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#include <wayfire/per-output-plugin.hpp>
#include <memory>
#include <wayfire/plugin.hpp>
#include <wayfire/opengl.hpp>
#include <wayfire/output.hpp>
#include <wayfire/core.hpp>
#include <wayfire/workspace-stream.hpp>
#include <wayfire/render-manager.hpp>
#include <wayfire/workspace-set.hpp>
#include <wayfire/scene-operations.hpp>
#include <wayfire/plugins/common/input-grab.hpp>
#include "wayfire/plugins/ipc/ipc-activator.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <wayfire/img.hpp>
#include "cube.hpp"
#include "simple-background.hpp"
#include "skydome.hpp"
#include "cubemap.hpp"
#include "cube-control-signal.hpp"
#include "wayfire/region.hpp"
#include "wayfire/scene-render.hpp"
#include "wayfire/scene.hpp"
#include "wayfire/signal-definitions.hpp"
#define Z_OFFSET_NEAR 0.89567f
#define Z_OFFSET_FAR 2.00000f
#define ZOOM_MAX 10.0f
#define ZOOM_MIN 0.1f
#ifdef USE_GLES32
#include <GLES3/gl32.h>
#endif
#include "shaders.tpp"
#include "shaders-3-2.tpp"
class wayfire_cube : public wf::per_output_plugin_instance_t, public wf::pointer_interaction_t
{
class cube_render_node_t : public wf::scene::node_t
{
class cube_render_instance_t : public wf::scene::render_instance_t
{
std::shared_ptr<cube_render_node_t> self;
wf::scene::damage_callback push_damage;
std::vector<std::vector<wf::scene::render_instance_uptr>> ws_instances;
std::vector<wf::region_t> ws_damage;
std::vector<wf::auxilliary_buffer_t> framebuffers;
wf::signal::connection_t<wf::scene::node_damage_signal> on_cube_damage =
[=] (wf::scene::node_damage_signal *ev)
{
push_damage(ev->region);
};
public:
cube_render_instance_t(cube_render_node_t *self, wf::scene::damage_callback push_damage)
{
this->self = std::dynamic_pointer_cast<cube_render_node_t>(self->shared_from_this());
this->push_damage = push_damage;
self->connect(&on_cube_damage);
ws_damage.resize(self->workspaces.size());
framebuffers.resize(self->workspaces.size());
ws_instances.resize(self->workspaces.size());
for (int i = 0; i < (int)self->workspaces.size(); i++)
{
auto push_damage_child = [=] (const wf::region_t& damage)
{
ws_damage[i] |= damage;
push_damage(self->get_bounding_box());
};
self->workspaces[i]->gen_render_instances(ws_instances[i],
push_damage_child, self->cube->output);
ws_damage[i] |= self->workspaces[i]->get_bounding_box();
}
}
~cube_render_instance_t()
{}
void schedule_instructions(
std::vector<wf::scene::render_instruction_t>& instructions,
const wf::render_target_t& target, wf::region_t& damage) override
{
instructions.push_back(wf::scene::render_instruction_t{
.instance = this,
.target = target.translated(-wf::origin(self->get_bounding_box())),
.damage = damage & self->get_bounding_box(),
});
auto bbox = self->get_bounding_box();
damage ^= bbox;
for (int i = 0; i < (int)ws_instances.size(); i++)
{
const float scale = self->cube->output->handle->scale;
auto bbox = self->workspaces[i]->get_bounding_box();
framebuffers[i].allocate(wf::dimensions(bbox), scale);
wf::render_target_t target{framebuffers[i]};
target.geometry = self->workspaces[i]->get_bounding_box();
target.scale = self->cube->output->handle->scale;
wf::render_pass_params_t params;
params.instances = &ws_instances[i];
params.damage = ws_damage[i];
params.reference_output = self->cube->output;
params.target = target;
params.flags = wf::RPASS_CLEAR_BACKGROUND | wf::RPASS_EMIT_SIGNALS;
wf::render_pass_t::run(params);
ws_damage[i].clear();
}
}
void render(const wf::scene::render_instruction_t& data) override
{
self->cube->render(data, framebuffers);
}
void compute_visibility(wf::output_t *output, wf::region_t& visible) override
{
for (int i = 0; i < (int)self->workspaces.size(); i++)
{
wf::region_t ws_region = self->workspaces[i]->get_bounding_box();
for (auto& ch : this->ws_instances[i])
{
ch->compute_visibility(output, ws_region);
