LookingGlass ported to GLES.
LookingGlass does not inherit ShaderEffect any more and uses just a fragment shader. It still renders to a FBO, this could probably be improved.
This commit is contained in:
parent
75e926a6d7
commit
863726a085
7 changed files with 158 additions and 59 deletions
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@ -93,6 +93,7 @@ if( KWIN_HAVE_OPENGL_COMPOSITING )
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include( cube/CMakeLists.txt )
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include( flipswitch/CMakeLists.txt )
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include( glide/CMakeLists.txt )
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include( lookingglass/CMakeLists.txt )
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include( magnifier/CMakeLists.txt )
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include( mousemark/CMakeLists.txt )
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include( screenshot/CMakeLists.txt )
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@ -106,7 +107,6 @@ if( KWIN_HAVE_OPENGL_COMPOSITING AND NOT KWIN_HAVE_OPENGLES_COMPOSITING )
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include( blur/CMakeLists.txt )
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include( explosion/CMakeLists.txt )
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include( invert/CMakeLists.txt )
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include( lookingglass/CMakeLists.txt )
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include( sharpen/CMakeLists.txt )
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include( snow/CMakeLists.txt )
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endif( KWIN_HAVE_OPENGL_COMPOSITING AND NOT KWIN_HAVE_OPENGLES_COMPOSITING )
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@ -44,6 +44,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "cube/cubeslide_config.h"
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#include "flipswitch/flipswitch_config.h"
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#include "glide/glide_config.h"
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#include "lookingglass/lookingglass_config.h"
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#include "magnifier/magnifier_config.h"
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#include "mousemark/mousemark_config.h"
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#include "trackmouse/trackmouse_config.h"
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@ -51,7 +52,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef KWIN_HAVE_OPENGLES
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#include "blur/blur_config.h"
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#include "invert/invert_config.h"
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#include "lookingglass/lookingglass_config.h"
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#include "sharpen/sharpen_config.h"
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#include "snow/snow_config.h"
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#endif
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@ -86,6 +86,7 @@ KWIN_EFFECT_CONFIG_MULTIPLE( builtins,
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KWIN_EFFECT_CONFIG_SINGLE( cubeslide, CubeSlideEffectConfig )
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KWIN_EFFECT_CONFIG_SINGLE( flipswitch, FlipSwitchEffectConfig )
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KWIN_EFFECT_CONFIG_SINGLE( glide, GlideEffectConfig )
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KWIN_EFFECT_CONFIG_SINGLE( lookingglass, LookingGlassEffectConfig )
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KWIN_EFFECT_CONFIG_SINGLE( magnifier, MagnifierEffectConfig )
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KWIN_EFFECT_CONFIG_SINGLE( mousemark, MouseMarkEffectConfig )
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KWIN_EFFECT_CONFIG_SINGLE( trackmouse, TrackMouseEffectConfig )
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@ -93,7 +94,6 @@ KWIN_EFFECT_CONFIG_MULTIPLE( builtins,
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#ifndef KWIN_HAVE_OPENGLES
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KWIN_EFFECT_CONFIG_SINGLE( blur, BlurEffectConfig )
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KWIN_EFFECT_CONFIG_SINGLE( invert, InvertEffectConfig )
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KWIN_EFFECT_CONFIG_SINGLE( lookingglass, LookingGlassEffectConfig )
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KWIN_EFFECT_CONFIG_SINGLE( sharpen, SharpenEffectConfig )
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KWIN_EFFECT_CONFIG_SINGLE( snow, SnowEffectConfig )
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#endif
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@ -14,7 +14,6 @@ install( FILES
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# Data files
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install( FILES
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lookingglass/data/lookingglass.frag
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lookingglass/data/lookingglass.vert
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DESTINATION ${DATA_INSTALL_DIR}/kwin )
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#######################################
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@ -1,33 +1,25 @@
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uniform sampler2D sceneTex;
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uniform float textureWidth;
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uniform float textureHeight;
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uniform float cursorX;
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uniform float cursorY;
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uniform float zoom;
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uniform float radius;
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uniform sampler2D sample;
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uniform vec2 u_cursor;
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uniform float u_zoom;
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uniform float u_radius;
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uniform vec2 u_textureSize;
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varying vec2 varyingTexCoords;
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#define PI 3.14159
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// Converts pixel coordinates to texture coordinates
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vec2 pix2tex(vec2 pix)
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{
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return vec2(pix.x / textureWidth, 1.0 - pix.y / textureHeight);
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}
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void main()
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{
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vec2 texcoord = gl_TexCoord[0].xy;
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float dx = cursorX - texcoord.x;
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float dy = cursorY - texcoord.y;
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float dist = sqrt(dx*dx + dy*dy);
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if(dist < radius)
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{
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float disp = sin(dist / radius * PI) * (zoom - 1.0) * 20.0;
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texcoord.x += dx / dist * disp;
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texcoord.y += dy / dist * disp;
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vec2 d = u_cursor - varyingTexCoords;
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float dist = sqrt(d.x*d.x + d.y*d.y);
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vec2 texcoord = varyingTexCoords;
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if (dist < u_radius) {
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float disp = sin(dist / u_radius * PI) * (u_zoom - 1.0) * 20.0;
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texcoord += d / dist * disp;
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}
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gl_FragColor = texture2D(sceneTex, pix2tex(texcoord));
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texcoord = texcoord/u_textureSize;
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texcoord.t = 1.0 - texcoord.t;
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gl_FragColor = texture2D(sample, texcoord);
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}
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@ -1,6 +0,0 @@
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void main()
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{
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gl_TexCoord[0].xy = gl_Vertex.xy;
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gl_Position = ftransform();
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}
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@ -28,6 +28,9 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <kconfiggroup.h>
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#include <klocale.h>
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#include <kdebug.h>
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#include <KDE/KGlobal>
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#include <KDE/KStandardDirs>
