kwin/effects/backgroundcontrast/contrastshader.cpp
Marco Martin 3a4eb9a093 stub for the background contrast effect
* 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
2014-01-23 14:44:00 +01:00

230 lines
5.9 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
*
* 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 <kwineffects.h>
#include <kwinglplatform.h>
#include <QByteArray>
#include <QMatrix4x4>
#include <QTextStream>
#include <QVector2D>
#include <KDebug>
#include <cmath>
using namespace KWin;
ContrastShader::ContrastShader()
: mStrength(0), mValid(false)
{
}
ContrastShader::~ContrastShader()
{
}
ContrastShader *ContrastShader::create()
{
if (GLSLContrastShader::supported())
return new GLSLContrastShader();
return NULL;
}
void ContrastShader::setStrength(int radius)
{
const int r = qMax(radius, 2);
if (mStrength != r) {
mStrength = r;
reset();
init();
}
}
// ----------------------------------------------------------------------------
GLSLContrastShader::GLSLContrastShader()
: ContrastShader(), shader(NULL)
{
}
GLSLContrastShader::~GLSLContrastShader()
{
reset();
}
void GLSLContrastShader::reset()
{
delete shader;
shader = NULL;
setIsValid(false);
}
bool GLSLContrastShader::supported()
{
if (!GLPlatform::instance()->supports(GLSL))
return false;
if (effects->compositingType() == OpenGL1Compositing)
return false;
(void) glGetError(); // Clear the error state
#ifdef KWIN_HAVE_OPENGL_1
// These are the minimum values the implementation is required to support
int value = 0;
glGetIntegerv(GL_MAX_VARYING_FLOATS, &value);
if (value < 32)
return false;
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &value);
if (value < 64)
return false;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &value);
if (value < 512)
return false;
#endif
if (glGetError() != GL_NO_ERROR)
return false;
return true;
}
void GLSLContrastShader::setTextureMatrix(const QMatrix4x4 &matrix)
{
if (!isValid())
return;
shader->setUniform(textureMatrixLocation, matrix);
}
void GLSLContrastShader::setModelViewProjectionMatrix(const QMatrix4x4 &matrix)
{
if (!isValid())
return;
shader->setUniform(mvpMatrixLocation, matrix);
}
void GLSLContrastShader::bind()
{
if (!isValid())
return;
ShaderManager::instance()->pushShader(shader);
}
void GLSLContrastShader::unbind()
{
ShaderManager::instance()->popShader();
}
void GLSLContrastShader::init()
{
#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 << "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 sampler2D sampler;\n";
stream2 << "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";
QByteArray colorMatrix = "mat4(1.74631, -0.448073, -0.0452333, 0.2685,\
-0.133194, 1.43143, -0.0452333, 0.2685,\
-0.133194, -0.448073, 1.83427, 0.2685,\
0, 0, 0, 1);\n";
stream2 << " " << fragColor << " = tex * " << colorMatrix;
stream2 << "}\n";
stream2.flush();
shader = ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentSource);
if (shader->isValid()) {
textureMatrixLocation = shader->uniformLocation("textureMatrix");
mvpMatrixLocation = shader->uniformLocation("modelViewProjectionMatrix");
QMatrix4x4 modelViewProjection;
modelViewProjection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
ShaderManager::instance()->pushShader(shader);
shader->setUniform(textureMatrixLocation, QMatrix4x4());
shader->setUniform(mvpMatrixLocation, modelViewProjection);
ShaderManager::instance()->popShader();
}
setIsValid(shader->isValid());
}