogoutEffect::slotPropertyNotify(EffectWindow* w, long a)
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{
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if (w || a != logoutAtom)
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return; // Not our atom
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QByteArray byteData = effects->readRootProperty(logoutAtom, logoutAtom, 8);
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if (byteData.length() < 1) {
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// Property was deleted
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displayEffect = false;
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return;
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}
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// We are using a compatible KSMServer therefore only terminate the effect when the
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// atom is deleted, not when the dialog is closed.
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canDoPersistent = true;
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effects->addRepaintFull();
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}
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bool LogoutEffect::isActive() const
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{
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return progress != 0 || logoutWindow;
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}
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} // namespace
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