Martin Gräßlin
ad070909a3
Reflection plane in Coverswitch and GLES
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CoverSwitch uses new concept of combining a custom fragment shader with the
built-in generic vertex shader. This shader is used to render the reflection
plane on top of the reflected windows.
The fragment shader uses two uniform colors for front and back and interpolates
between them based on the texcoords (which are not used for texture lookup).
The reflection plane vertices could be buffered.
2011-01-30 14:12:02 +01:00
Martin Gräßlin
a4e4752109
Combine built-in vertex with custom fragment shader
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ShaderManager supports a new concept to load just a fragment shader from file
and use a built-in shader for the vertex shader. This allows an effect to use
a custom fragment shader.
2011-01-30 14:12:02 +01:00
Martin Gräßlin
054c8a62a6
Reflected windows in coverswitch
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Reflection plane is still missing
On special request I added showing the reflected windows during the animation when the shader is used
2011-01-30 14:12:02 +01:00
Martin Gräßlin
ec1ec18260
Bring back some configuration interfaces
2011-01-30 14:12:02 +01:00
Martin Gräßlin
82b8faadab
Welcome back Cube effect
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Currently working:
* cube slide
* basic cube
* rotations
* reflections
Not working:
* Cube Inside effects
* Reflection plane (needs to be done in a shader)
* cube caps
* sphere/cylinder
* filled in areas in multi desktop
2011-01-30 14:12:01 +01:00
Martin Gräßlin
9cfdeb1e2d
Set always window transformaton to generic shader
2011-01-30 14:12:01 +01:00
Martin Gräßlin
1ba818044f
Read a matrix uniform back from shader.
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Might require additions to kwinglutils_func in desktop profile
2011-01-30 14:12:01 +01:00
Martin Gräßlin
33dff065fc
MouseMark ported to GLES
2011-01-30 14:12:01 +01:00
Martin Gräßlin
18814c66a3
Coverswitch works on GLES.
...
No multi-screen, no reflections yet
2011-01-30 14:12:01 +01:00
Martin Gräßlin
5dfa8becb5
FlipSwitch ported to GLES.
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Multi-screen mode not yet included
2011-01-30 14:12:01 +01:00
Martin Gräßlin
cab9154723
Simple vertex shaders use projection matrix and offset
2011-01-30 14:12:01 +01:00
Martin Gräßlin
5f9b75b0c0
All KCMs build again
2011-01-30 14:12:01 +01:00
Martin Gräßlin
c24fa39acb
CompositingPrefs work with EGL
2011-01-30 14:12:01 +01:00
Martin Gräßlin
5c6e32eaed
GLPlatform compiles on EGL
2011-01-30 14:12:01 +01:00
Martin Gräßlin
69044f10c5
GLShader appends the ES specific commands to the shaders
2011-01-30 14:12:01 +01:00
Martin Gräßlin
e4b26daef5
And use shared VBO for windows
2011-01-30 14:12:00 +01:00
Martin Gräßlin
a7dd31ef00
Use shared VBO for paintBackground
2011-01-30 14:12:00 +01:00
Martin Gräßlin
6cb3b95cc1
ResizeEffect uses shared VBO
2011-01-30 14:12:00 +01:00
Martin Gräßlin
17032c66f8
SnapHelper uses shared VBO
2011-01-30 14:12:00 +01:00
Martin Gräßlin
ecc4f83c09
ShowPaint uses the shared buffer
2011-01-30 14:12:00 +01:00
Martin Gräßlin
45f42cdea9
Adding a shared VBO for streaming data.
2011-01-30 14:12:00 +01:00
Martin Gräßlin
a352a0e6a8
Remove implemented TODO marker
2011-01-30 14:12:00 +01:00
Martin Gräßlin
910ba17444
VBO uses ShaderManager to get current bound shader
2011-01-30 14:12:00 +01:00
Martin Gräßlin
753df55973
Set Color as a uniform
2011-01-30 14:12:00 +01:00
Martin Gräßlin
d2cfeef8ae
Scene uses ShaderManager
2011-01-30 14:12:00 +01:00
Martin Gräßlin
e2e4fe54ba
Effects ported to GLES use ShaderManager
2011-01-30 14:12:00 +01:00
Martin Gräßlin
3c6e7309f2
New ShaderManager
...
