8f8c1d31ba
mipmaps the quality isn't the best. Might add a shader later that will generate the final image so it uses mipmaps for realtime blurring while using a high quality blur at the end. svn path=/trunk/KDE/kdebase/workspace/; revision=923246
192 lines
6.1 KiB
C++
192 lines
6.1 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 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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#include "kwinglutils.h"
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#include <kdebug.h>
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namespace KWin
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{
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KWIN_EFFECT( logout, LogoutEffect )
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LogoutEffect::LogoutEffect()
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: progress( 0 )
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, logout_window( NULL )
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{
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char net_wm_cm_name[ 100 ];
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sprintf( net_wm_cm_name, "_NET_WM_CM_S%d", DefaultScreen( display()));
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Atom net_wm_cm = XInternAtom( display(), net_wm_cm_name, False );
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Window sel = XGetSelectionOwner( display(), net_wm_cm );
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Atom hack = XInternAtom( display(), "_KWIN_LOGOUT_EFFECT", False );
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XChangeProperty( display(), sel, hack, hack, 8, PropModeReplace, (unsigned char*)&hack, 1 );
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// the atom is not removed when effect is destroyed, this is temporary anyway
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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blurSupported = false;
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// If NPOT textures are not supported use the nearest power-of-two sized
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// texture. It wastes memory, but it's possible to support systems without
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// NPOT textures this way.
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int texw = displayWidth();
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int texh = displayHeight();
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if( !GLTexture::NPOTTextureSupported() )
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{
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kWarning( 1212 ) << "NPOT textures not supported, wasting some memory";
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texw = nearestPowerOfTwo( texw );
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texh = nearestPowerOfTwo( texh );
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}
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// Create texture and render target
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blurTexture = new GLTexture( texw, texh );
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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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#endif
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}
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LogoutEffect::~LogoutEffect()
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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delete blurTexture;
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delete blurTarget;
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#endif
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}
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void LogoutEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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if( logout_window != NULL )
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progress = qBound( 0., progress + time / animationTime( 2000. ), 1. );
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else if( progress != 0 )
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progress = qBound( 0., progress - time / animationTime( 500. ), 1. );
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if( blurSupported && progress > 0.0 )
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{
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->pushRenderTarget( blurTarget );
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}
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#endif
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effects->prePaintScreen( data, time );
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}
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void LogoutEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if( blurSupported && progress > 0.0 && w == logout_window )
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w->disablePainting( EffectWindow::PAINT_DISABLED );
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#endif
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effects->prePaintWindow( w, 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( w != logout_window && progress != 0 )
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{
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if( effects->saturationSupported() )
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{
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data.saturation *= ( 1 - progress * 0.8 );
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data.brightness *= ( 1 - progress * 0.3 );
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}
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else // When saturation isn't supported then reduce brightness a bit more
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{
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data.brightness *= ( 1 - progress * 0.6 );
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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::postPaintScreen()
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{
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if( progress != 0 && progress != 1 )
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effects->addRepaintFull();
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effects->postPaintScreen();
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if( blurSupported && progress > 0.0 )
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{
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assert( effects->popRenderTarget() == blurTarget );
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// Render the blurred scene
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blurTexture->bind();
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GLfloat bias[1];
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glGetTexEnvfv( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias );
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glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, progress * 2.75 );
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glBegin(GL_QUADS);
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glTexCoord2f( 0.0, 0.0 );
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glVertex2f( 0.0, displayHeight() );
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glTexCoord2f( 1.0, 0.0 );
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glVertex2f( displayWidth(), displayHeight() );
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glTexCoord2f( 1.0, 1.0 );
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glVertex2f( displayWidth(), 0.0 );
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glTexCoord2f( 0.0, 1.0 );
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glVertex2f( 0.0, 0.0 );
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glEnd();
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glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias[0] );
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blurTexture->unbind();
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// Render the logout window
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if( logout_window )
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{
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int mask = PAINT_WINDOW_OPAQUE; // TODO: Can we have a translucent logout window?
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QRect region = infiniteRegion();
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WindowPaintData data( logout_window );
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effects->drawWindow( logout_window, mask, region, data );
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}
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}
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#endif
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}
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void LogoutEffect::windowAdded( EffectWindow* w )
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{
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if( isLogoutDialog( w ))
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{
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logout_window = w;
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progress = 0;
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effects->addRepaintFull();
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}
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}
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void LogoutEffect::windowClosed( EffectWindow* w )
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{
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if( w == logout_window )
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{
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logout_window = NULL;
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effects->addRepaintFull();
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}
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}
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bool LogoutEffect::isLogoutDialog( EffectWindow* w )
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{ // TODO there should be probably a better way (window type?)
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if( w->windowClass() == "ksmserver ksmserver"
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&& ( w->windowRole() == "logoutdialog" || w->windowRole() == "logouteffect" ))
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{
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return true;
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}
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return false;
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}
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} // namespace
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