}
}
}
};
public:
cube_render_node_t(wayfire_cube *cube) : node_t(false)
{
this->cube = cube;
auto w = cube->output->wset()->get_workspace_grid_size().width;
auto y = cube->output->wset()->get_current_workspace().y;
for (int i = 0; i < w; i++)
{
auto node = std::make_shared<wf::workspace_stream_node_t>(cube->output, wf::point_t{i, y});
workspaces.push_back(node);
}
}
virtual void gen_render_instances(
std::vector<wf::scene::render_instance_uptr>& instances,
wf::scene::damage_callback push_damage, wf::output_t *shown_on)
{
if (shown_on != this->cube->output)
{
return;
}
instances.push_back(std::make_unique<cube_render_instance_t>(
this, push_damage));
}
wf::geometry_t get_bounding_box()
{
return cube->output->get_layout_geometry();
}
private:
std::vector<std::shared_ptr<wf::workspace_stream_node_t>> workspaces;
wayfire_cube *cube;
};
std::unique_ptr<wf::input_grab_t> input_grab;
std::shared_ptr<cube_render_node_t> render_node;
wf::option_wrapper_t<double> XVelocity{"cube/speed_spin_horiz"},
YVelocity{"cube/speed_spin_vert"}, ZVelocity{"cube/speed_zoom"};
wf::option_wrapper_t<double> zoom_opt{"cube/zoom"};
/* the Z camera distance so that (-1, 1) is mapped to the whole screen
* for the given FOV */
float identity_z_offset;
OpenGL::program_t program;
wf_cube_animation_attribs animation;
wf::option_wrapper_t<bool> use_light{"cube/light"};
wf::option_wrapper_t<int> use_deform{"cube/deform"};
std::string last_background_mode;
std::unique_ptr<wf_cube_background_base> background;
wf::option_wrapper_t<std::string> background_mode{"cube/background_mode"};
void reload_background()
{
if (last_background_mode == (std::string)background_mode)
{
return;
}
last_background_mode = background_mode;
if (last_background_mode == "simple")
{
background = std::make_unique<wf_cube_simple_background>();
} else if (last_background_mode == "skydome")
{
background = std::make_unique<wf_cube_background_skydome>(output);
} else if (last_background_mode == "cubemap")
{
background = std::make_unique<wf_cube_background_cubemap>();
} else
{
LOGE("cube: Unrecognized background mode %s. Using default \"simple\"",
last_background_mode.c_str());
background = std::make_unique<wf_cube_simple_background>();
}
}
bool tessellation_support;
int get_num_faces()
{
return output->wset()->get_workspace_grid_size().width;
}
wf::plugin_activation_data_t grab_interface{
.name = "cube",
.capabilities = wf::CAPABILITY_MANAGE_COMPOSITOR,
.cancel = [=] () { deactivate(); },
};
public:
void init() override
{
input_grab = std::make_unique<wf::input_grab_t>("cube", output, nullptr, this, nullptr);
input_grab->set_wants_raw_input(true);
animation.cube_animation.offset_y.set(0, 0);
animation.cube_animation.offset_z.set(0, 0);
animation.cube_animation.rotation.set(0, 0);
animation.cube_animation.zoom.set(1, 1);
animation.cube_animation.ease_deformation.set(0, 0);
animation.cube_animation.start();
reload_background();
output->connect(&on_cube_control);
wf::gles::run_in_context([&]
{
load_program();
});
}
void handle_pointer_button(const wlr_pointer_button_event& event) override
{
if (event.state == WL_POINTER_BUTTON_STATE_RELEASED)
{
input_ungrabbed();
}
}
void handle_pointer_axis(const wlr_pointer_axis_event& event) override
{
if (event.orientation == WL_POINTER_AXIS_VERTICAL_SCROLL)
{
pointer_scrolled(event.delta);
}
}
void load_program()
{
#ifdef USE_GLES32
std::string ext_string(reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)));
tessellation_support = ext_string.find(std::string("GL_EXT_tessellation_shader")) !=
std::string::npos;
#else
tessellation_support = false;
#endif
if (!tessellation_support)
{
program.set_simple(OpenGL::compile_program(cube_vertex_2_0, cube_fragment_2_0));
} else
{
#ifdef USE_GLES32
auto id = GL_CALL(glCreateProgram());
GLuint vss, fss, tcs, tes, gss;
