189 lines
5.8 KiB
C++
189 lines
5.8 KiB
C++
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/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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*
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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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*
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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 GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. if not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "blurshader.h"
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#include <QByteArray>
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#include <QTextStream>
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#include <KDebug>
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#include <cmath>
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using namespace KWin;
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BlurShader::BlurShader()
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: program(0), radius(12)
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{
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}
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BlurShader::~BlurShader()
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{
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if (program) {
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glDeleteProgramsARB(1, &program);
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program = 0;
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}
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}
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void BlurShader::setRadius(int _radius)
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{
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int r = qMax(_radius, 2);
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if (radius != r) {
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radius = r;
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if (program) {
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glDeleteProgramsARB(1, &program);
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program = 0;
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}
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}
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}
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void BlurShader::setDirection(Qt::Orientation orientation)
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{
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direction = orientation;
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}
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void BlurShader::setPixelDistance(float val)
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{
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float firstStep = val * 1.5;
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float nextStep = val * 2.0;
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if (direction == Qt::Horizontal) {
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, firstStep, 0, 0, 0);
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, nextStep, 0, 0, 0);
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} else {
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 0, firstStep, 0, 0);
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0, nextStep, 0, 0);
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}
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}
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void BlurShader::setOpacity(float val)
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{
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, val, val, val, val);
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}
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void BlurShader::bind()
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{
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if (!program)
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init();
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program);
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}
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void BlurShader::unbind()
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{
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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}
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float BlurShader::gaussian(float x, float sigma) const
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{
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return (1.0 / std::sqrt(2.0 * M_PI) * sigma)
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* std::exp(-((x * x) / (2.0 * sigma * sigma)));
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}
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QVector<float> BlurShader::gaussianKernel() const
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{
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const int size = radius | 1;
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QVector<float> kernel(size);
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const qreal sigma = radius / 2.5;
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const int center = size / 2;
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// Generate the gaussian kernel
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kernel[center] = gaussian(0, sigma) * .5;
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for (int i = 1; i <= center; i++) {
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const float val = gaussian(1.5 + (i - 1) * 2.0, sigma);
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kernel[center + i] = val;
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kernel[center - i] = val;
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}
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// Normalize the kernel
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qreal total = 0;
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for (int i = 0; i < size; i++)
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total += kernel[i];
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for (int i = 0; i < size; i++)
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kernel[i] /= total;
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return kernel;
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}
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void BlurShader::init()
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{
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QVector<float> kernel = gaussianKernel();
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const int size = kernel.size();
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const int center = size / 2;
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QByteArray text;
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QTextStream stream(&text);
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stream << "!!ARBfp1.0\n";
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// The kernel values are hardcoded into the program
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for (int i = 0; i <= center; i++)
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stream << "PARAM kernel" << i << " = " << kernel[i] << ";\n";
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stream << "PARAM firstSample = program.local[0];\n"; // Distance from gl_TexCoord[0] to the next sample
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stream << "PARAM nextSample = program.local[1];\n"; // Distance to the subsequent sample
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stream << "PARAM opacity = program.local[2];\n"; // The opacity with which to modulate the pixels
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stream << "TEMP coord;\n"; // The coordinate we'll be sampling
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stream << "TEMP sample;\n"; // The sampled value
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stream << "TEMP sum;\n"; // The sum of the weighted samples
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// Start by sampling the center coordinate
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stream << "TEX sample, fragment.texcoord[0], texture[0], 2D;\n"; // sample = texture2D(tex, gl_TexCoord[0])
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stream << "MUL sum, sample, kernel" << center << ";\n"; // sum = sample * kernel[center]
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for (int i = 1; i <= center; i++) {
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if (i == 1)
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stream << "SUB coord, fragment.texcoord[0], firstSample;\n"; // coord = gl_TexCoord[0] - firstSample
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else
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stream << "SUB coord, coord, nextSample;\n"; // coord -= nextSample
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stream << "TEX sample, coord, texture[0], 2D;\n"; // sample = texture2D(tex, coord)
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stream << "MAD sum, sample, kernel" << center - i << ", sum;\n"; // sum += sample * kernel[center - i]
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}
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for (int i = 1; i <= center; i++) {
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if (i == 1)
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stream << "ADD coord, fragment.texcoord[0], firstSample;\n"; // coord = gl_TexCoord[0] + firstSample
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else
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stream << "ADD coord, coord, nextSample;\n"; // coord += nextSample
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stream << "TEX sample, coord, texture[0], 2D;\n"; // sample = texture2D(tex, coord)
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stream << "MAD sum, sample, kernel" << center - i << ", sum;\n"; // sum += sample * kernel[center - i]
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}
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stream << "MUL result.color, sum, opacity;\n"; // gl_FragColor = sum * opacity
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stream << "END\n";
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stream.flush();
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glGenProgramsARB(1, &program);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, text.length(), text.constData());
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if (glGetError()) {
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const char *error = (const char*)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
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kError() << "Error when compiling fragment program:" << error;
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}
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
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}
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