[effects] Use shader traits API for vignetting in Logout

This commit is contained in:
Martin Gräßlin 2015-12-01 09:09:03 +01:00
parent 9aeb2f7907
commit af67391710
2 changed files with 13 additions and 13 deletions

View file

@ -29,6 +29,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <math.h> #include <math.h>
#include <QFile>
#include <QtGui/QMatrix4x4> #include <QtGui/QMatrix4x4>
#include <QtGui/QVector2D> #include <QtGui/QVector2D>
@ -185,7 +186,7 @@ void LogoutEffect::paintWindow(EffectWindow* w, int mask, QRegion region, Window
// If we are not blurring then we are not rendering to an FBO // If we are not blurring then we are not rendering to an FBO
if (w == logoutWindow) { if (w == logoutWindow) {
// This is the logout window don't alter it but render our vignetting now // This is the logout window don't alter it but render our vignetting now
renderVignetting(); renderVignetting(data.screenProjectionMatrix());
} else if (logoutWindowPassed) { // Window is in the background, desaturate } else if (logoutWindowPassed) { // Window is in the background, desaturate
data.multiplySaturation((1.0 - progress * 0.2)); data.multiplySaturation((1.0 - progress * 0.2));
} // else ... All other windows are unaltered } // else ... All other windows are unaltered
@ -212,7 +213,7 @@ void LogoutEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
// The logout window has been deleted but we still want to fade out the vignetting, thus // The logout window has been deleted but we still want to fade out the vignetting, thus
// render it on the top of everything if still animating. We don't check if logoutWindow // render it on the top of everything if still animating. We don't check if logoutWindow
// is set as it may still be even if it wasn't rendered. // is set as it may still be even if it wasn't rendered.
renderVignetting(); renderVignetting(data.projectionMatrix());
} else { } else {
GLRenderTarget::pushRenderTarget(blurTarget); GLRenderTarget::pushRenderTarget(blurTarget);
blurTarget->blitFromFramebuffer(); blurTarget->blitFromFramebuffer();
@ -223,7 +224,7 @@ void LogoutEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
renderBlurTexture(); renderBlurTexture();
// Vignetting (Radial gradient with transparent middle and black edges) // Vignetting (Radial gradient with transparent middle and black edges)
renderVignetting(); renderVignetting(data.projectionMatrix());
//-------------------------- //--------------------------
// Render the logout window and all windows on top // Render the logout window and all windows on top
@ -300,12 +301,15 @@ bool LogoutEffect::isLogoutDialog(EffectWindow* w)
return false; return false;
} }
void LogoutEffect::renderVignetting() void LogoutEffect::renderVignetting(const QMatrix4x4 &projection)
{ {
if (!m_vignettingShader) { if (!m_vignettingShader) {
m_vignettingShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::ColorShader, QFile ff(QStandardPaths::locate(QStandardPaths::GenericDataLocation, m_shadersDir + QStringLiteral("vignetting.frag")));
QStandardPaths::locate(QStandardPaths::GenericDataLocation, if (!ff.open(QIODevice::ReadOnly)) {
m_shadersDir + QStringLiteral("vignetting.frag"))); qCDebug(KWINEFFECTS) << "Could not open Vignetting Shader";
return;
}
m_vignettingShader = ShaderManager::instance()->generateCustomShader(ShaderTrait(), QByteArray(), ff.readAll());
if (!m_vignettingShader->isValid()) { if (!m_vignettingShader->isValid()) {
qCDebug(KWINEFFECTS) << "Vignetting Shader failed to load"; qCDebug(KWINEFFECTS) << "Vignetting Shader failed to load";
return; return;
@ -314,12 +318,8 @@ void LogoutEffect::renderVignetting()
// shader broken // shader broken
return; return;
} }
// need to get the projection matrix from the ortho shader for the vignetting shader
QMatrix4x4 projection = ShaderManager::instance()->pushShader(KWin::ShaderManager::SimpleShader)->getUniformMatrix4x4("projection");
ShaderManager::instance()->popShader();
ShaderBinder binder(m_vignettingShader); ShaderBinder binder(m_vignettingShader);
m_vignettingShader->setUniform(KWin::GLShader::ProjectionMatrix, projection); m_vignettingShader->setUniform(KWin::GLShader::ModelViewProjectionMatrix, projection);
m_vignettingShader->setUniform("u_progress", (float)progress * 0.9f); m_vignettingShader->setUniform("u_progress", (float)progress * 0.9f);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

View file

@ -86,7 +86,7 @@ private:
bool canDoPersistent; bool canDoPersistent;
EffectWindowList ignoredWindows; EffectWindowList ignoredWindows;
void renderVignetting(); void renderVignetting(const QMatrix4x4 &projection);
void renderBlurTexture(); void renderBlurTexture();
int frameDelay; int frameDelay;
bool blurSupported, useBlur; bool blurSupported, useBlur;