c2a4f81927
The ShaderBinder class can be used for the case that a block of code should be executed with a given Shader being bound. This is useful for all the cases where there is a if-block for OpenGL2 execution with a Shader being pushed in the first line to the ShaderManager and popped in the last line of the block. With the helper this can be simplified to: ShaderBinder binder(myCustomShader); or ShaderBinder binder(ShaderManager::GenericShader); The ctor of ShaderBinder pushes the given Shader to the stack and once the helper goes out of scope it will be popped again from the stack. In addition the helper can take care of OpenGL 1 compositing, that is it just does nothing. So it can also be used where there is a shared OpenGL1 and OpenGL2 code path where the Shader should only be pushed in OpenGL2. This basically removes all the checks for the compositing type before pushing/popping a Shader to the stack. REVIEW: 106521
449 lines
17 KiB
C++
449 lines
17 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 <kde@martin-graesslin.com>
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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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#include "kwinglutils.h"
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#include <math.h>
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#include <kconfiggroup.h>
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#include <kdebug.h>
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#include <KDE/KStandardDirs>
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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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KWIN_EFFECT(logout, LogoutEffect)
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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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, 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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// Persistent effect
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logoutAtom = XInternAtom(display(), "_KDE_LOGGING_OUT", False);
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effects->registerPropertyType(logoutAtom, true);
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// Block KSMServer's effect
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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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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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frameDelay = 0;
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KConfigGroup conf = effects->effectConfig("Logout");
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useBlur = conf.readEntry("UseBlur", true);
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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() && GLTexture::NPOTTextureSupported() && 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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blurTexture = new GLTexture(displayWidth(), displayHeight());
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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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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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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 (w == logoutWindow) {
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// Window is rendered after the FBO
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windowOpacity = data.opacity();
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data.setOpacity(0.0); // Cheat, we need the opacity for later but don't want to blur it
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} else {
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if (logoutWindowPassed || ignoredWindows.contains(w)) {
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// Window is rendered after the FBO
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windows.append(w);
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windowsOpacities[ w ] = data.opacity();
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data.setOpacity(0.0);
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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();
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else if (!logoutWindowPassed && !ignoredWindows.contains(w))
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// Window is in the background, desaturate
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data.multiplySaturation((1.0 - progress * 0.2));
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// 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 (w != logoutWindow && !logoutWindowPassed && !ignoredWindows.contains(w)) {
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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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if (w == logoutWindow ||
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ignoredWindows.contains(w)) // 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 = true;
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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();
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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();
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// Vignetting (Radial gradient with transparent middle and black edges)
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renderVignetting();
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//--------------------------
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// Render the logout window
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if (logoutWindow) {
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int winMask = logoutWindow->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE;
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WindowPaintData winData(logoutWindow);
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winData.setOpacity(windowOpacity);
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effects->drawWindow(logoutWindow, winMask, region, winData);
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}
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// Render all windows on top of logout window
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foreach (EffectWindow * w, windows) {
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int winMask = w->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE;
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WindowPaintData winData(w);
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winData.setOpacity(windowsOpacities[ w ]);
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effects->drawWindow(w, winMask, region, winData);
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}
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windows.clear();
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windowsOpacities.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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windows.removeAll(w);
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ignoredWindows.removeAll(w);
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if (w == logoutWindow)
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logoutWindow = NULL;
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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() == "ksmserver ksmserver"
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&& (w->windowRole() == "logoutdialog" || w->windowRole() == "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()
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{
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if (effects->compositingType() == OpenGL1Compositing) {
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renderVignettingLegacy();
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return;
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}
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if (!m_vignettingShader) {
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m_vignettingShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::ColorShader,
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KGlobal::dirs()->findResource("data", "kwin/vignetting.frag"));
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if (!m_vignettingShader->isValid()) {
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kDebug(1212) << "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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// need to get the projection matrix from the ortho shader for the vignetting shader
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QMatrix4x4 projection = ShaderManager::instance()->pushShader(KWin::ShaderManager::SimpleShader)->getUniformMatrix4x4("projection");
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ShaderManager::instance()->popShader();
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ShaderBinder binder(m_vignettingShader);
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m_vignettingShader->setUniform(KWin::GLShader::ProjectionMatrix, 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(), displayHeight() - 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::renderVignettingLegacy()
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{
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#ifndef KWIN_HAVE_OPENGLES
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glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT);
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glEnable(GL_BLEND); // If not already (Such as when rendered straight to the screen)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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for (int screen = 0; screen < effects->numScreens(); screen++) {
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QRect screenGeom = effects->clientArea(ScreenArea, screen, 0);
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glScissor(screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(),
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screenGeom.width(), screenGeom.height()); // GL coords are flipped
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glEnable(GL_SCISSOR_TEST); // Geom must be set before enable
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const float cenX = screenGeom.x() + screenGeom.width() / 2;
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const float cenY = screenGeom.y() + screenGeom.height() / 2;
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const float a = M_PI / 16.0f; // Angle of increment
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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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glBegin(GL_TRIANGLE_FAN);
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glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
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glVertex3f(cenX, cenY, 0.0f);
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glColor4f(0.0f, 0.0f, 0.0f, progress * 0.9f);
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for (float i = 0.0f; i <= M_PI * 2.01f; i += a)
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glVertex3f(cenX + r * cos(i), cenY + r * sin(i), 0.0f);
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glEnd();
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glDisable(GL_SCISSOR_TEST);
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}
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glPopAttrib();
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#endif
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}
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void LogoutEffect::renderBlurTexture()
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{
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if (effects->compositingType() == OpenGL1Compositing) {
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renderBlurTextureLegacy();
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return;
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}
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if (!m_blurShader) {
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m_blurShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::SimpleShader,
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KGlobal::dirs()->findResource("data", "kwin/logout-blur.frag"));
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if (!m_blurShader->isValid()) {
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kDebug(1212) << "Logout blur shader failed to load";
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}
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} else 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::Offset, QVector2D(0, 0));
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m_blurShader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
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m_blurShader->setUniform(GLShader::Saturation, 1.0);
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m_blurShader->setUniform(GLShader::AlphaToOne, 1);
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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->render(infiniteRegion(), QRect(0, 0, displayWidth(), displayHeight()));
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blurTexture->unbind();
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glDisable(GL_BLEND);
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checkGLError("Render blur texture");
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}
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void LogoutEffect::renderBlurTextureLegacy()
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{
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#ifndef KWIN_HAVE_OPENGLES
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glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT);
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// Unmodified base image
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blurTexture->bind();
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blurTexture->render(infiniteRegion(), QRect(0, 0, displayWidth(), displayHeight()));
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// Blurred image
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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, 1.75);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(1.0f, 1.0f, 1.0f, progress * 0.4);
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blurTexture->render(infiniteRegion(), QRect(0, 0, displayWidth(), displayHeight()));
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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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glPopAttrib();
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#endif
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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;
|
|
}
|
|
|
|
} // namespace
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