kwin/effects/sphere.cpp

209 lines
7 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "cube.h"
#include "sphere.h"
#include <kdebug.h>
#include <KStandardDirs>
#include <math.h>
#include <GL/gl.h>
namespace KWin
{
KWIN_EFFECT( sphere, SphereEffect )
SphereEffect::SphereEffect()
: CubeEffect()
, mInited( false )
, mValid( true )
, mShader( 0 )
{
if( wallpaper )
wallpaper->discard();
loadConfig( "Sphere" );
reflection = false;
animateDesktopChange = false;
}
SphereEffect::~SphereEffect()
{
delete mShader;
}
bool SphereEffect::loadData()
{
mInited = true;
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/sphere.vert");
if( fragmentshader.isEmpty() || vertexshader.isEmpty() )
{
kError() << "Couldn't locate shader files" << endl;
return false;
}
mShader = new GLShader( vertexshader, fragmentshader );
if( !mShader->isValid() )
{
kError() << "The shader failed to load!" << endl;
return false;
}
else
{
mShader->bind();
mShader->setUniform( "winTexture", 0 );
mShader->setUniform( "opacity", cubeOpacity );
QRect rect = effects->clientArea( FullScreenArea, activeScreen, effects->currentDesktop());
mShader->setUniform( "width", (float)rect.width() );
mShader->setUniform( "height", (float)rect.height() );
mShader->unbind();
}
return true;
}
void SphereEffect::paintScene( int mask, QRegion region, ScreenPaintData& data )
{
glPushMatrix();
float zTranslate = -350.0;
if( start )
zTranslate *= timeLine.value();
if( stop )
zTranslate *= ( 1.0 - timeLine.value() );
glTranslatef( 0.0, 0.0, zTranslate );
CubeEffect::paintScene( mask, region, data );
glPopMatrix();
}
void SphereEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( activated )
{
if( cube_painting )
{
if( w->isOnDesktop( painting_desktop ))
{
data.quads = data.quads.makeGrid( 40 );
QRect rect = effects->clientArea( FullArea, activeScreen, painting_desktop );
if( w->x() < rect.width()/2 && w->x() + w->width() > rect.width()/ 2 )
data.quads = data.quads.splitAtX( rect.width()/2 - w->x() );
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
}
else
{
w->disablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
}
}
}
effects->prePaintWindow( w, data, time );
}
void SphereEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( activated && cube_painting )
{
if( mValid && !mInited )
mValid = loadData();
bool useShader = mValid;
if( useShader )
{
mShader->bind();
mShader->setUniform( "windowWidth", (float)w->width() );
mShader->setUniform( "windowHeight", (float)w->height() );
mShader->setUniform( "xCoord", (float)w->x() );
mShader->setUniform( "yCoord", (float)w->y() );
mShader->setUniform( "cubeAngle", (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f );
data.shader = mShader;
}
CubeEffect::paintWindow( w, mask, region, data );
if( useShader )
{
mShader->unbind();
}
}
else
effects->paintWindow( w, mask, region, data );
}
void SphereEffect::paintCap( float z, float zTexture )
{
if( bottomCap )
{
glPushMatrix();
glScalef( 1.0, -1.0, 1.0 );
}
CubeEffect::paintCap( z, zTexture );
if( bottomCap )
glPopMatrix();
}
void SphereEffect::paintCapStep( float z, float zTexture, bool texture )
{
QRect rect = effects->clientArea( FullArea, activeScreen, painting_desktop );
float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f;
float radius = (rect.width()*0.5)/cos(cubeAngle*0.5*M_PI/180.0);
float angle = acos( (rect.height()*0.5)/radius )*180.0/M_PI;
angle /= 30;
if( texture )
capTexture->bind();
glPushMatrix();
glTranslatef( 0.0, -rect.height()*0.5, 0.0 );
glBegin( GL_QUADS );
for( int i=0; i<30; i++ )
{
float topAngle = angle*i*M_PI/180.0;
float bottomAngle = angle*(i+1)*M_PI/180.0;
float yTop = rect.height() - radius * cos( topAngle );
float yBottom = rect.height() -radius * cos( bottomAngle );
for( int j=0; j<36; j++ )
{
float x = radius * sin( topAngle ) * sin( (90.0+j*10.0)*M_PI/180.0 );
float z = radius * sin( topAngle ) * cos( (90.0+j*10.0)*M_PI/180.0 );
if( texture )
glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 );
glVertex3f( x, yTop, z );
x = radius * sin( bottomAngle ) * sin( (90.0+j*10.0)*M_PI/180.00 );
z = radius * sin( bottomAngle ) * cos( (90.0+j*10.0)*M_PI/180.0 );
if( texture )
glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 );
glVertex3f( x, yBottom, z );
x = radius * sin( bottomAngle ) * sin( (90.0+(j+1)*10.0)*M_PI/180.0 );
z = radius * sin( bottomAngle ) * cos( (90.0+(j+1)*10.0)*M_PI/180.0 );
if( texture )
glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 );
glVertex3f( x, yBottom, z );
x = radius * sin( topAngle ) * sin( (90.0+(j+1)*10.0)*M_PI/180.0 );
z = radius * sin( topAngle ) * cos( (90.0+(j+1)*10.0)*M_PI/180.0 );
if( texture )
glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 );
glVertex3f( x, yTop, z );
}
}
glEnd();
glPopMatrix();
if( texture )
{
capTexture->unbind();
}
}
} // namespace