kwin/effects/backgroundcontrast/contrastshader.cpp
Martin Gräßlin 3f0ff9b8d5 Migrate effects from displayWidth()/displayHeight() to virtualScreenSize()/virtualScreenGeometry()
Rational behind this change is that displayWidth and displayHeight are
X specific API calls in kwinglobals. For the future it's easier to only
rely on functionality which goes through the EffectsHandler API which
allows easier adjustments in KWin core.

displayWidth() and displayHeight() are only used to get the size or the
complete rect of all screens. This is also provided by:

effects->virtualScreenGeometry() or
effects->virtualScreenSize()

REVIEW: 116021
2014-03-07 08:01:44 +01:00

237 lines
6.4 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
* Copyright 2014 Marco Martin <mart@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 <cmath>
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;
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 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());
}