kwin/effects/lookingglass/lookingglass.cpp
Martin Gräßlin c2a4f81927 Introduce a helper class to automatically push/pop Shaders
The ShaderBinder class can be used for the case that a block of code
should be executed with a given Shader being bound. This is useful for
all the cases where there is a if-block for OpenGL2 execution with a
Shader being pushed in the first line to the ShaderManager and popped in
the last line of the block. With the helper this can be simplified to:

ShaderBinder binder(myCustomShader);

or

ShaderBinder binder(ShaderManager::GenericShader);

The ctor of ShaderBinder pushes the given Shader to the stack and once
the helper goes out of scope it will be popped again from the stack.

In addition the helper can take care of OpenGL 1 compositing, that is it
just does nothing. So it can also be used where there is a shared OpenGL1
and OpenGL2 code path where the Shader should only be pushed in OpenGL2.
This basically removes all the checks for the compositing type before
pushing/popping a Shader to the stack.

REVIEW: 106521
2012-09-29 15:33:57 +02:00

260 lines
8.3 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2007 Christian Nitschkowski <christian.nitschkowski@kdemail.net>
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. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "lookingglass.h"
// KConfigSkeleton
#include "lookingglassconfig.h"
#include <kwinglutils.h>
#include <kwinglplatform.h>
#include <kactioncollection.h>
#include <kaction.h>
#include <klocale.h>
#include <kdebug.h>
#include <KDE/KGlobal>
#include <KDE/KStandardDirs>
#include <QVector2D>
#include <kmessagebox.h>
namespace KWin
{
KWIN_EFFECT(lookingglass, LookingGlassEffect)
KWIN_EFFECT_SUPPORTED(lookingglass, LookingGlassEffect::supported())
LookingGlassEffect::LookingGlassEffect()
: zoom(1.0f)
, target_zoom(1.0f)
, polling(false)
, m_texture(NULL)
, m_fbo(NULL)
, m_vbo(NULL)
, m_shader(NULL)
, m_enabled(false)
, m_valid(false)
{
actionCollection = new KActionCollection(this);
actionCollection->setConfigGlobal(true);
actionCollection->setConfigGroup("LookingGlass");
KAction* a;
a = static_cast< KAction* >(actionCollection->addAction(KStandardAction::ZoomIn, this, SLOT(zoomIn())));
a->setGlobalShortcut(KShortcut(Qt::META + Qt::Key_Plus));
a = static_cast< KAction* >(actionCollection->addAction(KStandardAction::ZoomOut, this, SLOT(zoomOut())));
a->setGlobalShortcut(KShortcut(Qt::META + Qt::Key_Minus));
a = static_cast< KAction* >(actionCollection->addAction(KStandardAction::ActualSize, this, SLOT(toggle())));
a->setGlobalShortcut(KShortcut(Qt::META + Qt::Key_0));
connect(effects, SIGNAL(mouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)),
this, SLOT(slotMouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)));
reconfigure(ReconfigureAll);
}
LookingGlassEffect::~LookingGlassEffect()
{
delete m_texture;
delete m_fbo;
delete m_shader;
delete m_vbo;
}
bool LookingGlassEffect::supported()
{
return effects->compositingType() == OpenGL2Compositing;
}
void LookingGlassEffect::reconfigure(ReconfigureFlags)
{
LookingGlassConfig::self()->readConfig();
initialradius = LookingGlassConfig::radius();
radius = initialradius;
kDebug(1212) << QString("Radius from config: %1").arg(radius) << endl;
actionCollection->readSettings();
m_valid = loadData();
}
bool LookingGlassEffect::loadData()
{
// If NPOT textures are not supported, use nearest power-of-two sized
// texture. It wastes memory, but it's possible to support systems without
// NPOT textures that way
int texw = displayWidth();
int texh = displayHeight();
if (!GLTexture::NPOTTextureSupported()) {
kWarning(1212) << "NPOT textures not supported, wasting some memory" ;
texw = nearestPowerOfTwo(texw);
texh = nearestPowerOfTwo(texh);
}
// Create texture and render target