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#include <QVector2D>
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#include <kmessagebox.h>
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@ -35,15 +38,21 @@ namespace KWin
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{
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KWIN_EFFECT( lookingglass, LookingGlassEffect )
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KWIN_EFFECT_SUPPORTED( lookingglass, ShaderEffect::supported() )
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KWIN_EFFECT_SUPPORTED( lookingglass, LookingGlassEffect::supported() )
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LookingGlassEffect::LookingGlassEffect() : QObject(), ShaderEffect("lookingglass")
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LookingGlassEffect::LookingGlassEffect()
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: QObject()
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, zoom( 1.0f )
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, target_zoom( 1.0f )
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, polling( false )
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, m_texture( NULL )
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, m_fbo( NULL )
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, m_vbo( NULL )
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, m_shader( NULL )
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, m_enabled( false )
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, m_valid( false )
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{
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zoom = 1.0f;
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target_zoom = 1.0f;
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polling = false;
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actionCollection = new KActionCollection( this );
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actionCollection->setConfigGlobal(true);
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actionCollection->setConfigGroup("LookingGlass");
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@ -60,8 +69,19 @@ LookingGlassEffect::LookingGlassEffect() : QObject(), ShaderEffect("lookingglass
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LookingGlassEffect::~LookingGlassEffect()
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{
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delete m_texture;
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delete m_fbo;
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delete m_shader;
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delete m_vbo;
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}
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bool LookingGlassEffect::supported()
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{
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return GLRenderTarget::supported() &&
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GLShader::fragmentShaderSupported() &&
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(effects->compositingType() == OpenGLCompositing);
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}
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void LookingGlassEffect::reconfigure( ReconfigureFlags )
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{
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KConfigGroup conf = EffectsHandler::effectConfig("LookingGlass");
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@ -69,8 +89,61 @@ void LookingGlassEffect::reconfigure( ReconfigureFlags )
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radius = initialradius;
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kDebug(1212) << QString("Radius from config: %1").arg(radius) << endl;
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actionCollection->readSettings();
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m_valid = loadData();
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}
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bool LookingGlassEffect::loadData()
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{
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// If NPOT textures are not supported, use nearest power-of-two sized
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// texture. It wastes memory, but it's possible to support systems without
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// NPOT textures that way
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int texw = displayWidth();
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int texh = displayHeight();
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if (!GLTexture::NPOTTextureSupported()) {
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kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
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texw = nearestPowerOfTwo(texw);
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texh = nearestPowerOfTwo(texh);
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}
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// Create texture and render target
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m_texture = new GLTexture(texw, texh);
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m_texture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
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m_texture->setWrapMode(GL_CLAMP_TO_EDGE);
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m_fbo = new GLRenderTarget(m_texture);
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if (!m_fbo->valid()) {
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return false;
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}
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const QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/lookingglass.frag");
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m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, fragmentshader);
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if (m_shader->isValid()) {
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ShaderManager::instance()->pushShader(m_shader);
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m_shader->setUniform("u_textureSize", QVector2D(displayWidth(), displayHeight()));
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ShaderManager::instance()->popShader();
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} else {
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kError(1212) << "The shader failed to load!" << endl;
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return false;
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}
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m_vbo = new GLVertexBuffer(GLVertexBuffer::Static);
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QVector<float> verts;
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QVector<float> texcoords;
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texcoords << displayWidth() << 0.0;
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verts << displayWidth() << 0.0;
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texcoords << 0.0 << 0.0;
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verts << 0.0 << 0.0;
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texcoords << 0.0 << displayHeight();
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verts << 0.0 << displayHeight();
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texcoords << 0.0 << displayHeight();
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verts << 0.0 << displayHeight();
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texcoords << displayWidth() << displayHeight();
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verts << displayWidth() << displayHeight();
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texcoords << displayWidth() << 0.0;
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verts << displayWidth() << 0.0;
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m_vbo->setData(6, 2, verts.constData(), texcoords.constData());
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return true;
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}
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void LookingGlassEffect::toggle()
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{
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if( target_zoom == 1.0f )
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polling = true;
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effects->startMousePolling();
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}
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setEnabled( true );
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m_enabled = true;
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}
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else
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{
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polling = false;
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effects->stopMousePolling();
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}
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setEnabled( false );
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m_enabled = false;
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}
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}
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void LookingGlassEffect::zoomIn()
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{
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target_zoom = qMin(7.0, target_zoom + 0.5);
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setEnabled( true );