vss = OpenGL::compile_shader(cube_vertex_3_2, GL_VERTEX_SHADER);
fss = OpenGL::compile_shader(cube_fragment_3_2, GL_FRAGMENT_SHADER);
tcs = OpenGL::compile_shader(cube_tcs_3_2, GL_TESS_CONTROL_SHADER);
tes = OpenGL::compile_shader(cube_tes_3_2, GL_TESS_EVALUATION_SHADER);
gss = OpenGL::compile_shader(cube_geometry_3_2, GL_GEOMETRY_SHADER);
GL_CALL(glAttachShader(id, vss));
GL_CALL(glAttachShader(id, tcs));
GL_CALL(glAttachShader(id, tes));
GL_CALL(glAttachShader(id, gss));
GL_CALL(glAttachShader(id, fss));
GL_CALL(glLinkProgram(id));
GL_CALL(glUseProgram(id));
GL_CALL(glDeleteShader(vss));
GL_CALL(glDeleteShader(fss));
GL_CALL(glDeleteShader(tcs));
GL_CALL(glDeleteShader(tes));
GL_CALL(glDeleteShader(gss));
program.set_simple(id);
#endif
}
animation.projection = glm::perspective(45.0f, 1.f, 0.1f, 100.f);
}
wf::signal::connection_t<cube_control_signal> on_cube_control = [=] (cube_control_signal *d)
{
rotate_and_zoom_cube(d->angle, d->zoom, d->ease, d->last_frame);
d->carried_out = true;
};
void rotate_and_zoom_cube(double angle, double zoom, double ease,
bool last_frame)
{
if (last_frame)
{
deactivate();
return;
}
if (!activate())
{
return;
}
float offset_z = identity_z_offset + Z_OFFSET_NEAR;
animation.cube_animation.rotation.set(angle, angle);
animation.cube_animation.zoom.set(zoom, zoom);
animation.cube_animation.ease_deformation.set(ease, ease);
animation.cube_animation.offset_y.set(0, 0);
animation.cube_animation.offset_z.set(offset_z, offset_z);
animation.cube_animation.start();
update_view_matrix();
output->render->schedule_redraw();
}
/* Tries to initialize renderer, activate plugin, etc. */
bool activate()
{
if (output->is_plugin_active(grab_interface.name))
{
return true;
}
if (!output->activate_plugin(&grab_interface))
{
return false;
}
wf::get_core().connect(&on_motion_event);
render_node = std::make_shared<cube_render_node_t>(this);
wf::scene::add_front(wf::get_core().scene(), render_node);
output->render->add_effect(&pre_hook, wf::OUTPUT_EFFECT_PRE);
output->render->set_require_depth_buffer(true);
wf::get_core().hide_cursor();
input_grab->grab_input(wf::scene::layer::OVERLAY);
auto wsize = output->wset()->get_workspace_grid_size();
animation.side_angle = 2 * M_PI / float(wsize.width);
identity_z_offset = 0.5 / std::tan(animation.side_angle / 2);
if (wsize.width == 1)
{
// tan(M_PI) is 0, so identity_z_offset is invalid
identity_z_offset = 0.0f;
}
reload_background();
animation.cube_animation.offset_z.set(identity_z_offset + Z_OFFSET_NEAR,
identity_z_offset + Z_OFFSET_NEAR);
return true;
}
int calculate_viewport_dx_from_rotation()
{
float dx = -animation.cube_animation.rotation / animation.side_angle;
return std::floor(dx + 0.5);
}
/* Disable custom rendering and deactivate plugin */
void deactivate()
{
if (!output->is_plugin_active(grab_interface.name))
{
return;
}
wf::scene::remove_child(render_node);
output->render->damage_whole();
render_node = nullptr;
output->render->rem_effect(&pre_hook);
output->render->set_require_depth_buffer(false);
input_grab->ungrab_input();
output->deactivate_plugin(&grab_interface);
wf::get_core().unhide_cursor();
on_motion_event.disconnect();
/* Figure out how much we have rotated and switch workspace */
int size = get_num_faces();
int dvx = calculate_viewport_dx_from_rotation();
auto cws = output->wset()->get_current_workspace();
int nvx = (cws.x + (dvx % size) + size) % size;
output->wset()->set_workspace({nvx, cws.y});
/* We are finished with rotation, make sure the next time cube is used
* it is properly reset */
animation.cube_animation.rotation.set(0, 0);
}
/* Sets attributes target to such values that the cube effect isn't visible,
* i.e towards the starting(or ending) position
*
* It doesn't change rotation because that is different in different cases -
* for example when moved by the keyboard or with a button grab */
void reset_attribs()
{
