kwin/effects/_test/gears.cpp
2011-01-31 20:07:03 +01:00

343 lines
9.7 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2009 Martin Gräßlin <kde@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/>.
Based on Compiz Fusion cube gear plugin by Dennis Kasprzyk:
http://gitweb.compiz-fusion.org/?p=fusion/plugins/gears;a=blob;f=gears.c;hb=HEAD
Which is based on glxgears.c by Brian Paul:
http://cvsweb.xfree86.org/cvsweb/xc/programs/glxgears/glxgears.c
*********************************************************************/
#include "gears.h"
#include "../cube/cube_proxy.h"
#include <math.h>
#include <GL/gl.h>
namespace KWin
{
KWIN_EFFECT(gears, GearsEffect)
KWIN_EFFECT_SUPPORTED(gears, GearsEffect::supported())
GearsEffect::GearsEffect()
: CubeInsideEffect()
, m_active(false)
, m_contentRotation(0.0f)
, m_angle(0.0f)
{
CubeEffectProxy* proxy =
static_cast<CubeEffectProxy*>(effects->getProxy("cube"));
if (proxy)
proxy->registerCubeInsideEffect(this);
}
GearsEffect::~GearsEffect()
{
CubeEffectProxy* proxy =
static_cast<CubeEffectProxy*>(effects->getProxy("cube"));
if (proxy)
proxy->unregisterCubeInsideEffect(this);
}
bool GearsEffect::supported()
{
return effects->compositingType() == OpenGLCompositing;
}
void GearsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (m_active) {
m_contentRotation += time * 360.0f / 20000.0f;
if (m_contentRotation > 360.0f)
m_contentRotation -= 360.0f;
m_angle += time * 360.0f / 8000.0f;
if (m_angle > 360.0f)
m_angle -= 360.0f;
}
effects->prePaintScreen(data, time);
}
void GearsEffect::postPaintScreen()
{
if (m_active) {
effects->addRepaintFull();
}
effects->postPaintScreen();
}
void GearsEffect::paint()
{
if (m_active) {
paintGears();
}
}
void GearsEffect::setActive(bool active)
{
m_active = active;
if (active)
initGears();
else
endGears();
}
void GearsEffect::gear(float inner_radius, float outer_radius, float width, int teeth, float tooth_depth)
{
GLint i;
GLfloat r0, r1, r2, maxr2, minr2;
GLfloat angle, da;
GLfloat u, v, len;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0;
maxr2 = r2 = outer_radius + tooth_depth / 2.0;
minr2 = r2;
da = 2.0 * M_PI / teeth / 4.0;
glShadeModel(GL_FLAT);
glNormal3f(0.0, 0.0, 1.0);
/* draw front face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; ++i) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
if (i < teeth) {
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
}
}
glEnd();
/* draw front sides of teeth */
glBegin(GL_QUADS);
for (i = 0; i < teeth; ++i) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
r2 = minr2;
}
r2 = maxr2;
glEnd();
glNormal3f(0.0, 0.0, -1.0);
/* draw back face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; ++i) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
if (i < teeth) {
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
}
}
glEnd();
/* draw back sides of teeth */
glBegin(GL_QUADS);
da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; ++i) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
r2 = minr2;
}
r2 = maxr2;
glEnd();
/* draw outward faces of teeth */
glBegin(GL_QUAD_STRIP);
for (i = 0; i < teeth; ++i) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
u = r2 * cos(angle + da) - r1 * cos(angle);
v = r2 * sin(angle + da) - r1 * sin(angle);
len = sqrt(u * u + v * v);
u /= len;
v /= len;
glNormal3f(v, -u, 0.0);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
glNormal3f(cos(angle + 1.5 * da), sin(angle + 1.5 * da), 0.0);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
glNormal3f(v, -u, 0.0);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
glNormal3f(cos(angle + 3.5 * da), sin(angle + 3.5 * da), 0.0);
r2 = minr2;
}
r2 = maxr2;
glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
glEnd();
glShadeModel(GL_SMOOTH);
/* draw inside radius cylinder */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; ++i) {
angle = i * 2.0 * M_PI / teeth;
glNormal3f(-cos(angle), -sin(angle), 0.0);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
}
glEnd();
}
void GearsEffect::paintGears()
{
static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
QRect rect = effects->clientArea(FullArea, effects->activeScreen(), effects->currentDesktop());
glPushMatrix();
// invert scale
float fovy = 60.0f;
float zNear = 0.1f;
float ymax = zNear * tan(fovy * M_PI / 360.0f);
float ymin = -ymax;
float xmin = ymin;
float xmax = ymax;
float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
glScalef(1.0f / ((xmax - xmin)*scaleFactor / displayWidth()), 1.0f / (-(ymax - ymin)*scaleFactor / displayHeight()), 1000.0f);
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_TEXTURE_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT);
glDisable(GL_BLEND);
glPushMatrix();
// content rotation requires depth test - so disabled
// glRotatef( m_contentRotation, 0.0, 1.0, 0.0 );
glScalef(0.05, 0.05, 0.05);
glEnable(GL_NORMALIZE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT1);
glDisable(GL_COLOR_MATERIAL);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glPushMatrix();
glTranslatef(-3.0, -2.0, 0.0);
glRotatef(m_angle, 0.0, 0.0, 1.0);
glCallList(m_gear1);
glPopMatrix();
glPushMatrix();
glTranslatef(3.1, -2.0, 0.0);
glRotatef(-2.0 * m_angle - 9.0, 0.0, 0.0, 1.0);
glCallList(m_gear2);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.1, 4.2, 0.0);
glRotatef(-2.0 * m_angle - 25.0, 0.0, 0.0, 1.0);
glCallList(m_gear3);
glPopMatrix();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
glPopMatrix();
glDisable(GL_LIGHT1);
glDisable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glPopMatrix();
glPopAttrib();
}
void GearsEffect::initGears()
{
static GLfloat pos[4] = { 5.0f, 5.0f, 10.0f, 0.0f };
static GLfloat red[4] = { 0.8f, 0.1f, 0.0f, 1.0f };
static GLfloat green[4] = { 0.0f, 0.8f, 0.2f, 1.0f };
static GLfloat blue[4] = { 0.2f, 0.2f, 1.0f, 1.0f };
static GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 0.3f };
static GLfloat diffuseLight[] = { 0.5f, 0.5f, 0.5f, 0.5f };
glLightfv(GL_LIGHT1, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT1, GL_POSITION, pos);
m_gear1 = glGenLists(1);
glNewList(m_gear1, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
glEndList();
m_gear2 = glGenLists(1);
glNewList(m_gear2, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
glEndList();
m_gear3 = glGenLists(1);
glNewList(m_gear3, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
glEndList();
}
void GearsEffect::endGears()
{
glDeleteLists(m_gear1, 1);
glDeleteLists(m_gear2, 1);
glDeleteLists(m_gear3, 1);
}
} // namespace