Commit 24dfdd70 authored by Vlad Zahorodnii's avatar Vlad Zahorodnii
Browse files

effects: Drop WindowPaintData::modelViewMatrix()

It's unused and it conflicts in a way with PaintData::translation(),
PaintData::rotationAngle() and PaintData::scale().
parent ef97158f
Pipeline #196945 passed with stage
in 35 minutes and 21 seconds
......@@ -217,7 +217,6 @@ public:
int screen;
qreal crossFadeProgress;
QMatrix4x4 pMatrix;
QMatrix4x4 mvMatrix;
QMatrix4x4 screenProjectionMatrix;
};
......@@ -257,7 +256,6 @@ WindowPaintData::WindowPaintData(const WindowPaintData &other)
setScreen(other.screen());
setCrossFadeProgress(other.crossFadeProgress());
setProjectionMatrix(other.projectionMatrix());
setModelViewMatrix(other.modelViewMatrix());
d->screenProjectionMatrix = other.d->screenProjectionMatrix;
}
......@@ -349,21 +347,6 @@ QMatrix4x4 &WindowPaintData::rprojectionMatrix()
return d->pMatrix;
}
void WindowPaintData::setModelViewMatrix(const QMatrix4x4 &matrix)
{
d->mvMatrix = matrix;
}
QMatrix4x4 WindowPaintData::modelViewMatrix() const
{
return d->mvMatrix;
}
QMatrix4x4 &WindowPaintData::rmodelViewMatrix()
{
return d->mvMatrix;
}
WindowPaintData &WindowPaintData::operator*=(qreal scale)
{
this->setXScale(this->xScale() * scale);
......
......@@ -2545,7 +2545,7 @@ public:
*/
virtual bool isCriticalNotification() const = 0;
/**
* Returns whether the window is a window used for applet popups.
* Returns whether the window is a window used for applet popups.
*/
virtual bool isAppletPopup() const = 0;
/**
......@@ -3274,26 +3274,6 @@ public:
*/
QMatrix4x4 &rprojectionMatrix();
/**
* Sets the model-view matrix that will be used when painting the window.
*
* The default model-view matrix can be overridden by setting this matrix
* to a non-identity matrix.
*/
void setModelViewMatrix(const QMatrix4x4 &matrix);
/**
* Returns the current model-view matrix.
*
* The default value for this matrix is the identity matrix.
*/
QMatrix4x4 modelViewMatrix() const;
/**
* Returns a reference to the model-view matrix.
*/
QMatrix4x4 &rmodelViewMatrix();
/**
* Returns The projection matrix as used by the current screen painting pass
* including screen transformations.
......
......@@ -444,10 +444,9 @@ void SceneOpenGL::createRenderNode(Item *item, RenderContext *context)
context->opacityStack.pop();
}
QMatrix4x4 SceneOpenGL::modelViewProjectionMatrix(int mask, const WindowPaintData &data) const
QMatrix4x4 SceneOpenGL::modelViewProjectionMatrix(const WindowPaintData &data) const
{
const QMatrix4x4 pMatrix = data.projectionMatrix();
const QMatrix4x4 mvMatrix = data.modelViewMatrix();
// An effect may want to override the default projection matrix in some cases,
// such as when it is rendering a window on a render target that doesn't have
......@@ -455,17 +454,9 @@ QMatrix4x4 SceneOpenGL::modelViewProjectionMatrix(int mask, const WindowPaintDat
//
// Note that the screen transformation is not applied here.
if (!pMatrix.isIdentity()) {
return pMatrix * mvMatrix;
return pMatrix;
}
// If an effect has specified a model-view matrix, we multiply that matrix
// with the default projection matrix. If the effect hasn't specified a
// model-view matrix, mvMatrix will be the identity matrix.
if (mask & Scene::PAINT_SCREEN_TRANSFORMED) {
return screenProjectionMatrix() * mvMatrix;
}
return renderTargetProjectionMatrix() * mvMatrix;
return m_screenProjectionMatrix;
}
static QMatrix4x4 transformForPaintData(int mask, const WindowPaintData &data)
......@@ -589,7 +580,7 @@ void SceneOpenGL::render(Item *item, int mask, const QRegion &region, const Wind
scissorRegion = mapToRenderTarget(region);
}
const QMatrix4x4 modelViewProjection = modelViewProjectionMatrix(mask, data);
const QMatrix4x4 projectionMatrix = modelViewProjectionMatrix(data);
for (int i = 0; i < renderContext.renderNodes.count(); i++) {
const RenderNode &renderNode = renderContext.renderNodes[i];
if (renderNode.vertexCount == 0) {
......@@ -598,8 +589,7 @@ void SceneOpenGL::render(Item *item, int mask, const QRegion &region, const Wind
setBlendEnabled(renderNode.hasAlpha || renderNode.opacity < 1.0);
shader->setUniform(GLShader::ModelViewProjectionMatrix,
modelViewProjection * renderNode.transformMatrix);
shader->setUniform(GLShader::ModelViewProjectionMatrix, projectionMatrix * renderNode.transformMatrix);
if (opacity != renderNode.opacity) {
shader->setUniform(GLShader::ModulationConstant,
modulate(renderNode.opacity, data.brightness()));
......
......@@ -90,7 +90,7 @@ protected:
private:
void doPaintBackground(const QVector<float> &vertices);
QMatrix4x4 modelViewProjectionMatrix(int mask, const WindowPaintData &data) const;
QMatrix4x4 modelViewProjectionMatrix(const WindowPaintData &data) const;
QVector4D modulate(float opacity, float brightness) const;
void setBlendEnabled(bool enabled);
void createRenderNode(Item *item, RenderContext *context);
......
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