animation.cube_animation.zoom.restart_with_end(1.0);
animation.cube_animation.offset_z.restart_with_end(
identity_z_offset + Z_OFFSET_NEAR);
animation.cube_animation.offset_y.restart_with_end(0);
animation.cube_animation.ease_deformation.restart_with_end(0);
}
/* Start moving to a workspace to the left/right using the keyboard */
bool move_vp(int dir)
{
if (!activate())
{
return false;
}
/* After the rotation is done, we want to exit cube and focus the target
* workspace */
animation.in_exit = true;
/* Set up rotation target to the next workspace in the given direction,
* and reset other attribs */
reset_attribs();
animation.cube_animation.rotation.restart_with_end(
animation.cube_animation.rotation.end - dir * animation.side_angle);
animation.cube_animation.start();
update_view_matrix();
output->render->schedule_redraw();
return true;
}
/* Initiate with an button grab. */
bool input_grabbed()
{
if (!activate())
{
return false;
}
/* Rotations, offset_y and zoom stay as they are now, as they have been
* grabbed.
* offset_z changes to the default one.
*
* We also need to make sure the cube gets deformed */
animation.in_exit = false;
float current_rotation = animation.cube_animation.rotation;
float current_offset_y = animation.cube_animation.offset_y;
float current_zoom = animation.cube_animation.zoom;
animation.cube_animation.rotation.set(current_rotation, current_rotation);
animation.cube_animation.offset_y.set(current_offset_y, current_offset_y);
animation.cube_animation.offset_z.restart_with_end(
zoom_opt + identity_z_offset + Z_OFFSET_NEAR);
animation.cube_animation.zoom.set(current_zoom, current_zoom);
animation.cube_animation.ease_deformation.restart_with_end(1);
animation.cube_animation.start();
update_view_matrix();
output->render->schedule_redraw();
// Let the button go to the input grab
return false;
}
/* Mouse grab was released */
void input_ungrabbed()
{
animation.in_exit = true;
/* Rotate cube so that selected workspace aligns with the output */
float current_rotation = animation.cube_animation.rotation;
int dvx = calculate_viewport_dx_from_rotation();
animation.cube_animation.rotation.set(current_rotation,
-dvx * animation.side_angle);
/* And reset other attributes, again to align the workspace with the output
* */
reset_attribs();
animation.cube_animation.start();
update_view_matrix();
output->render->schedule_redraw();
}
/* Update the view matrix used in the next frame */
void update_view_matrix()
{
auto zoom_translate = glm::translate(glm::mat4(1.f),
glm::vec3(0.f, 0.f, -animation.cube_animation.offset_z));
auto rotation = glm::rotate(glm::mat4(1.0),
(float)animation.cube_animation.offset_y,
glm::vec3(1., 0., 0.));
auto view = glm::lookAt(glm::vec3(0., 0., 0.),
glm::vec3(0., 0., -animation.cube_animation.offset_z),
glm::vec3(0., 1., 0.));
animation.view = zoom_translate * rotation * view;
}
glm::mat4 output_transform(const wf::render_target_t& target)
{
auto scale = glm::scale(glm::mat4(1.0), {1, -1, 1});
return wf::gles::render_target_gl_to_framebuffer(target) * scale;
}
glm::mat4 calculate_vp_matrix(const wf::render_target_t& dest)
{
float zoom_factor = animation.cube_animation.zoom;
auto scale_matrix = glm::scale(glm::mat4(1.0),
glm::vec3(1. / zoom_factor, 1. / zoom_factor, 1. / zoom_factor));
return output_transform(dest) * animation.projection * animation.view * scale_matrix;
}
/* Calculate the base model matrix for the i-th side of the cube */
glm::mat4 calculate_model_matrix(int i)
{
const float angle =
i * animation.side_angle + animation.cube_animation.rotation;
auto rotation = glm::rotate(glm::mat4(1.0), angle, glm::vec3(0, 1, 0));
double additional_z = 0.0;
// Special case: 2 faces
// In this case, we need to make sure that the two faces are just
// slightly moved away from each other, to avoid artifacts which can
// happen if both sides are touching.
