3a4eb9a093
* a copy of the blur shader to become a copy of the background contrast effect * contrastshader actually doing the light modification * don't expand/shrink the area
230 lines
5.9 KiB
C++
230 lines
5.9 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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*
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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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*
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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 GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. if not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "contrastshader.h"
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#include <kwineffects.h>
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#include <kwinglplatform.h>
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#include <QByteArray>
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#include <QMatrix4x4>
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#include <QTextStream>
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#include <QVector2D>
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#include <KDebug>
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#include <cmath>
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using namespace KWin;
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ContrastShader::ContrastShader()
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: mStrength(0), mValid(false)
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{
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}
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ContrastShader::~ContrastShader()
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{
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}
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ContrastShader *ContrastShader::create()
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{
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if (GLSLContrastShader::supported())
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return new GLSLContrastShader();
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return NULL;
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}
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void ContrastShader::setStrength(int radius)
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{
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const int r = qMax(radius, 2);
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if (mStrength != r) {
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mStrength = r;
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reset();
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init();
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}
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}
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// ----------------------------------------------------------------------------
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GLSLContrastShader::GLSLContrastShader()
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: ContrastShader(), shader(NULL)
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{
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}
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GLSLContrastShader::~GLSLContrastShader()
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{
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reset();
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}
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void GLSLContrastShader::reset()
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{
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delete shader;
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shader = NULL;
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setIsValid(false);
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}
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bool GLSLContrastShader::supported()
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{
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if (!GLPlatform::instance()->supports(GLSL))
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return false;
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if (effects->compositingType() == OpenGL1Compositing)
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return false;
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(void) glGetError(); // Clear the error state
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#ifdef KWIN_HAVE_OPENGL_1
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// These are the minimum values the implementation is required to support
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int value = 0;
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &value);
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if (value < 32)
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return false;
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &value);
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if (value < 64)
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return false;
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &value);
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if (value < 512)
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return false;
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#endif
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if (glGetError() != GL_NO_ERROR)
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return false;
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return true;
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}
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void GLSLContrastShader::setTextureMatrix(const QMatrix4x4 &matrix)
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{
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if (!isValid())
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return;
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shader->setUniform(textureMatrixLocation, matrix);
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}
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void GLSLContrastShader::setModelViewProjectionMatrix(const QMatrix4x4 &matrix)
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{
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if (!isValid())
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return;
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shader->setUniform(mvpMatrixLocation, matrix);
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}
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void GLSLContrastShader::bind()
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{
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if (!isValid())
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return;
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ShaderManager::instance()->pushShader(shader);
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}
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void GLSLContrastShader::unbind()
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{
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ShaderManager::instance()->popShader();
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}
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void GLSLContrastShader::init()
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{
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#ifdef KWIN_HAVE_OPENGLES
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const bool glsl_140 = false;
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#else
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const bool glsl_140 = GLPlatform::instance()->glslVersion() >= kVersionNumber(1, 40);
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#endif
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QByteArray vertexSource;
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QByteArray fragmentSource;
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const QByteArray attribute = glsl_140 ? "in" : "attribute";
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const QByteArray varying_in = glsl_140 ? "noperspective in" : "varying";
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const QByteArray varying_out = glsl_140 ? "noperspective out" : "varying";
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const QByteArray texture2D = glsl_140 ? "texture" : "texture2D";
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const QByteArray fragColor = glsl_140 ? "fragColor" : "gl_FragColor";
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// Vertex shader
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// ===================================================================
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QTextStream stream(&vertexSource);
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if (glsl_140)
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stream << "#version 140\n\n";
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stream << "uniform mat4 modelViewProjectionMatrix;\n";
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stream << "uniform mat4 textureMatrix;\n";
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stream << attribute << " vec4 vertex;\n\n";
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stream << "out vec4 varyingTexCoords;\n";
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stream << "\n";
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stream << "void main(void)\n";
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stream << "{\n";
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stream << " varyingTexCoords = vec4(textureMatrix * vertex).stst;\n";
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stream << " gl_Position = modelViewProjectionMatrix * vertex;\n";
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stream << "}\n";
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stream.flush();
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// Fragment shader
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// ===================================================================
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QTextStream stream2(&fragmentSource);
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if (glsl_140)
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stream2 << "#version 140\n\n";
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stream2 << "uniform sampler2D sampler;\n";
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stream2 << "in vec4 varyingTexCoords;\n";
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if (glsl_140)
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stream2 << "out vec4 fragColor;\n\n";
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stream2 << "void main(void)\n";
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stream2 << "{\n";
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stream2 << " vec4 tex = " << texture2D << "(sampler, varyingTexCoords.st);\n";
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QByteArray colorMatrix = "mat4(1.74631, -0.448073, -0.0452333, 0.2685,\
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-0.133194, 1.43143, -0.0452333, 0.2685,\
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-0.133194, -0.448073, 1.83427, 0.2685,\
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0, 0, 0, 1);\n";
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stream2 << " " << fragColor << " = tex * " << colorMatrix;
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stream2 << "}\n";
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stream2.flush();
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shader = ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentSource);
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if (shader->isValid()) {
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textureMatrixLocation = shader->uniformLocation("textureMatrix");
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mvpMatrixLocation = shader->uniformLocation("modelViewProjectionMatrix");
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QMatrix4x4 modelViewProjection;
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modelViewProjection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
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ShaderManager::instance()->pushShader(shader);
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shader->setUniform(textureMatrixLocation, QMatrix4x4());
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shader->setUniform(mvpMatrixLocation, modelViewProjection);
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ShaderManager::instance()->popShader();
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}
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setIsValid(shader->isValid());
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}
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