So over the past week and a half, I set out to finally rid freewins of it’s CPU usage due to window rotation. On the day that I tried it out, I found it much harder than I thought it would be. Let’s start with some background first:

Freewins is quite a simple plugin, just get some cursor movement events and rotate and scale some windows around. As you may recall, I added features like scaling, shaping and key-movement a while back. The problem with freewins was that it tells compiz to redraw the entire screen every single time a window is rotated and the screen needs to be updated. Thing is, that we *don’t *need to update the whole screen – usually only a little bit has changed, like a carat blinking on your terminal. Updating parts of the screen has been around in compiz for a while, but freewins hasn’t made use of it until now.

Using some somewhat complicated mathematics and OpenGL code, I’ve managed to get Freewins to update only the necessary areas of the screen by tracking 4 points in 3D, projecting them into 2D and then drawing a box based on those points. The resulting box fully covers the window while transformed in any way and only the window is refreshed, *not* the whole screen.

But it doesn’t stop there! Remember how I added input shaping a while back? Well, it had one big problem. Rotate a window 180 degress in either X or Y and you have this huge input shape blocking your desktop!

*I don’t like it!*

The other side to this problem is that you could *seem* to click on a window, but you’ll click right through it, to the next window – *which you can’t see!* **What happens if it was a hypothetical ‘sudo rm -rf /*’ (Don’t try that at home) button!**

Thankfully, I’ve solved that problem and now the input region is at a somewhat sane size:

That blue region is drawn in real-time.

Where to from here? Well, I’ve got a couple of things on my TODO list, such as

- Auto-Zooming of windows to make them fit their original box
- Better axis-help (3D rotated containment circles)
- Input prevention and better input shaping (looking on shelf and group)

For those who are interested, I’ll post the code if you just read more =)

fww->rTransform = wTransform; CompVector corner1 = { .v = { WIN_OUTPUT_X (w), WIN_OUTPUT_Y (w), 1.0f, 1.0f } }; CompVector corner2 = { .v = { WIN_OUTPUT_X (w) + WIN_OUTPUT_W (w), WIN_OUTPUT_Y (w), 1.0f, 1.0f } }; CompVector corner3 = { .v = { WIN_OUTPUT_X (w), WIN_OUTPUT_Y (w) + WIN_OUTPUT_H (w), 1.0f, 1.0f } }; CompVector corner4 = { .v = { WIN_OUTPUT_X (w) + WIN_OUTPUT_W (w), WIN_OUTPUT_Y (w) + WIN_OUTPUT_H (w), 1.0f, 1.0f } }; /* Here we duplicate some of the work the openGL does * but for different reasons. We have access to the * window's transformation matrix, so we will create * our own matrix and apply the same transformations * to it. From there, we create vectors for each point * that we wish to track and multiply them by this * matrix to give us the rotated / scaled co-ordinates. * From there, we project these co-ordinates onto the flat * screen that we have using the OGL viewport, projection * matrix and model matrix. Projection gives us three * co-ordinates, but we ignore Z and just use X and Y * to store in a surrounding rectangle. We can use this * surrounding rectangle to make things like shaping and * damage a lot more accurate than they used to be. */ matrixGetIdentity (&fww->rTransform); matrixScale (&fww->rTransform, 1.0f, 1.0f, 1.0f / w->screen->width); matrixTranslate(&fww->rTransform, WIN_OUTPUT_X(w) + WIN_OUTPUT_W(w)/2.0, WIN_OUTPUT_Y(w) + WIN_OUTPUT_H(w)/2.0, 0.0); matrixRotate (&fww->rTransform, fww->angX, 1.0f, 0.0f, 0.0f); matrixRotate (&fww->rTransform, fww->angY, 0.0f, 1.0f, 0.0f); matrixRotate (&fww->rTransform, fww->angZ, 0.0f, 0.0f, 1.0f); matrixScale(&fww->rTransform, fww->scaleX, 1.0, 0.0); matrixScale(&fww->rTransform, 1.0, fww->scaleY, 0.0); matrixTranslate(&fww->rTransform, -(WIN_OUTPUT_X(w) + WIN_OUTPUT_W(w)/2.0), -(WIN_OUTPUT_Y(w) + WIN_OUTPUT_H(w)/2.0), 0.0); matrixMultiplyVector(&corner1, &corner1, &fww->rTransform); matrixMultiplyVector(&corner2, &corner2, &fww->rTransform); matrixMultiplyVector(&corner3, &corner3, &fww->rTransform); matrixMultiplyVector(&corner4, &corner4, &fww->rTransform); GLdouble xScreen1, yScreen1, zScreen1; GLdouble xScreen2, yScreen2, zScreen2; GLdouble xScreen3, yScreen3, zScreen3; GLdouble xScreen4, yScreen4, zScreen4; GLint viewport[4]; // Viewport GLdouble modelview[16]; // Modelview Matrix GLdouble projection[16]; // Projection Matrix glGetIntegerv (GL_VIEWPORT, viewport); glGetDoublev (GL_MODELVIEW_MATRIX, modelview); glGetDoublev (GL_PROJECTION_MATRIX, projection); gluProject (corner1.x, corner1.y, corner1.z, modelview, projection, viewport, &xScreen1, &yScreen1, &zScreen1); gluProject (corner2.x, corner2.y, corner2.z, modelview, projection, viewport, &xScreen2, &yScreen2, &zScreen2); gluProject (corner3.x, corner3.y, corner3.z, modelview, projection, viewport, &xScreen3, &yScreen3, &zScreen3); gluProject (corner4.x, corner4.y, corner4.z, modelview, projection, viewport, &xScreen4, &yScreen4, &zScreen4); float leftmost, rightmost, topmost, bottommost; /* Y co-ords must be negated */ yScreen1 = w->screen->height - yScreen1; yScreen2 = w->screen->height - yScreen2; yScreen3 = w->screen->height - yScreen3; yScreen4 = w->screen->height - yScreen4; /* Left most point */ leftmost = xScreen1; if (xScreen2 <= leftmost) leftmost = xScreen2; if (xScreen3 <= leftmost) leftmost = xScreen3; if (xScreen4 <= leftmost) leftmost = xScreen4; /* Right most point */ rightmost = xScreen1; if (xScreen2 >= rightmost) rightmost = xScreen2; if (xScreen3 >= rightmost) rightmost = xScreen3; if (xScreen4 >= rightmost) rightmost = xScreen4; /* Top most point */ topmost = yScreen1; if (yScreen2 <= topmost) topmost = yScreen2; if (yScreen3 <= topmost) topmost = yScreen3; if (yScreen4 <= topmost) topmost = yScreen4; /* Bottom most point */ bottommost = yScreen1; if (yScreen2 >= bottommost) bottommost = yScreen2; if (yScreen3 >= bottommost) bottommost = yScreen3; if (yScreen4 >= bottommost) bottommost = yScreen4; fww->rect.x1 = leftmost; fww->rect.y1 = topmost; fww->rect.x2 = rightmost; fww->rect.y2 = bottommost;

Wouldn’t it be nice to enable compiz to take advantage of the stencil buffer in terms of damaging? So if you want to call damage you paint the window into the stencil buffer as well and tell compiz to only damage the region marked in the stencil buffer… or sth like that, my knowledge of openGL and compiz internals is limited 😉

Where we tonight shall camp?….The top blogs of the day. the newest report , see and reply me some comments. Thanks.