/*! Returns the transformation matrix to apply to the projection matrix to present the scene as viewed from the camera position. The \a aspectRatio specifies the aspect ratio of the window the camera view is being displayed in. An \a aspectRatio of 1 indicates that the window is square. An \a aspectRatio greater than 1 indicates that the window is wider than it is high. An \a aspectRatio less than 1 indicates that the window is higher than it is wide. \sa apply(), modelViewMatrix() */ QMatrix4x4 Camera::projectionMatrix(qreal aspectRatio) const { Q_D(const Camera); QMatrix4x4 m; if (!d->adjustForAspectRatio) aspectRatio = 1.0f; if (d->screenRotation != 0) { m.rotate((qreal)(d->screenRotation), 0.0f, 0.0f, 1.0f); if (d->screenRotation == 90 || d->screenRotation == 270) { if (aspectRatio != 0.0f) aspectRatio = 1.0f / aspectRatio; } } if (d->projectionType == Perspective && d->fieldOfView != 0.0f) { m.perspective(d->fieldOfView, aspectRatio, d->nearPlane, d->farPlane); } else { qreal halfWidth = d->viewSize.width() / 2.0f; qreal halfHeight = d->viewSize.height() / 2.0f; if (aspectRatio > 1.0f) { halfWidth *= aspectRatio; } else if (aspectRatio > 0.0f && aspectRatio < 1.0f) { halfHeight /= aspectRatio; } if (d->projectionType == Perspective) { m.frustum(-halfWidth, halfWidth, -halfHeight, halfHeight, d->nearPlane, d->farPlane); } else { m.ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, d->nearPlane, d->farPlane); } } return m; }
QMatrix4x4 PerspectiveCamera::getProjMatrix(int width, int height) { // can probably remove this now float pixdx = 0; float pixdy = 0; // taken from gluPerspective docs float aspect = (float)width / (float)height; float zNear = .1f; float zFar = 100.0f; float top = tan(fov()*3.14159/360.0) * zNear; //float top = tan(fov*0.5) * zNear; float bottom = -top; float left = aspect * bottom; float right = aspect * top; //int viewport[4]; //glGetIntegerv(GL_VIEWPORT, viewport); float xwsize = right - left; float ywsize = top - bottom; // MAINT: width/height should be pulled from viewport if it doesn't match // size of render float dx = -(pixdx * xwsize / (float)width); float dy = -(pixdy * ywsize / (float)height); QMatrix4x4 m; m.frustum(left+dx, right+dx, bottom+dy, top+dy, zNear, zFar); //m.perspective(PerspectiveCamera->fov(), aspect, zNear, zFar); return m; }
void CoverSwitchEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data) { effects->paintScreen(mask, region, data); if (mActivated || stop || stopRequested) { QMatrix4x4 origProjection; QMatrix4x4 origModelview; ShaderManager *shaderManager = ShaderManager::instance(); if (effects->numScreens() > 1) { // unfortunatelly we have to change the projection matrix in dual screen mode QRect fullRect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop()); float fovy = 60.0f; float aspect = 1.0f; float zNear = 0.1f; float zFar = 100.0f; float ymax = zNear * tan(fovy * M_PI / 360.0f); float ymin = -ymax; float xmin = ymin * aspect; float xmax = ymax * aspect; float xTranslate = 0.0; float yTranslate = 0.0; float xminFactor = 1.0; float xmaxFactor = 1.0; float yminFactor = 1.0; float ymaxFactor = 1.0; if (area.x() == 0 && area.width() != fullRect.width()) { // horizontal layout: left screen xminFactor = (float)area.width() / (float)fullRect.width(); xmaxFactor = ((float)fullRect.width() - (float)area.width() * 0.5f) / ((float)fullRect.width() * 0.5f); xTranslate = (float)fullRect.width() * 0.5f - (float)area.width() * 0.5f; } if (area.x() != 0 && area.width() != fullRect.width()) { // horizontal layout: right screen xminFactor = ((float)fullRect.width() - (float)area.width() * 0.5f) / ((float)fullRect.width() * 0.5f); xmaxFactor = (float)area.width() / (float)fullRect.width(); xTranslate = (float)fullRect.width() * 0.5f - (float)area.width() * 0.5f; } if (area.y() == 0 && area.height() != fullRect.height()) { // vertical layout: top screen yminFactor = ((float)fullRect.height() - (float)area.height() * 0.5f) / ((float)fullRect.height() * 0.5f); ymaxFactor = (float)area.height() / (float)fullRect.height(); yTranslate = (float)fullRect.height() * 0.5f - (float)area.height() * 0.5f; } if (area.y() != 0 && area.height() != fullRect.height()) { // vertical layout: bottom screen yminFactor = (float)area.height() / (float)fullRect.height(); ymaxFactor = ((float)fullRect.height() - (float)area.height() * 