kwin/effects/logout/logout.cpp

450 lines
17 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009 Martin Gräßlin <kde@martin-graesslin.com>
Copyright (C) 2009, 2010 Lucas Murray <lmurray@undefinedfire.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 "logout.h"
#include "kwinglutils.h"
#include <math.h>
#include <kconfiggroup.h>
#include <kdebug.h>
#include <KDE/KStandardDirs>
#include <QtGui/QMatrix4x4>
#include <QtGui/QVector2D>
namespace KWin
{
KWIN_EFFECT(logout, LogoutEffect)
LogoutEffect::LogoutEffect()
: progress(0.0)
, displayEffect(false)
, logoutWindow(NULL)
, logoutWindowClosed(true)
, logoutWindowPassed(false)
, canDoPersistent(false)
, ignoredWindows()
, m_vignettingShader(NULL)
, m_blurShader(NULL)
{
// Persistent effect
logoutAtom = XInternAtom(display(), "_KDE_LOGGING_OUT", False);
effects->registerPropertyType(logoutAtom, true);
// Block KSMServer's effect
char net_wm_cm_name[ 100 ];
sprintf(net_wm_cm_name, "_NET_WM_CM_S%d", DefaultScreen(display()));
Atom net_wm_cm = XInternAtom(display(), net_wm_cm_name, False);
Window sel = XGetSelectionOwner(display(), net_wm_cm);
Atom hack = XInternAtom(display(), "_KWIN_LOGOUT_EFFECT", False);
XChangeProperty(display(), sel, hack, hack, 8, PropModeReplace, (unsigned char*)&hack, 1);
// the atom is not removed when effect is destroyed, this is temporary anyway
blurTexture = NULL;
blurTarget = NULL;
reconfigure(ReconfigureAll);
connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long)));
}
LogoutEffect::~LogoutEffect()
{
delete blurTexture;
delete blurTarget;
delete m_vignettingShader;
delete m_blurShader;
}
void LogoutEffect::reconfigure(ReconfigureFlags)
{
frameDelay = 0;
KConfigGroup conf = effects->effectConfig("Logout");
useBlur = conf.readEntry("UseBlur", true);
delete blurTexture;
blurTexture = NULL;
delete blurTarget;
blurTarget = NULL;
blurSupported = false;
delete m_blurShader;
m_blurShader = NULL;
}
void LogoutEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (!displayEffect && progress == 0.0) {
if (blurTexture) {
delete blurTexture;
blurTexture = NULL;
delete blurTarget;
blurTarget = NULL;
blurSupported = false;
}
} else if (!blurTexture) {
blurSupported = false;
delete blurTarget; // catch as we just tested the texture ;-P
if (effects->isOpenGLCompositing() && GLTexture::NPOTTextureSupported() && GLRenderTarget::blitSupported() && useBlur) {
// TODO: It seems that it is not possible to create a GLRenderTarget that has
// a different size than the display right now. Most likely a KWin core bug.
// Create texture and render target
blurTexture = new GLTexture(displayWidth(), displayHeight());
blurTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
blurTexture->setWrapMode(GL_CLAMP_TO_EDGE);
blurTarget = new GLRenderTarget(*blurTexture);
if (blurTarget->valid())
blurSupported = true;
// As creating the render target takes time it can cause the first two frames of the
// blur animation to be jerky. For this reason we only start the animation after the
// third frame.
frameDelay = 2;
}
}
if (frameDelay)
--frameDelay;
else {
if (displayEffect)
progress = qMin(1.0, progress + time / animationTime(2000.0));
else if (progress > 0.0)
progress = qMax(0.0, progress - time / animationTime(500.0));
}
if (blurSupported && progress > 0.0) {
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
}
effects->prePaintScreen(data, time);
}
void LogoutEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
if (progress > 0.0) {
if (effects->isOpenGLCompositing()) {
// In OpenGL mode we add vignetting and, if supported, a slight blur
if (blurSupported) {
// When using blur we render everything to an FBO and as such don't do the vignetting
// until after we render the FBO to the screen.
if (w == logoutWindow) {
// Window is rendered after the FBO
windowOpacity = data.opacity();
data.setOpacity(0.0); // Cheat, we need the opacity for later but don't want to blur it
} else {
if (logoutWindowPassed || ignoredWindows.contains(w)) {
// Window is rendered after the FBO
windows.append(w);
windowsOpacities[ w ] = data.opacity();
data.setOpacity(0.0);
} else // Window is added to the FBO
data.multiplySaturation((1.0 - progress * 0.2));
}
} else {
// If we are not blurring then we are not rendering to an FBO
if (w == logoutWindow)
// This is the logout window don't alter it but render our vignetting now
renderVignetting();
else if (!logoutWindowPassed && !ignoredWindows.contains(w))
// Window is in the background, desaturate
data.multiplySaturation((1.0 - progress * 0.2));
// All other windows are unaltered
}
}
if (effects->compositingType() == KWin::XRenderCompositing) {
// Since we can't do vignetting in XRender just do a stronger desaturation and darken
if (w != logoutWindow && !logoutWindowPassed && !ignoredWindows.contains(w)) {
data.multiplySaturation((1.0 - progress * 0.8));
data.multiplyBrightness((1.0 - progress * 0.3));
}
}
if (w == logoutWindow ||
ignoredWindows.contains(w)) // HACK: All windows past the first ignored one should not be
// blurred as it affects the stacking order.
