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/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2009 Martin Gräßlin <kde@martin-graesslin.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Based on Compiz Fusion cube gear plugin by Dennis Kasprzyk:
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http://gitweb.compiz-fusion.org/?p=fusion/plugins/gears;a=blob;f=gears.c;hb=HEAD
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Which is based on glxgears.c by Brian Paul:
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http://cvsweb.xfree86.org/cvsweb/xc/programs/glxgears/glxgears.c
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*********************************************************************/
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#include "../cube/cube_proxy.h"
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KWIN_EFFECT(gears, GearsEffect)
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KWIN_EFFECT_SUPPORTED(gears, GearsEffect::supported())
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GearsEffect::GearsEffect()
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, m_contentRotation(0.0f)
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CubeEffectProxy* proxy =
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static_cast<CubeEffectProxy*>(effects->getProxy("cube"));
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proxy->registerCubeInsideEffect(this);
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GearsEffect::~GearsEffect()
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CubeEffectProxy* proxy =
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static_cast<CubeEffectProxy*>(effects->getProxy("cube"));
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proxy->unregisterCubeInsideEffect(this);
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bool GearsEffect::supported()
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return effects->compositingType() == OpenGLCompositing;
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void GearsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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m_contentRotation += time * 360.0f / 20000.0f;
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if (m_contentRotation > 360.0f)
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m_contentRotation -= 360.0f;
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m_angle += time * 360.0f / 8000.0f;
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effects->prePaintScreen(data, time);
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void GearsEffect::postPaintScreen()
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effects->addRepaintFull();
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effects->postPaintScreen();
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void GearsEffect::paint()
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void GearsEffect::setActive(bool active)
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void GearsEffect::gear(float inner_radius, float outer_radius, float width, int teeth, float tooth_depth)
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GLfloat r0, r1, r2, maxr2, minr2;
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r1 = outer_radius - tooth_depth / 2.0;
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maxr2 = r2 = outer_radius + tooth_depth / 2.0;
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da = 2.0 * M_PI / teeth / 4.0;
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glShadeModel(GL_FLAT);
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glNormal3f(0.0, 0.0, 1.0);
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/* draw front face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; ++i) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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/* draw front sides of teeth */
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for (i = 0; i < teeth; ++i) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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glNormal3f(0.0, 0.0, -1.0);
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; ++i) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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/* draw back sides of teeth */
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da = 2.0 * M_PI / teeth / 4.0;
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for (i = 0; i < teeth; ++i) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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/* draw outward faces of teeth */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i < teeth; ++i) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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u = r2 * cos(angle + da) - r1 * cos(angle);
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v = r2 * sin(angle + da) - r1 * sin(angle);
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len = sqrt(u * u + v * v);
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glNormal3f(v, -u, 0.0);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glNormal3f(cos(angle + 1.5 * da), sin(angle + 1.5 * da), 0.0);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
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u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
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v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
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glNormal3f(v, -u, 0.0);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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glNormal3f(cos(angle + 3.5 * da), sin(angle + 3.5 * da), 0.0);
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glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
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glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
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glShadeModel(GL_SMOOTH);
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/* draw inside radius cylinder */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; ++i) {
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angle = i * 2.0 * M_PI / teeth;
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glNormal3f(-cos(angle), -sin(angle), 0.0);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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void GearsEffect::paintGears()
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static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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QRect rect = effects->clientArea(FullArea, effects->activeScreen(), effects->currentDesktop());
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float ymax = zNear * tan(fovy * M_PI / 360.0f);
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float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
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glScalef(1.0f / ((xmax - xmin)*scaleFactor / displayWidth()), 1.0f / (-(ymax - ymin)*scaleFactor / displayHeight()), 1000.0f);
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glPushAttrib(GL_COLOR_BUFFER_BIT | GL_TEXTURE_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT);
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// content rotation requires depth test - so disabled
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// glRotatef( m_contentRotation, 0.0, 1.0, 0.0 );
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glScalef(0.05, 0.05, 0.05);
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glEnable(GL_NORMALIZE);
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glEnable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTranslatef(-3.0, -2.0, 0.0);
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glRotatef(m_angle, 0.0, 0.0, 1.0);
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glTranslatef(3.1, -2.0, 0.0);
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glRotatef(-2.0 * m_angle - 9.0, 0.0, 0.0, 1.0);
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glTranslatef(-3.1, 4.2, 0.0);
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glRotatef(-2.0 * m_angle - 25.0, 0.0, 0.0, 1.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
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glDisable(GL_LIGHT1);
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glDisable(GL_NORMALIZE);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
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void GearsEffect::initGears()
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static GLfloat pos[4] = { 5.0f, 5.0f, 10.0f, 0.0f };
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static GLfloat red[4] = { 0.8f, 0.1f, 0.0f, 1.0f };
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static GLfloat green[4] = { 0.0f, 0.8f, 0.2f, 1.0f };
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static GLfloat blue[4] = { 0.2f, 0.2f, 1.0f, 1.0f };
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static GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 0.3f };
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static GLfloat diffuseLight[] = { 0.5f, 0.5f, 0.5f, 0.5f };
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glLightfv(GL_LIGHT1, GL_AMBIENT, ambientLight);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight);
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glLightfv(GL_LIGHT1, GL_POSITION, pos);
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m_gear1 = glGenLists(1);
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glNewList(m_gear1, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
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m_gear2 = glGenLists(1);
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glNewList(m_gear2, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
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gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
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m_gear3 = glGenLists(1);
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glNewList(m_gear3, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
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gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
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void GearsEffect::endGears()
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glDeleteLists(m_gear1, 1);
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glDeleteLists(m_gear2, 1);
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glDeleteLists(m_gear3, 1);