From 50e19e2cbc97e511f8dbd36fddb1ea0cf85ce636 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Fredrik=20H=C3=B6glund?= Date: Thu, 10 Feb 2011 21:36:24 +0100 Subject: [PATCH] kwin: Simplify ShaderManager::resetShader() --- lib/kwinglutils.cpp | 87 +++++++++++++++++++++------------------------ 1 file changed, 41 insertions(+), 46 deletions(-) diff --git a/lib/kwinglutils.cpp b/lib/kwinglutils.cpp index 115705cb9a..7e6228e29c 100644 --- a/lib/kwinglutils.cpp +++ b/lib/kwinglutils.cpp @@ -1283,66 +1283,61 @@ void ShaderManager::initShaders() void ShaderManager::resetShader(ShaderType type) { // resetShader is either called from init or from push, we know that a built-in shader is bound + const QMatrix4x4 identity; + + QMatrix4x4 projection; + QMatrix4x4 modelView; + GLShader *shader = getBoundShader(); + switch(type) { - case SimpleShader: { - QMatrix4x4 projection; + case SimpleShader: projection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535); - shader->setUniform(GLShader::ProjectionMatrix, projection); - shader->setUniform(GLShader::Offset, QVector2D(0, 0)); - shader->setUniform("debug", 0); - shader->setUniform("sample", 0); - // TODO: has to become textureSize - shader->setUniform(GLShader::TextureWidth, 1.0f); - shader->setUniform(GLShader::TextureHeight, 1.0f); - // TODO: has to become colorManiuplation - shader->setUniform(GLShader::Opacity, 1.0f); - shader->setUniform(GLShader::Brightness, 1.0f); - shader->setUniform(GLShader::Saturation, 1.0f); - shader->setUniform(GLShader::AlphaToOne, 0); break; - } + case GenericShader: { - shader->setUniform("debug", 0); - shader->setUniform("sample", 0); - QMatrix4x4 projection; - float fovy = 60.0f; + // Set up the projection matrix + 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 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; projection.frustum(xmin, xmax, ymin, ymax, zNear, zFar); - shader->setUniform(GLShader::ProjectionMatrix, projection); - QMatrix4x4 modelview; + + // Set up the model-view matrix float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax; - modelview.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1); - modelview.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001); - shader->setUniform(GLShader::ModelViewMatrix, modelview); - const QMatrix4x4 identity; - shader->setUniform(GLShader::ScreenTransformation, identity); - shader->setUniform(GLShader::WindowTransformation, identity); - // TODO: has to become textureSize - shader->setUniform(GLShader::TextureWidth, 1.0f); - shader->setUniform(GLShader::TextureHeight, 1.0f); - // TODO: has to become colorManiuplation - shader->setUniform(GLShader::Opacity, 1.0f); - shader->setUniform(GLShader::Brightness, 1.0f); - shader->setUniform(GLShader::Saturation, 1.0f); - shader->setUniform(GLShader::AlphaToOne, 0); + modelView.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1); + modelView.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001); break; } - case ColorShader: { - QMatrix4x4 projection; + + case ColorShader: projection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535); - shader->setUniform(GLShader::ProjectionMatrix, projection); - shader->setUniform(GLShader::Offset, QVector2D(0, 0)); shader->setUniform("geometryColor", QVector4D(0, 0, 0, 1)); break; } - } + + //shader->setUniform("debug", 0); + shader->setUniform("sample", 0); + + shader->setUniform(GLShader::ProjectionMatrix, projection); + shader->setUniform(GLShader::ModelViewMatrix, modelView); + shader->setUniform(GLShader::ScreenTransformation, identity); + shader->setUniform(GLShader::WindowTransformation, identity); + + shader->setUniform(GLShader::Offset, QVector2D(0, 0)); + + shader->setUniform(GLShader::Opacity, 1.0f); + shader->setUniform(GLShader::Brightness, 1.0f); + shader->setUniform(GLShader::Saturation, 1.0f); + shader->setUniform(GLShader::AlphaToOne, 0); + + // TODO: has to become textureSize + shader->setUniform(GLShader::TextureWidth, 1.0f); + shader->setUniform(GLShader::TextureHeight, 1.0f); } /*** GLRenderTarget ***/