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--- a/plugins/cube/cube.cpp
+++ b/plugins/cube/cube.cpp
@@ -412,7 +412,7 @@
wf_cube_animation_attribs animation{runtime_duration};
// Keep added state local: resident Cube libraries export the original
// animation attributes, whose layout must remain compatible on reload.
- timed_transition_t row_rotation{animation.cube_animation};
+ timed_transition_t row_translation{animation.cube_animation};
void start_animation(int duration_limit_ms = -1)
{
@@ -469,17 +469,6 @@
return output->wset()->get_workspace_grid_size().width;
}
- static float row_side_angle(int rows)
- {
- // Rows span at most half a turn, like latitudes from pole to pole.
- return M_PI / std::max(2, rows - 1);
- }
-
- static float row_z_offset(int rows)
- {
- return 0.5 / std::tan(row_side_angle(rows) / 2);
- }
-
bool refresh_cube_geometry()
{
auto grid = output->wset()->get_workspace_grid_size();
@@ -489,7 +478,7 @@
return false;
}
- float old_offset = vertical_transition ? row_z_offset(geometry_rows) : identity_z_offset;
+ float old_offset = identity_z_offset;
animation.side_angle = 2 * M_PI / float(faces);
identity_z_offset = faces == 1 ? 0.0f :
0.5 / std::tan(animation.side_angle / 2);
@@ -497,8 +486,7 @@
{
// Preserve the camera's distance from the cube when a new
// workspace count changes its radius.
- float new_offset = vertical_transition ? row_z_offset(grid.height) : identity_z_offset;
- float offset = animation.cube_animation.offset_z + new_offset - old_offset;
+ float offset = animation.cube_animation.offset_z + identity_z_offset - old_offset;
animation.cube_animation.offset_z.set(offset, offset);
}
@@ -512,7 +500,7 @@
if (vertical_transition)
{
vertical_transition = false;
- row_rotation.set(0, 0);
+ row_translation.set(0, 0);
animation.cube_animation.offset_z.set(identity_z_offset + Z_OFFSET_NEAR,
identity_z_offset + Z_OFFSET_NEAR);
rebuild_cube_render_node();
@@ -678,12 +666,13 @@
fixed_view = nullptr;
}
- const float previous_pitch = vertical_transition ?
- float(row_rotation) : 0.0f;
+ const float previous_offset = vertical_transition ?
+ float(row_translation) : 0.0f;
vertical_transition = delta.y != 0;
- const int rows = output->wset()->get_workspace_grid_size().height;
- row_rotation.set(
- vertical_transition ? previous_pitch + delta.y * row_side_angle(rows) : 0.0f, 0.0f);
+ // Rows are stacked upright. Preserve the visible position when a
+ // second key press reverses or continues an unfinished transition.
+ row_translation.set(
+ vertical_transition ? previous_offset + delta.y : 0.0f, 0.0f);
workspace_animation_anchor = anchor_workspace;
fixed_workspace_view = fixed_view;
@@ -692,8 +681,8 @@
animation.in_exit = false;
animation.cube_animation.zoom.set(1.0, 1.0);
- const float radius = vertical_transition ? row_z_offset(rows) : identity_z_offset;
- animation.cube_animation.offset_z.set(radius + Z_OFFSET_NEAR, radius + Z_OFFSET_NEAR);
+ animation.cube_animation.offset_z.set(identity_z_offset + Z_OFFSET_NEAR,
+ identity_z_offset + Z_OFFSET_NEAR);
animation.cube_animation.offset_y.set(0, 0);
animation.cube_animation.ease_deformation.set(0, 0);
@@ -1026,7 +1015,7 @@
fixed_workspace_view = nullptr;
workspace_animation_anchor.reset();
vertical_transition = false;
- row_rotation.set(0, 0);
+ row_translation.set(0, 0);
clear_fixed_workspace_overlay();
clear_unused_fixed_top_node();
release_cube_input();
@@ -1259,21 +1248,12 @@
static const GLuint indexData[] = {0, 1, 2, 0, 2, 3};
auto cws = output->wset()->get_current_workspace();
- const int count = vertical_transition ? (int)buffers.size() : get_num_faces();
+ const int count = get_num_faces();
for (int i = 0; i < count; i++)
{
- int index = vertical_transition ? i : (cws.x + i) % get_num_faces();
+ 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);
- if (vertical_transition)
- {
- const int rows = output->wset()->get_workspace_grid_size().height;
- const float angle = -((i - cws.y) * row_side_angle(rows) +
- row_rotation);
- model = glm::rotate(glm::mat4(1.0), angle, glm::vec3(1, 0, 0)) *
- glm::translate(glm::mat4(1.0), glm::vec3(0, 0, row_z_offset(rows)));
- }
- program.uniformMatrix4f("model", model);
+ program.uniformMatrix4f("model", calculate_model_matrix(i));
if (tessellation_support)
{
@@ -1288,8 +1268,42 @@
}
}
+ void render_vertical_rows(const wf::scene::render_instruction_t& data,
+ std::vector<wf::auxilliary_buffer_t>& buffers)
+ {
+ const auto size = wf::dimensions(output->get_relative_geometry());
+ const int current_row = output->wset()->get_current_workspace().y;
+ // Round the shared offset once so adjacent rows meet without gaps.
+ const int offset = std::lround(float(row_translation) * size.height);
+ data.pass->custom_gles_subpass([&]
+ {
+ wf::gles::for_each_scissor_rect(data.target, data.damage, [&]
+ {
+ for (int i = 0; i < (int)buffers.size(); i++)
+ {
+ const int y = (i - current_row) * size.height + offset;
+ if ((y >= size.height) || (y + size.height <= 0))
+ {
+ continue;
+ }
+
+ // Translate full-size workspace textures. No pitch, face
+ // rotation, perspective scaling, or row wrapping.
+ OpenGL::render_texture(wf::gles_texture_t::from_aux(buffers[i]),
+ data.target, {0.0, double(y), double(size.width), double(size.height)});
+ }
+ });
+ });
+ }
+
void render(const wf::scene::render_instruction_t& data, std::vector<wf::auxilliary_buffer_t>& buffers)
{
+ if (vertical_transition)
+ {
+ render_vertical_rows(data, buffers);
+ return;
+ }
+
data.pass->custom_gles_subpass([&]
{
if (program.get_program_id(wf::TEXTURE_TYPE_RGBA) == 0)
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