// All following windows are on top of the logout window and should not be altered either
logoutWindowPassed = true;
}
effects->paintWindow(w, mask, region, data);
}
void LogoutEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
effects->paintScreen(mask, region, data);
if (effects->isOpenGLCompositing() && progress > 0.0) {
if (!blurSupported) {
if (!logoutWindowPassed)
// The logout window has been deleted but we still want to fade out the vignetting, thus
// render it on the top of everything if still animating. We don't check if logoutWindow
// is set as it may still be even if it wasn't rendered.
renderVignetting();
} else {
GLRenderTarget::pushRenderTarget(blurTarget);
blurTarget->blitFromFramebuffer();
GLRenderTarget::popRenderTarget();
//--------------------------
// Render the screen effect
renderBlurTexture();
// Vignetting (Radial gradient with transparent middle and black edges)
renderVignetting();
//--------------------------
// Render the logout window
if (logoutWindow) {
int winMask = logoutWindow->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE;
WindowPaintData winData(logoutWindow);
winData.setOpacity(windowOpacity);
effects->drawWindow(logoutWindow, winMask, region, winData);
}
// Render all windows on top of logout window
foreach (EffectWindow * w, windows) {
int winMask = w->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE;
WindowPaintData winData(w);
winData.setOpacity(windowsOpacities[ w ]);
effects->drawWindow(w, winMask, region, winData);
}
windows.clear();
windowsOpacities.clear();
}
}
}
void LogoutEffect::postPaintScreen()
{
if ((progress != 0.0 && progress != 1.0) || frameDelay)
effects->addRepaintFull();
if (progress > 0.0)
logoutWindowPassed = false;
effects->postPaintScreen();
}
void LogoutEffect::slotWindowAdded(EffectWindow* w)
{
if (isLogoutDialog(w)) {
logoutWindow = w;
logoutWindowClosed = false; // So we don't blur the window on close
progress = 0.0;
displayEffect = true;
ignoredWindows.clear();
effects->addRepaintFull();
} else if (canDoPersistent)
// TODO: Add parent
ignoredWindows.append(w);
}
void LogoutEffect::slotWindowClosed(EffectWindow* w)
{
if (w == logoutWindow) {
logoutWindowClosed = true;
if (!canDoPersistent)
displayEffect = false; // Fade back to normal
effects->addRepaintFull();
}
}
void LogoutEffect::slotWindowDeleted(EffectWindow* w)
{
windows.removeAll(w);
ignoredWindows.removeAll(w);
if (w == logoutWindow)
logoutWindow = NULL;
}
bool LogoutEffect::isLogoutDialog(EffectWindow* w)
{
// TODO there should be probably a better way (window type?)
