diff --git a/effects/logout/logout.cpp b/effects/logout/logout.cpp index 454bcf5a3..6a53e4d9a 100644 --- a/effects/logout/logout.cpp +++ b/effects/logout/logout.cpp @@ -1,460 +1,461 @@ /******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Lubos Lunak Copyright (C) 2009 Martin Gräßlin Copyright (C) 2009, 2010 Lucas Murray 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 . *********************************************************************/ #include "logout.h" // KConfigSkeleton #include "logoutconfig.h" #include "kwinglutils.h" #include "kwinglplatform.h" #include #include #include #include #include #include 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) , m_shadersDir("kwin/shaders/1.10/") { // 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))); #ifdef KWIN_HAVE_OPENGLES const qint64 coreVersionNumber = kVersionNumber(3, 0); #else const qint64 coreVersionNumber = kVersionNumber(1, 40); #endif if (GLPlatform::instance()->glslVersion() >= coreVersionNumber) m_shadersDir = "kwin/shaders/1.40/"; } LogoutEffect::~LogoutEffect() { delete blurTexture; delete blurTarget; delete m_vignettingShader; delete m_blurShader; } void LogoutEffect::reconfigure(ReconfigureFlags) { LogoutConfig::self()->readConfig(); frameDelay = 0; useBlur = LogoutConfig::useBlur(); 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; } + data.paint |= effects->clientArea(FullArea, 0, 0); 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", m_shadersDir + "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 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", m_shadersDir + "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("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