b7ee35bba1
It uses a generic vertex shader and because of that it needs to mark all windows which are inverted as transformed. There is currently a conflict with Lanczos (or thumbnails) and with the desktop in cube effect.
170 lines
5.2 KiB
C++
170 lines
5.2 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) 2007 Rivo Laks <rivolaks@hot.ee>
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Copyright (C) 2008 Lucas Murray <lmurray@undefinedfire.com>
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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 "invert.h"
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#include <kwinglutils.h>
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#include <kactioncollection.h>
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#include <kaction.h>
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#include <klocale.h>
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#include <kdebug.h>
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#include <kwinshadereffect.h>
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#include <KStandardDirs>
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#include <QMatrix4x4>
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namespace KWin
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{
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KWIN_EFFECT( invert, InvertEffect )
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KWIN_EFFECT_SUPPORTED( invert, InvertEffect::supported() )
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InvertEffect::InvertEffect()
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: m_inited( false ),
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m_valid( true ),
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m_shader( NULL ),
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m_allWindows( false )
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{
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KActionCollection* actionCollection = new KActionCollection( this );
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KAction* a = (KAction*)actionCollection->addAction( "Invert" );
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a->setText( i18n( "Toggle Invert Effect" ));
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a->setGlobalShortcut( KShortcut( Qt::CTRL + Qt::META + Qt::Key_I ));
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connect(a, SIGNAL( triggered(bool) ), this, SLOT( toggle() ));
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KAction* b = (KAction*)actionCollection->addAction( "InvertWindow" );
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b->setText( i18n( "Toggle Invert Effect on Window" ));
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b->setGlobalShortcut( KShortcut( Qt::CTRL + Qt::META + Qt::Key_U ));
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connect(b, SIGNAL( triggered(bool) ), this, SLOT( toggleWindow() ));
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}
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InvertEffect::~InvertEffect()
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{
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delete m_shader;
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}
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bool InvertEffect::supported()
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{
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return GLRenderTarget::supported() &&
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GLShader::fragmentShaderSupported() &&
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(effects->compositingType() == OpenGLCompositing);
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}
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bool InvertEffect::loadData()
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{
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m_inited = true;
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if (!ShaderManager::instance()->isValid()) {
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return false;
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}
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const QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/invert.frag");
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m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::GenericShader, fragmentshader);
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if( !m_shader->isValid() )
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{
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kError(1212) << "The shader failed to load!" << endl;
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return false;
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}
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return true;
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}
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void InvertEffect::prePaintScreen(ScreenPrePaintData &data, int time)
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{
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if (m_valid && (m_allWindows || !m_windows.isEmpty())) {
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS;
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}
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effects->prePaintScreen(data, time);
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}
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void InvertEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, int time)
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{
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if (m_valid && ( m_allWindows != m_windows.contains( w ))) {
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data.mask |= PAINT_WINDOW_TRANSFORMED;
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}
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effects->prePaintWindow(w, data, time);
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}
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void InvertEffect::drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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// Load if we haven't already
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if( m_valid && !m_inited )
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m_valid = loadData();
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bool useShader = m_valid && ( m_allWindows != m_windows.contains( w ));
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if (useShader) {
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ShaderManager *shaderManager = ShaderManager::instance();
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GLShader *genericShader = shaderManager->pushShader(ShaderManager::GenericShader);
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QMatrix4x4 screenTransformation = genericShader->getUniformMatrix4x4("screenTransformation");
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shaderManager->popShader();
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shaderManager->pushShader(m_shader);
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m_shader->setUniform("screenTransformation", screenTransformation);
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data.shader = m_shader;
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}
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effects->drawWindow( w, mask, region, data );
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if (useShader) {
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ShaderManager::instance()->popShader();
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}
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}
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void InvertEffect::paintEffectFrame( KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity )
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{
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if( m_valid && m_allWindows )
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{
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frame->setShader( m_shader );
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ShaderManager::instance()->pushShader(m_shader);
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m_shader->setUniform("screenTransformation", QMatrix4x4());
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m_shader->setUniform("windowTransformation", QMatrix4x4());
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effects->paintEffectFrame( frame, region, opacity, frameOpacity );
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ShaderManager::instance()->popShader();
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}
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else
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{
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effects->paintEffectFrame( frame, region, opacity, frameOpacity );
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}
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}
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void InvertEffect::windowClosed( EffectWindow* w )
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{
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m_windows.removeOne( w );
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}
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void InvertEffect::toggle()
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{
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m_allWindows = !m_allWindows;
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effects->addRepaintFull();
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}
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void InvertEffect::toggleWindow()
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{
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if( !m_windows.contains( effects->activeWindow() ))
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m_windows.append( effects->activeWindow() );
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else
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m_windows.removeOne( effects->activeWindow() );
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effects->activeWindow()->addRepaintFull();
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}
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} // namespace
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#include "invert.moc"
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