m_texture = new GLTexture(texw, texh);
m_texture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
m_texture->setWrapMode(GL_CLAMP_TO_EDGE);
m_fbo = new GLRenderTarget(*m_texture);
if (!m_fbo->valid()) {
return false;
}
const QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/lookingglass.frag");
m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, fragmentshader);
if (m_shader->isValid()) {
ShaderBinder binder(m_shader);
m_shader->setUniform("u_textureSize", QVector2D(displayWidth(), displayHeight()));
} else {
kError(1212) << "The shader failed to load!" << endl;
return false;
}
m_vbo = new GLVertexBuffer(GLVertexBuffer::Static);
QVector<float> verts;
QVector<float> texcoords;
texcoords << displayWidth() << 0.0;
verts << displayWidth() << 0.0;
texcoords << 0.0 << 0.0;
verts << 0.0 << 0.0;
texcoords << 0.0 << displayHeight();
verts << 0.0 << displayHeight();
texcoords << 0.0 << displayHeight();
verts << 0.0 << displayHeight();
texcoords << displayWidth() << displayHeight();
verts << displayWidth() << displayHeight();
texcoords << displayWidth() << 0.0;
verts << displayWidth() << 0.0;
m_vbo->setData(6, 2, verts.constData(), texcoords.constData());
return true;
}
void LookingGlassEffect::toggle()
{
if (target_zoom == 1.0f) {
target_zoom = 2.0f;
if (!polling) {
polling = true;
effects->startMousePolling();
}
m_enabled = true;
} else {
target_zoom = 1.0f;
if (polling) {
polling = false;
effects->stopMousePolling();
}
if (zoom == target_zoom) {
m_enabled = false;
}
}
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
}
void LookingGlassEffect::zoomIn()
{
target_zoom = qMin(7.0, target_zoom + 0.5);
m_enabled = true;
if (!polling) {
polling = true;
effects->startMousePolling();
}
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
}
void LookingGlassEffect::zoomOut()
{
target_zoom -= 0.5;
if (target_zoom < 1) {
target_zoom = 1;
if (polling) {
polling = false;
effects->stopMousePolling();
}
if (zoom == target_zoom) {
m_enabled = false;
}
}
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
}
void LookingGlassEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (zoom != target_zoom) {
double diff = time / animationTime(500.0);
if (target_zoom > zoom)
zoom = qMin(zoom * qMax(1.0 + diff, 1.2), target_zoom);
else
zoom = qMax(zoom * qMin(1.0 - diff, 0.8), target_zoom);
kDebug(1212) << "zoom is now " << zoom;
radius = qBound((double)initialradius, initialradius * zoom, 3.5 * initialradius);
if (zoom <= 1.0f) {
m_enabled = false;
}
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
}
if (m_valid && m_enabled) {
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
// Start rendering to texture
GLRenderTarget::pushRenderTarget(m_fbo);
}
effects->prePaintScreen(data, time);
}
void LookingGlassEffect::slotMouseChanged(const QPoint& pos, const QPoint& old, Qt::MouseButtons,
Qt::MouseButtons, Qt::KeyboardModifiers, Qt::KeyboardModifiers)
{
if (pos != old && m_enabled) {
effects->addRepaint(pos.x() - radius, pos.y() - radius, 2 * radius, 2 * radius);
effects->addRepaint(old.x() - radius, old.y() - radius, 2 * radius, 2 * radius);
}
}
void LookingGlassEffect::postPaintScreen()
{
// Call the next effect.
effects->postPaintScreen();
if (m_valid && m_enabled) {
// Disable render texture
GLRenderTarget* target = GLRenderTarget::popRenderTarget();
assert(target == m_fbo);
Q_UNUSED(target);
m_texture->bind();
// Use the shader
ShaderBinder binder(m_shader);
m_shader->setUniform("u_zoom", (float)zoom);
m_shader->setUniform("u_radius", (float)radius);
m_shader->setUniform("u_cursor", QVector2D(cursorPos().x(), cursorPos().y()));
m_vbo->render(GL_TRIANGLES);
m_texture->unbind();
}
}
bool LookingGlassEffect::isActive() const
{
return m_valid && m_enabled;
}
} // namespace
#include "lookingglass.moc"