0.5f) / ((float)fullRect.height() * 0.5f); yTranslate = (float)fullRect.height() * 0.5f - (float)area.height() * 0.5f; } QMatrix4x4 projection; projection.frustum(xmin * xminFactor, xmax * xmaxFactor, ymin * yminFactor, ymax * ymaxFactor, zNear, zFar); QMatrix4x4 modelview; modelview.translate(xTranslate, yTranslate, 0.0); if (shaderManager->isShaderBound()) { GLShader *shader = shaderManager->pushShader(ShaderManager::GenericShader); origProjection = shader->getUniformMatrix4x4("projection"); origModelview = shader->getUniformMatrix4x4("modelview"); shader->setUniform("projection", projection); shader->setUniform("modelview", origModelview * modelview); shaderManager->popShader(); } else { #ifndef KWIN_HAVE_OPENGLES glMatrixMode(GL_PROJECTION); pushMatrix(); loadMatrix(projection); glMatrixMode(GL_MODELVIEW); pushMatrix(modelview); #endif } } QList< EffectWindow* > tempList = currentWindowList; int index = tempList.indexOf(selected_window); if (animation || start || stop) { if (!start && !stop) { if (direction == Right) index++; else index--; if (index < 0) index = tempList.count() + index; if (index >= tempList.count()) index = index % tempList.count(); } foreach (Direction direction, scheduled_directions) { if (direction == Right) index++; else index--; if (index < 0) index = tempList.count() + index; if (index >= tempList.count()) index = index % tempList.count(); } } int leftIndex = index - 1; if (leftIndex < 0) leftIndex = tempList.count() - 1; int rightIndex = index + 1; if (rightIndex == tempList.count()) rightIndex = 0; EffectWindow* frontWindow = tempList[ index ]; leftWindows.clear(); rightWindows.clear(); bool evenWindows = (tempList.count() % 2 == 0) ? true : false; int leftWindowCount = 0; if (evenWindows) leftWindowCount = tempList.count() / 2 - 1; else leftWindowCount = (tempList.count() - 1) / 2; for (int i = 0; i < leftWindowCount; i++) { int tempIndex = (leftIndex - i); if (tempIndex < 0) tempIndex = tempList.count() + tempIndex; leftWindows.prepend(tempList[ tempIndex ]); } int rightWindowCount = 0; if (evenWindows) rightWindowCount = tempList.count() / 2; else rightWindowCount = (tempList.count() - 1) / 2; for (int i = 0; i < rightWindowCount; i++) { int tempIndex = (rightIndex + i) % tempList.count(); rightWindows.prepend(tempList[ tempIndex ]); } if (reflection) { // no reflections during start and stop animation // except when using a shader if ((!start && !stop) || ShaderManager::instance()->isValid()) paintScene(frontWindow, leftWindows, rightWindows, true); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #ifndef KWIN_HAVE_OPENGLES glPolygonMode(GL_FRONT, GL_FILL); #endif QRect fullRect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop()); // we can use a huge scale factor (needed to calculate the rearground vertices) // as we restrict with a PaintClipper painting on the current screen float reflectionScaleFactor = 100000 * tan(60.0 * M_PI / 360.0f) / area.width(); float vertices[] = { -area.width() * 0.5f, area.height(), 0.0, area.width() * 0.5f, area.height(), 0.0, (float)area.width()*reflectionScaleFactor, area.height(), -5000, -(float)area.width()*reflectionScaleFactor, area.height(), -5000 }; // foreground if (start) { mirrorColor[0][3] = timeLine.currentValue(); } else if (stop) { mirrorColor[0][3] = 1.0 - timeLine.currentValue(); } else { mirrorColor[0][3] = 1.0; } int y = 0; // have to adjust the y values to fit OpenGL // in OpenGL y==0 is at bottom, in Qt at top if (effects->numScreens() > 1) { QRect fullArea = effects->clientArea(FullArea, 0, 1); if (fullArea.height() != area.height()) { if (area.y() == 0) y = fullArea.height() - area.height(); else y = fullArea.height() - area.y() - area.height(); } } // use scissor to restrict painting of the reflection plane to current screen glScissor(area.x(), y, area.width(), area.height()); glEnable(GL_SCISSOR_TEST); if (shaderManager->isValid() && m_reflectionShader->isValid()) { shaderManager->pushShader(m_reflectionShader); QMatrix4x4 windowTransformation; windowTransformation.translate(area.x() + area.width() * 0.5f, 0.0, 0.0); m_reflectionShader->setUniform("windowTransformation", windowTransformation); m_reflectionShader->setUniform("u_frontColor", QVector4D(mirrorColor[0][0], mirrorColor[0][1], mirrorColor[0][2], mirrorColor[0][3])); m_reflectionShader->setUniform("u_backColor", QVector4D(mirrorColor[1][0], mirrorColor[1][1], mirrorColor[1][2], mirrorColor[1][3])); // TODO: