kwin/effects/backgroundcontrast/contrastshader.cpp

211 lines
6.1 KiB
C++
Raw Normal View History

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
* Copyright 2014 Marco Martin <mart@kde.org>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. if not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "contrastshader.h"
#include <kwineffects.h>
#include <kwinglplatform.h>
#include <QByteArray>
#include <QMatrix4x4>
#include <QTextStream>
#include <QVector2D>
#include <cmath>
using namespace KWin;
ContrastShader::ContrastShader()
: mValid(false), shader(nullptr), m_opacity(1)
{
}
ContrastShader::~ContrastShader()
{
reset();
}
ContrastShader *ContrastShader::create()
{
return new ContrastShader();
}
void ContrastShader::reset()
{
delete shader;
shader = nullptr;
setIsValid(false);
}
void ContrastShader::setOpacity(float opacity)
{
m_opacity = opacity;
ShaderManager::instance()->pushShader(shader);
shader->setUniform(opacityLocation, opacity);
ShaderManager::instance()->popShader();
}
float ContrastShader::opacity() const
{
return m_opacity;
}
void ContrastShader::setColorMatrix(const QMatrix4x4 &matrix)
{
if (!isValid())
return;
ShaderManager::instance()->pushShader(shader);
shader->setUniform(colorMatrixLocation, matrix);
ShaderManager::instance()->popShader();
}
void ContrastShader::setTextureMatrix(const QMatrix4x4 &matrix)
{
if (!isValid())
return;
shader->setUniform(textureMatrixLocation, matrix);
}
void ContrastShader::setModelViewProjectionMatrix(const QMatrix4x4 &matrix)
{
if (!isValid())
return;
shader->setUniform(mvpMatrixLocation, matrix);
}
void ContrastShader::bind()
{
if (!isValid())
return;
ShaderManager::instance()->pushShader(shader);
}
void ContrastShader::unbind()
{
ShaderManager::instance()->popShader();
}
void ContrastShader::init()
{
reset();
const bool gles = GLPlatform::instance()->isGLES();
const bool glsl_140 = !gles && GLPlatform::instance()->glslVersion() >= kVersionNumber(1, 40);
const bool core = glsl_140 || (gles && GLPlatform::instance()->glslVersion() >= kVersionNumber(3, 0));
QByteArray vertexSource;
QByteArray fragmentSource;
const QByteArray attribute = core ? "in" : "attribute";
const QByteArray varying_in = core ? (gles ? "in" : "noperspective in") : "varying";
const QByteArray varying_out = core ? (gles ? "out" : "noperspective out") : "varying";
const QByteArray texture2D = core ? "texture" : "texture2D";
const QByteArray fragColor = core ? "fragColor" : "gl_FragColor";
// Vertex shader
// ===================================================================
QTextStream stream(&vertexSource);
if (gles) {
if (core) {
stream << "#version 300 es\n\n";
}
stream << "precision highp float;\n";
} else if (glsl_140) {
stream << "#version 140\n\n";
}
stream << "uniform mat4 modelViewProjectionMatrix;\n";
stream << "uniform mat4 textureMatrix;\n";
stream << attribute << " vec4 vertex;\n\n";
stream << varying_out << " vec4 varyingTexCoords;\n";
stream << "\n";
stream << "void main(void)\n";
stream << "{\n";
stream << " varyingTexCoords = vec4(textureMatrix * vertex).stst;\n";
stream << " gl_Position = modelViewProjectionMatrix * vertex;\n";
stream << "}\n";
stream.flush();
// Fragment shader
// ===================================================================
QTextStream stream2(&fragmentSource);
if (gles) {
if (core) {
stream2 << "#version 300 es\n\n";
}
stream2 << "precision highp float;\n";
} else if (glsl_140) {
stream2 << "#version 140\n\n";
}
stream2 << "uniform mat4 colorMatrix;\n";
stream2 << "uniform sampler2D sampler;\n";
stream2 << "uniform float opacity;\n";
stream2 << varying_in << " vec4 varyingTexCoords;\n";
if (core)
stream2 << "out vec4 fragColor;\n\n";
stream2 << "void main(void)\n";
stream2 << "{\n";
stream2 << " vec4 tex = " << texture2D << "(sampler, varyingTexCoords.st);\n";
stream2 << " if (opacity >= 1.0) {\n";
stream2 << " " << fragColor << " = tex * colorMatrix;\n";
stream2 << " } else {\n";
stream2 << " " << fragColor << " = tex * (opacity * colorMatrix + (1.0 - opacity) * mat4(1.0));\n";
stream2 << " }\n";
stream2 << "}\n";
stream2.flush();
shader = ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentSource);
if (shader->isValid()) {
colorMatrixLocation = shader->uniformLocation("colorMatrix");
textureMatrixLocation = shader->uniformLocation("textureMatrix");
mvpMatrixLocation = shader->uniformLocation("modelViewProjectionMatrix");
opacityLocation = shader->uniformLocation("opacity");
QMatrix4x4 modelViewProjection;
const QSize screenSize = effects->virtualScreenSize();
modelViewProjection.ortho(0, screenSize.width(), screenSize.height(), 0, 0, 65535);
ShaderManager::instance()->pushShader(shader);
shader->setUniform(colorMatrixLocation, QMatrix4x4());
shader->setUniform(textureMatrixLocation, QMatrix4x4());
shader->setUniform(mvpMatrixLocation, modelViewProjection);
shader->setUniform(opacityLocation, (float)1.0);
ShaderManager::instance()->popShader();
}
setIsValid(shader->isValid());
}