if (get_num_faces() == 2)
{
additional_z = 1e-3;
}
auto translation = glm::translate(glm::mat4(1.0),
glm::vec3(0, 0, identity_z_offset + additional_z));
return rotation * translation;
}
/* Render the sides of the cube, using the given culling mode - cw or ccw */
void render_cube(GLuint front_face, std::vector<wf::auxilliary_buffer_t>& buffers)
{
GL_CALL(glFrontFace(front_face));
static const GLuint indexData[] = {0, 1, 2, 0, 2, 3};
auto cws = output->wset()->get_current_workspace();
for (int i = 0; i < get_num_faces(); i++)
{
int index = (cws.x + i) % get_num_faces();
GL_CALL(glBindTexture(GL_TEXTURE_2D, wf::gles_texture_t::from_aux(buffers[index]).tex_id));
auto model = calculate_model_matrix(i);
program.uniformMatrix4f("model", model);
if (tessellation_support)
{
#ifdef USE_GLES32
GL_CALL(glDrawElements(GL_PATCHES, 6, GL_UNSIGNED_INT, &indexData));
#endif
} else
{
GL_CALL(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT,
&indexData));
}
}
}
void render(const wf::scene::render_instruction_t& data, std::vector<wf::auxilliary_buffer_t>& buffers)
{
data.pass->custom_gles_subpass([&]
{
if (program.get_program_id(wf::TEXTURE_TYPE_RGBA) == 0)
{
load_program();
}
GL_CALL(glClear(GL_DEPTH_BUFFER_BIT));
background->render_frame(data.target, animation);
auto vp = calculate_vp_matrix(data.target);
program.use(wf::TEXTURE_TYPE_RGBA);
GL_CALL(glEnable(GL_DEPTH_TEST));
GL_CALL(glDepthFunc(GL_LESS));
static GLfloat vertexData[] = {
-0.5, 0.5,
0.5, 0.5,
0.5, -0.5,
-0.5, -0.5
};
static GLfloat coordData[] = {
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f
};
program.attrib_pointer("position", 2, 0, vertexData);
program.attrib_pointer("uvPosition", 2, 0, coordData);
program.uniformMatrix4f("VP", vp);
if (tessellation_support)
{
program.uniform1i("deform", use_deform);
program.uniform1i("light", use_light);
program.uniform1f("ease",
animation.cube_animation.ease_deformation);
}
/* We render the cube in two stages, based on winding.