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m_enabled = true;
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if( !polling )
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{
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polling = true;
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if( target_zoom < 1 )
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{
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target_zoom = 1;
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setEnabled( false );
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m_enabled = false;
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if( polling )
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{
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polling = false;
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@ -135,34 +208,60 @@ void LookingGlassEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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kDebug(1212) << "zoom is now " << zoom;
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radius = qBound((double)initialradius, initialradius * zoom, 3.5*initialradius);
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if( zoom > 1.0f )
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{
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shader()->bind();
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shader()->setUniform("zoom", (float)zoom);
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shader()->setUniform("radius", (float)radius);
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shader()->unbind();
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}
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else
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{
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setEnabled( false );
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if( zoom <= 1.0f ) {
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m_enabled = false;
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}
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effects->addRepaint( cursorPos().x() - radius, cursorPos().y() - radius, 2*radius, 2*radius );
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}
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if (m_valid && m_enabled) {
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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// Start rendering to texture
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effects->pushRenderTarget(m_fbo);
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checkGLError("push Render Target");
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}
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ShaderEffect::prePaintScreen( data, time );
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effects->prePaintScreen( data, time );
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}
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void LookingGlassEffect::mouseChanged( const QPoint& pos, const QPoint& old, Qt::MouseButtons,
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Qt::MouseButtons, Qt::KeyboardModifiers, Qt::KeyboardModifiers )
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{
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if( pos != old && isEnabled() )
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if( pos != old && m_enabled )
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{
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effects->addRepaint( pos.x() - radius, pos.y() - radius, 2*radius, 2*radius );
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effects->addRepaint( old.x() - radius, old.y() - radius, 2*radius, 2*radius );
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}
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}
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void LookingGlassEffect::postPaintScreen()
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{
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// Call the next effect.
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effects->postPaintScreen();
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if (m_valid && m_enabled) {
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// Disable render texture
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checkGLError("Before Pop Render Target");
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GLRenderTarget* target = effects->popRenderTarget();
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checkGLError("Pop Render Target");
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assert( target == m_fbo );
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Q_UNUSED( target );
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m_texture->bind();
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checkGLError("Bind Texture");
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// Use the shader
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ShaderManager::instance()->pushShader(m_shader);
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m_shader->setUniform("u_zoom", (float)zoom);
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m_shader->setUniform("u_radius", (float)radius);
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checkGLError("Bind Shader");
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m_shader->setUniform("u_cursor", QVector2D(cursorPos().x(), cursorPos().y()));
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m_vbo->render(GL_TRIANGLES);
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checkGLError("Render VBO");
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ShaderManager::instance()->popShader();
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checkGLError("Pop Shader");
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m_texture->unbind();
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}
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}
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} // namespace
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#include "lookingglass.moc"
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@ -22,17 +22,22 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef KWIN_LOOKINGGLASS_H
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#define KWIN_LOOKINGGLASS_H
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#include <kwinshadereffect.h>
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#include <kwineffects.h>
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class KActionCollection;
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namespace KWin
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{
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class GLRenderTarget;
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class GLShader;
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class GLTexture;
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class GLVertexBuffer;
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/**
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* Enhanced magnifier
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**/
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class LookingGlassEffect : public QObject, public ShaderEffect
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class LookingGlassEffect : public QObject, public Effect
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{
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Q_OBJECT
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public:
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@ -45,6 +50,9 @@ class LookingGlassEffect : public QObject, public ShaderEffect
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Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers oldmodifiers );
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virtual void prePaintScreen( ScreenPrePaintData& data, int time );
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virtual void postPaintScreen();
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static bool supported();
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public slots:
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void toggle();
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@ -52,12 +60,19 @@ class LookingGlassEffect : public QObject, public ShaderEffect
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void zoomOut();
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private:
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bool loadData();
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double zoom;
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double target_zoom;
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bool polling; // Mouse polling
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int radius;
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int initialradius;
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KActionCollection* actionCollection;
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GLTexture *m_texture;
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GLRenderTarget *m_fbo;
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GLVertexBuffer *m_vbo;
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GLShader *m_shader;
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bool m_enabled;
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bool m_valid;
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};
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} // namespace
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Reference in a new issue