make this one properly QVector<float> verts; QVector<float> texcoords; verts.reserve(18); texcoords.reserve(12); texcoords << 1.0 << 0.0; verts << vertices[6] << vertices[7] << vertices[8]; texcoords << 1.0 << 0.0; verts << vertices[9] << vertices[10] << vertices[11]; texcoords << 0.0 << 0.0; verts << vertices[0] << vertices[1] << vertices[2]; texcoords << 0.0 << 0.0; verts << vertices[0] << vertices[1] << vertices[2]; texcoords << 0.0 << 0.0; verts << vertices[3] << vertices[4] << vertices[5]; texcoords << 1.0 << 0.0; verts << vertices[6] << vertices[7] << vertices[8]; GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); vbo->reset(); vbo->setData(6, 3, verts.data(), texcoords.data()); vbo->render(GL_TRIANGLES); shaderManager->popShader(); } else { #ifndef KWIN_HAVE_OPENGLES glPushMatrix(); if (effects->numScreens() > 1 && area.x() != fullRect.x()) { // have to change the reflection area in horizontal layout and right screen glTranslatef(-area.x(), 0.0, 0.0); } glTranslatef(area.x() + area.width() * 0.5f, 0.0, 0.0); glColor4fv(mirrorColor[0]); glBegin(GL_POLYGON); glVertex3f(vertices[0], vertices[1], vertices[2]); glVertex3f(vertices[3], vertices[4], vertices[5]); // rearground glColor4fv(mirrorColor[1]); glVertex3f(vertices[6], vertices[7], vertices[8]); glVertex3f(vertices[9], vertices[10], vertices[11]); glEnd(); glPopMatrix(); #endif } glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); } paintScene(frontWindow, leftWindows, rightWindows); if (effects->numScreens() > 1) { if (shaderManager->isShaderBound()) { GLShader *shader = shaderManager->pushShader(ShaderManager::GenericShader); shader->setUniform("projection", origProjection); shader->setUniform("modelview", origModelview); shaderManager->popShader(); } else { #ifndef KWIN_HAVE_OPENGLES popMatrix(); // revert change of projection matrix glMatrixMode(GL_PROJECTION); popMatrix(); glMatrixMode(GL_MODELVIEW); #endif } } // Render the caption frame if (windowTitle) { double opacity = 1.0; if (start) opacity = timeLine.currentValue(); else if (stop) opacity = 1.0 - timeLine.currentValue(); if (animation) captionFrame->setCrossFadeProgress(timeLine.currentValue()); captionFrame->render(region, opacity); } if ((thumbnails && (!dynamicThumbnails || (dynamicThumbnails && currentWindowList.size() >= thumbnailWindows))) && !(start || stop)) { BoxSwitchEffectProxy *proxy = static_cast<BoxSwitchEffectProxy*>(effects->getProxy("boxswitch")); if (proxy) proxy->paintWindowsBox(region); } }
void CubeWindow::paintGL() { float timeSinceLastFrame; if (m_lastFrameTime == -1) { m_lastFrameTime = QDateTime::currentMSecsSinceEpoch(); timeSinceLastFrame = 0; } else { qint64 timeNow = QDateTime::currentMSecsSinceEpoch(); timeSinceLastFrame = timeNow - m_lastFrameTime; m_lastFrameTime = timeNow; } float rotationScale = timeSinceLastFrame / (ROTATION_TIME * 1000.0f); float xAngle = 0.0f, yAngle = 0.0f; switch(m_currentDirection) { case RIGHT: yAngle = rotationScale * 360.0f; break; case LEFT: yAngle = - rotationScale * 360.0f; break; case UP: xAngle = - rotationScale * 360.0f; break; case DOWN: xAngle = rotationScale * 360.0f; break; } QMatrix4x4 perspectiveMatrix; perspectiveMatrix.frustum(-0.75f, 0.75f, -0.75f, 0.75f, 1.0f, 3.0f); QMatrix4x4 matrix; matrix.translate(0, 0, -2); matrix.rotate(xAngle, 1.0f, 0.0f, 0.0f); matrix.rotate(yAngle, 0.0f, 1.0f, 0.0f); matrix.translate(0, 0, 2); for (int i = 0; i < CUBE_VERTICES; i += 4) { QVector4D vector(cubeVertices[i], cubeVertices[i + 1], cubeVertices[i + 2], cubeVertices[i + 3]); vector = matrix * vector; cubeVertices[i] = vector.x(); cubeVertices[i + 1] = vector.y(); cubeVertices[i + 2] = vector.z(); cubeVertices[i + 3] = vector.w(); } glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_program->bind(); m_program->setUniformValue(m_perspectiveMatrixUniform, perspectiveMatrix); m_program->enableAttributeArray(m_posAtr); m_program->setAttributeArray(m_posAtr, cubeVertices, 4); m_program->enableAttributeArray(m_colorAtr); m_program->setAttributeArray(m_colorAtr, colorData, 4); glDrawArrays(GL_TRIANGLES, 0, 3 * 12); m_program->disableAttributeArray(m_posAtr); m_program->disableAttributeArray(m_colorAtr); m_program->release(); }