* By using two stages, we ensure that we first render the cube sides
* that are on the back, and then we render those at the front, so we
* don't have to use depth testing and we also can support alpha cube. */
GL_CALL(glEnable(GL_CULL_FACE));
render_cube(GL_CCW, buffers);
render_cube(GL_CW, buffers);
GL_CALL(glDisable(GL_CULL_FACE));
GL_CALL(glDisable(GL_DEPTH_TEST));
program.deactivate();
});
}
wf::effect_hook_t pre_hook = [=] ()
{
update_view_matrix();
wf::scene::damage_node(render_node, render_node->get_bounding_box());
if (animation.cube_animation.running())
{
output->render->schedule_redraw();
} else if (animation.in_exit)
{
deactivate();
}
};
wf::signal::connection_t<wf::input_event_signal<wlr_pointer_motion_event>> on_motion_event =
[=] (wf::input_event_signal<wlr_pointer_motion_event> *ev)
{
pointer_moved(ev->event);
ev->event->delta_x = 0;
ev->event->delta_y = 0;
ev->event->unaccel_dx = 0;
ev->event->unaccel_dy = 0;
};
void pointer_moved(wlr_pointer_motion_event *ev)
{
if (animation.in_exit)
{
return;
}
double xdiff = ev->delta_x;
double ydiff = ev->delta_y * -1.0;
animation.cube_animation.zoom.restart_with_end(
animation.cube_animation.zoom.end);
double current_off_y = animation.cube_animation.offset_y;
double off_y = current_off_y + ydiff * YVelocity;
off_y = wf::clamp(off_y, -1.5, 1.5);
animation.cube_animation.offset_y.set(current_off_y, off_y);
animation.cube_animation.offset_z.restart_with_end(
animation.cube_animation.offset_z.end);
float current_rotation = animation.cube_animation.rotation;
animation.cube_animation.rotation.restart_with_end(
current_rotation + xdiff * XVelocity);
animation.cube_animation.ease_deformation.restart_with_end(
animation.cube_animation.ease_deformation.end);
animation.cube_animation.start();
output->render->schedule_redraw();
}
void pointer_scrolled(double amount)
{
if (animation.in_exit)
{
return;
}
animation.cube_animation.offset_y.restart_with_end(
animation.cube_animation.offset_y.end);
animation.cube_animation.offset_z.restart_with_end(
animation.cube_animation.offset_z.end);
animation.cube_animation.rotation.restart_with_end(
animation.cube_animation.rotation.end);
animation.cube_animation.ease_deformation.restart_with_end(
animation.cube_animation.ease_deformation.end);
float target_zoom = animation.cube_animation.zoom;
float start_zoom = target_zoom;
target_zoom +=
std::min(std::pow(target_zoom, 1.5f), ZOOM_MAX) * amount * ZVelocity;
target_zoom = std::min(std::max(target_zoom, ZOOM_MIN), ZOOM_MAX);
animation.cube_animation.zoom.set(start_zoom, target_zoom);
animation.cube_animation.start();
output->render->schedule_redraw();
}
void fini() override
{
if (output->is_plugin_active(grab_interface.name))
{
deactivate();
}
wf::gles::run_in_context_if_gles([&]
{
program.free_resources();
});
}
};
class wayfire_cube_global : public wf::plugin_interface_t,
public wf::per_output_tracker_mixin_t<wayfire_cube>
{
wf::ipc_activator_t rotate_left{"cube/rotate_left"};
wf::ipc_activator_t rotate_right{"cube/rotate_right"};
wf::ipc_activator_t activate{"cube/activate"};
public:
void init() override
{
if (!wf::get_core().is_gles2())
{
const char *render_type =
wf::get_core().is_vulkan() ? "vulkan" : (wf::get_core().is_pixman() ? "pixman" : "unknown");
LOGE("cube: requires GLES2 support, but current renderer is ", render_type);
return;
}
this->init_output_tracking();
rotate_left.set_handler(rotate_left_cb);
rotate_right.set_handler(rotate_right_cb);
activate.set_handler(activate_cb);
}
void fini() override
{
this->fini_output_tracking();
}
wf::ipc_activator_t::handler_t rotate_left_cb = [=] (wf::output_t *output, wayfire_view)
{
return this->output_instance[output]->move_vp(-1);
};
wf::ipc_activator_t::handler_t rotate_right_cb = [=] (wf::output_t *output, wayfire_view)
{
return this->output_instance[output]->move_vp(+1);
};
wf::ipc_activator_t::handler_t activate_cb = [=] (wf::output_t *output, wayfire_view)
{
return this->output_instance[output]->input_grabbed();
};
};
DECLARE_WAYFIRE_PLUGIN(wayfire_cube_global);
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