kwin/effects/backgroundcontrast/contrastshader.h
Marco Martin 4036f179fc one single pass, get rid of cached version
* this effect is way cheaper than blur, don't cache it
* use its own atom
* also pass the matrix in the x property
* remove remnants of the cache
* do just a single pass
* get rid of config ui remnants
2014-01-23 14:44:49 +01:00

104 lines
2.4 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.
*/
#ifndef CONTRASTSHADER_H
#define CONTRASTSHADER_H
#include <kwinglutils.h>
class QMatrix4x4;
namespace KWin
{
class ContrastShader
{
public:
ContrastShader();
virtual ~ContrastShader();
static ContrastShader *create();
bool isValid() const {
return mValid;
}
// Sets the radius in pixels
void setStrength(int strength);
int strength() const {
return mStrength;
}
virtual void setColorMatrix(const QMatrix4x4 &matrix) = 0;
virtual void setTextureMatrix(const QMatrix4x4 &matrix) = 0;
virtual void setModelViewProjectionMatrix(const QMatrix4x4 &matrix) = 0;
virtual void bind() = 0;
virtual void unbind() = 0;
protected:
float gaussian(float x, float sigma) const;
void setIsValid(bool value) {
mValid = value;
}
virtual void init() = 0;
virtual void reset() = 0;
private:
int mStrength;
bool mValid;
};
// ----------------------------------------------------------------------------
class GLSLContrastShader : public ContrastShader
{
public:
GLSLContrastShader();
~GLSLContrastShader();
void bind();
void unbind();
void setColorMatrix(const QMatrix4x4 &matrix);
void setTextureMatrix(const QMatrix4x4 &matrix);
void setModelViewProjectionMatrix(const QMatrix4x4 &matrix);
static bool supported();
protected:
void init();
void reset();
private:
GLShader *shader;
int mvpMatrixLocation;
int textureMatrixLocation;
int colorMatrixLocation;
int pixelSizeLocation;
};
} // namespace KWin
#endif