The ShaderManager provides the built-in shaders for scene and effects.
Scene and effects can simply push one of those built-in shaders or a
custom one on a stack ensuring that the previously bound shader will be
rebound when the shader is poped again.
The class will be extended to not only have built-in shaders but also to
load custom shaders and being the only way to bind a shader at all.
2011-01-30 14:11:59 +01:00
Martin Gräßlin
1911a81cd7
Trackmouse ported to GLES
2011-01-30 14:11:59 +01:00
Martin Gräßlin
91f7a70e4f
Snaphelper ported to GLES
2011-01-30 14:11:59 +01:00
Martin Gräßlin
db4c81993a
Zoom effect ported to GLES
2011-01-30 14:11:59 +01:00
Martin Gräßlin
5c22ffb5f2
Resize effect ported to GLES
2011-01-30 14:11:59 +01:00
Martin Gräßlin
0011a30f5c
ShowPaint effect ported to GLES
2011-01-30 14:11:59 +01:00
Martin Gräßlin
a182744648
Fix color rendering
2011-01-30 14:11:59 +01:00
Martin Gräßlin
7d37977558
Boxswitch does not use GL
2011-01-30 14:11:59 +01:00
Martin Gräßlin
dec532245b
Add some OpenGL effects not depending on GL
2011-01-30 14:11:59 +01:00
Martin Gräßlin
9bbb852f0c
Resolve EGL and GLES function pointers
2011-01-30 14:11:59 +01:00
Martin Gräßlin
70fefbbbae
Adding an initEGL method and check for required extension
2011-01-30 14:11:59 +01:00
Martin Gräßlin
d12c4e58fd
Support new translate for textures
2011-01-30 14:11:58 +01:00
Martin Gräßlin
e5932ff214
Make it compile again after rebasing on current trunk
2011-01-30 14:11:58 +01:00
Martin Gräßlin
6da912ba9e
Remove kcms depending on GLPlatform
2011-01-30 14:11:58 +01:00
Martin Gräßlin
c20adefb82
Less warnings please
2011-01-30 14:11:58 +01:00
Martin Gräßlin
2703a23abf
Use color shader to render the background
2011-01-30 14:11:58 +01:00
Martin Gräßlin
ae95ab0c43
Adding color to VBO.
...
A color can be specified to render the geometry of the VBO.
For legacy painting glColor is used, for shader a uniform is set.
In order to allow rendering without texcoords, it is possible to pass
a null pointer as texcoords.
Shader added to scene which just renders a colored geometry without texturing.
2011-01-30 14:11:58 +01:00
Martin Gräßlin
979490c134
Adding an option to enable building for mobile.
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Needs a change to workspace CMakeLists.txt
2011-01-30 14:11:58 +01:00
Martin Gräßlin
f925352e73
Don't crash if scene shader is not available
2011-01-30 14:11:58 +01:00
Martin Gräßlin
d31c00ed0e
Better CMake detection for building ES or desktop
2011-01-30 14:11:58 +01:00
Martin Gräßlin
6bad079628
Fix typo
2011-01-30 14:11:58 +01:00
Martin Gräßlin
9b37fc580d
Support screen transformations in ES.
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paintGenericScreen should be merged back to scene_opengl
2011-01-30 14:11:58 +01:00
Martin Gräßlin
ae81f23fbc
Building effects on ES.
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Only effects using OpenGL are excluded
2011-01-30 14:11:57 +01:00
Martin Gräßlin
eb7d06d22f
Adding a generic scene shader able to handle transformation
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Currently only window transformations are supported.
2011-01-30 14:11:57 +01:00