if (w->windowClass() == "ksmserver ksmserver"
&& (w->windowRole() == "logoutdialog" || w->windowRole() == "logouteffect")) {
return true;
}
return false;
}
void LogoutEffect::renderVignetting()
{
if (effects->compositingType() == OpenGL1Compositing) {
renderVignettingLegacy();
return;
}
if (!m_vignettingShader) {
m_vignettingShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::ColorShader,
KGlobal::dirs()->findResource("data", "kwin/vignetting.frag"));
if (!m_vignettingShader->isValid()) {
kDebug(1212) << "Vignetting Shader failed to load";
return;
}
} else if (!m_vignettingShader->isValid()) {
// shader broken
return;
}
// need to get the projection matrix from the ortho shader for the vignetting shader
QMatrix4x4 projection = ShaderManager::instance()->pushShader(KWin::ShaderManager::SimpleShader)->getUniformMatrix4x4("projection");
ShaderManager::instance()->popShader();
ShaderBinder binder(m_vignettingShader);
m_vignettingShader->setUniform(KWin::GLShader::ProjectionMatrix, projection);
m_vignettingShader->setUniform("u_progress", (float)progress * 0.9f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_SCISSOR_TEST);
const QRect fullArea = effects->clientArea(FullArea, 0, 0);
for (int screen = 0; screen < effects->numScreens(); screen++) {
const QRect screenGeom = effects->clientArea(ScreenArea, screen, 0);
glScissor(screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(),
screenGeom.width(), screenGeom.height()); // GL coords are flipped
const float cenX = screenGeom.x() + screenGeom.width() / 2;
const float cenY = fullArea.height() - screenGeom.y() - screenGeom.height() / 2;
const float r = float((screenGeom.width() > screenGeom.height())
? screenGeom.width() : screenGeom.height()) * 0.8f; // Radius
m_vignettingShader->setUniform("u_center", QVector2D(cenX, cenY));
m_vignettingShader->setUniform("u_radius", r);
QVector<float> vertices;
vertices << screenGeom.x() << screenGeom.y();
vertices << screenGeom.x() << screenGeom.y() + screenGeom.height();
vertices << screenGeom.x() + screenGeom.width() << screenGeom.y();
vertices << screenGeom.x() + screenGeom.width() << screenGeom.y() + screenGeom.height();
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->setData(vertices.count()/2, 2, vertices.constData(), NULL);
vbo->render(GL_TRIANGLE_STRIP);
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
}
void LogoutEffect::renderVignettingLegacy()
{
#ifdef KWIN_HAVE_OPENGL_1
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT);
glEnable(GL_BLEND); // If not already (Such as when rendered straight to the screen)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (int screen = 0; screen < effects->numScreens(); screen++) {
QRect screenGeom = effects->clientArea(ScreenArea, screen, 0);
glScissor(screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(),
screenGeom.width(), screenGeom.height()); // GL coords are flipped
glEnable(GL_SCISSOR_TEST); // Geom must be set before enable
const float cenX = screenGeom.x() + screenGeom.width() / 2;
const float cenY = screenGeom.y() + screenGeom.height() / 2;
const float a = M_PI / 16.0f; // Angle of increment
const float r = float((screenGeom.width() > screenGeom.height())
? screenGeom.width() : screenGeom.height()) * 0.8f; // Radius
glBegin(GL_TRIANGLE_FAN);
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
glVertex3f(cenX, cenY, 0.0f);
glColor4f(0.0f, 0.0f, 0.0f, progress * 0.9f);
for (float i = 0.0f; i <= M_PI * 2.01f; i += a)
glVertex3f(cenX + r * cos(i), cenY + r * sin(i), 0.0f);
glEnd();
glDisable(GL_SCISSOR_TEST);
}
glPopAttrib();
#endif
}
void LogoutEffect::renderBlurTexture()
{
if (effects->compositingType() == OpenGL1Compositing) {
renderBlurTextureLegacy();
return;
}
if (!m_blurShader) {
m_blurShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::SimpleShader,
KGlobal::dirs()->findResource("data", "kwin/logout-blur.frag"));
if (!m_blurShader->isValid()) {
kDebug(1212) << "Logout blur shader failed to load";
}
} else if (!m_blurShader->isValid()) {
// shader is broken - no need to continue here
return;
}
// Unmodified base image
ShaderBinder binder(m_blurShader);
m_blurShader->setUniform(GLShader::Offset, QVector2D(0, 0));
m_blurShader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
m_blurShader->setUniform(GLShader::Saturation, 1.0);
m_blurShader->setUniform(GLShader::AlphaToOne, 1);
m_blurShader->setUniform("u_alphaProgress", (float)progress * 0.4f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
blurTexture->bind();
blurTexture->render(infiniteRegion(), QRect(0, 0, displayWidth(), displayHeight()));
blurTexture->unbind();
glDisable(GL_BLEND);
checkGLError("Render blur texture");
}
void LogoutEffect::renderBlurTextureLegacy()
{
#ifdef KWIN_HAVE_OPENGL_1
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT);
// Unmodified base image
blurTexture->bind();
blurTexture->render(infiniteRegion(), QRect(0, 0, displayWidth(), displayHeight()));
// Blurred image
GLfloat bias[1];
glGetTexEnvfv(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 1.75);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.0f, 1.0f, 1.0f, progress * 0.4);
blurTexture->render(infiniteRegion(), QRect(0, 0, displayWidth(), displayHeight()));
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias[0]);
blurTexture->unbind();
glPopAttrib();
#endif
}
void LogoutEffect::slotPropertyNotify(EffectWindow* w, long a)
{
if (w || a != logoutAtom)
return; // Not our atom
QByteArray byteData = effects->readRootProperty(logoutAtom, logoutAtom, 8);
if (byteData.length() < 1) {
// Property was deleted
displayEffect = false;
return;
}
// We are using a compatible KSMServer therefore only terminate the effect when the
// atom is deleted, not when the dialog is closed.
canDoPersistent = true;
effects->addRepaintFull();
}
bool LogoutEffect::isActive() const
{
return progress != 0 || logoutWindow;
}
} // namespace