2837550cbb
This was missing from what is available in KWin core. The brightness and saturation are implemented using a custom shader which uses the same logic as what we use in the scene shader.
219 lines
7.1 KiB
C++
219 lines
7.1 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2011, 2014 Martin Gräßlin <mgraesslin@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "thumbnailitem.h"
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// Qt
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#include <QtCore/QStandardPaths>
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#include <QQuickWindow>
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#include <QSGSimpleTextureNode>
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namespace KWin
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{
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BrightnessSaturationShader::BrightnessSaturationShader()
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: QSGMaterialShader()
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, m_id_matrix(0)
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, m_id_opacity(0)
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, m_id_saturation(0)
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, m_id_brightness(0)
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{
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}
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const char *BrightnessSaturationShader::vertexShader() const
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{
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return
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"attribute highp vec4 vertex; \n"
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"attribute highp vec2 texCoord; \n"
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"uniform highp mat4 u_matrix; \n"
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"varying highp vec2 v_coord; \n"
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"void main() { \n"
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" v_coord = texCoord; \n"
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" gl_Position = u_matrix * vertex; \n"
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"}";
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}
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const char *BrightnessSaturationShader::fragmentShader() const
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{
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return
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"uniform sampler2D qt_Texture; \n"
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"uniform lowp float u_opacity; \n"
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"uniform highp float u_saturation; \n"
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"uniform highp float u_brightness; \n"
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"varying highp vec2 v_coord; \n"
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"void main() { \n"
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" lowp vec4 tex = texture2D(qt_Texture, v_coord); \n"
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" if (u_saturation != 1.0) { \n"
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" tex.rgb = mix(vec3(dot( vec3( 0.30, 0.59, 0.11 ), tex.rgb )), tex.rgb, u_saturation); \n"
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" } \n"
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" tex.rgb = tex.rgb * u_brightness; \n"
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" gl_FragColor = tex * u_opacity; \n"
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"}";
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}
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const char* const *BrightnessSaturationShader::attributeNames() const
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{
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static char const *const names[] = { "vertex", "texCoord", 0 };
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return names;
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}
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void BrightnessSaturationShader::updateState(const QSGMaterialShader::RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
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{
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Q_ASSERT(program()->isLinked());
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if (state.isMatrixDirty())
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program()->setUniformValue(m_id_matrix, state.combinedMatrix());
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if (state.isOpacityDirty())
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program()->setUniformValue(m_id_opacity, state.opacity());
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auto *tx = static_cast<BrightnessSaturationMaterial *>(newMaterial);
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auto *oldTx = static_cast<BrightnessSaturationMaterial *>(oldMaterial);
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QSGTexture *t = tx->texture();
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t->setFiltering(QSGTexture::Linear);
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if (!oldTx || oldTx->texture()->textureId() != t->textureId())
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t->bind();
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else
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t->updateBindOptions();
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program()->setUniformValue(m_id_saturation, static_cast<float>(tx->saturation));
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program()->setUniformValue(m_id_brightness, static_cast<float>(tx->brightness));
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}
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void BrightnessSaturationShader::initialize()
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{
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QSGMaterialShader::initialize();
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m_id_matrix = program()->uniformLocation("u_matrix");
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m_id_opacity = program()->uniformLocation("u_opacity");
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m_id_saturation = program()->uniformLocation("u_saturation");
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m_id_brightness = program()->uniformLocation("u_brightness");
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}
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WindowThumbnailItem::WindowThumbnailItem(QQuickItem* parent)
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: QQuickItem(parent)
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, m_wId(0)
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, m_image()
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, m_clipToItem(nullptr)
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, m_brightness(1.0)
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, m_saturation(1.0)
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{
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setFlag(ItemHasContents);
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}
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WindowThumbnailItem::~WindowThumbnailItem()
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{
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}
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void WindowThumbnailItem::setWId(qulonglong wId)
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{
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m_wId = wId;
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emit wIdChanged(wId);
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findImage();
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}
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void WindowThumbnailItem::setClipTo(QQuickItem *clip)
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{
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if (m_clipToItem == clip) {
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return;
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}
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m_clipToItem = clip;
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emit clipToChanged();
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}
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void WindowThumbnailItem::findImage()
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{
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QString imagePath;
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switch (m_wId) {
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case Konqueror:
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imagePath = QStandardPaths::locate(QStandardPaths::GenericDataLocation, "kwin/kcm_kwintabbox/konqueror.png");
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break;
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case Systemsettings:
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imagePath = QStandardPaths::locate(QStandardPaths::GenericDataLocation, "kwin/kcm_kwintabbox/systemsettings.png");
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break;
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case KMail:
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imagePath = QStandardPaths::locate(QStandardPaths::GenericDataLocation, "kwin/kcm_kwintabbox/kmail.png");
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break;
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case Dolphin:
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imagePath = QStandardPaths::locate(QStandardPaths::GenericDataLocation, "kwin/kcm_kwintabbox/dolphin.png");
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break;
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default:
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// ignore
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break;
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}
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if (imagePath.isNull()) {
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m_image = QImage();
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} else {
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m_image = QImage(imagePath);
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}
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}
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QSGNode *WindowThumbnailItem::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *updatePaintNodeData)
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{
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Q_UNUSED(updatePaintNodeData)
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QSGGeometryNode *node = static_cast<QSGGeometryNode*>(oldNode);
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if (!node) {
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node = new QSGGeometryNode();
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auto *material = new BrightnessSaturationMaterial;
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material->setFlag(QSGMaterial::Blending);
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material->setTexture(window()->createTextureFromImage(m_image));
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node->setMaterial(material);
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QSGGeometry *geometry = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4);
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node->setGeometry(geometry);
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}
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auto *material = static_cast<BrightnessSaturationMaterial*>(node->material());
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const QSize size(material->texture()->textureSize().scaled(boundingRect().size().toSize(), Qt::KeepAspectRatio));
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const qreal x = boundingRect().x() + (boundingRect().width() - size.width())/2;
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const qreal y = boundingRect().y() + (boundingRect().height() - size.height())/2;
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QSGGeometry::updateTexturedRectGeometry(node->geometry(), QRectF(QPointF(x, y), size), QRectF(0.0, 0.0, 1.0, 1.0));
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material->brightness = m_brightness;
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material->saturation = m_saturation;
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node->markDirty(QSGNode::DirtyGeometry | QSGNode::DirtyMaterial);
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return node;
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}
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qreal WindowThumbnailItem::brightness() const
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{
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return m_brightness;
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}
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qreal WindowThumbnailItem::saturation() const
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{
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return m_saturation;
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}
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void WindowThumbnailItem::setBrightness(qreal brightness)
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{
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if (m_brightness == brightness) {
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return;
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}
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m_brightness = brightness;
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update();
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emit brightnessChanged();
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}
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void WindowThumbnailItem::setSaturation(qreal saturation)
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{
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if (m_saturation == saturation) {
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return;
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}
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m_saturation = saturation;
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update();
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emit saturationChanged();
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}
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} // namespace KWin
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