/* * Copyright © 2010 Fredrik Höglund * Copyright 2014 Marco Martin * * 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 #include #include #include #include #include #include using namespace KWin; ContrastShader::ContrastShader() : mValid(false), shader(NULL), m_opacity(1) { } ContrastShader::~ContrastShader() { reset(); } ContrastShader *ContrastShader::create() { if (ContrastShader::supported()) { return new ContrastShader(); } return NULL; } void ContrastShader::reset() { delete shader; shader = NULL; setIsValid(false); } bool ContrastShader::supported() { if (!GLPlatform::instance()->supports(GLSL)) return false; (void) glGetError(); // Clear the error state if (glGetError() != GL_NO_ERROR) return false; return true; } 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(); #ifdef KWIN_HAVE_OPENGLES const bool glsl_140 = false; #else const bool glsl_140 = GLPlatform::instance()->glslVersion() >= kVersionNumber(1, 40); #endif QByteArray vertexSource; QByteArray fragmentSource; const QByteArray attribute = glsl_140 ? "in" : "attribute"; const QByteArray varying_in = glsl_140 ? "noperspective in" : "varying"; const QByteArray varying_out = glsl_140 ? "noperspective out" : "varying"; const QByteArray texture2D = glsl_140 ? "texture" : "texture2D"; const QByteArray fragColor = glsl_140 ? "fragColor" : "gl_FragColor"; // Vertex shader // =================================================================== QTextStream stream(&vertexSource); 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 (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 (glsl_140) 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()); }