/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2009 Martin Gräßlin 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 . 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 #include 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(effects->getProxy("cube")); if (proxy) proxy->registerCubeInsideEffect(this); } GearsEffect::~GearsEffect() { CubeEffectProxy* proxy = static_cast(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