kwin/effects/blur.cpp

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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 "blur.h"
#include <kwinglutils.h>
#include <QString>
#include <KStandardDirs>
#include <kdebug.h>
namespace KWin
{
KWIN_EFFECT( blur, BlurEffect )
KWIN_EFFECT_SUPPORTED( blur, BlurEffect::supported() )
BlurEffect::BlurEffect() : Effect()
{
mSceneTexture = 0;
mTmpTexture = 0;
mBlurTexture = 0;
mSceneTarget = 0;
mTmpTarget = 0;
mBlurTarget = 0;
mBlurShader = 0;
mWindowShader = 0;
mBlurRadius = 4;
mValid = loadData();
if( !mValid )
{
kWarning() << "Loading failed";
}
effects->addRepaintFull();
}
BlurEffect::~BlurEffect()
{
effects->addRepaintFull();
delete mSceneTexture;
delete mTmpTexture;
delete mBlurTexture;
delete mSceneTarget;
delete mTmpTarget;
delete mBlurTarget;
delete mBlurShader;
delete mWindowShader;
}
bool BlurEffect::loadData()
{
// Create texture and render target
int texw = displayWidth();
int texh = displayHeight();
if( !GLTexture::NPOTTextureSupported() )
{
kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
texw = nearestPowerOfTwo(texw);
texh = nearestPowerOfTwo(texh);
}
mSceneTexture = new GLTexture(texw, texh);
mSceneTexture->setFilter(GL_LINEAR);
mTmpTexture = new GLTexture(texw, texh);
mTmpTexture->setFilter(GL_LINEAR);
mBlurTexture = new GLTexture(texw, texh);
mSceneTarget = new GLRenderTarget(mSceneTexture);
if( !mSceneTarget->valid() )
return false;
mTmpTarget = new GLRenderTarget(mTmpTexture);
if( !mTmpTarget->valid() )
return false;
mBlurTarget = new GLRenderTarget(mBlurTexture);
if( !mBlurTarget->valid() )
return false;
mBlurShader = loadShader("blur");
if( !mBlurShader )
return false;
mWindowShader = loadShader("blur-render");
if( !mWindowShader )
return false;
mBlurShader->bind();
mBlurShader->setUniform("inputTex", 0);
mBlurShader->setUniform("textureWidth", (float)texw);
mBlurShader->setUniform("textureHeight", (float)texh);
mBlurShader->unbind();
mWindowShader->bind();
mWindowShader->setUniform("windowTex", 0);
mWindowShader->setUniform("backgroundTex", 4);
mWindowShader->setUniform("textureWidth", (float)texw);
mWindowShader->setUniform("textureHeight", (float)texh);
mWindowShader->unbind();
return true;
}
GLShader* BlurEffect::loadShader(const QString& name)
{
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/" + name + ".frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/" + name + ".vert");
if(fragmentshader.isEmpty() || vertexshader.isEmpty())
{
kError() << "Couldn't locate shader files for '" << name << "'" << endl;
return false;
}
GLShader* shader = new GLShader(vertexshader, fragmentshader);
if(!shader->isValid())
{
kError() << "Shader '" << name << "' failed to load!" << endl;
delete shader;
return 0;
}
return shader;
}
bool BlurEffect::supported()
{
return GLRenderTarget::supported() &&
GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
}
QRegion BlurEffect::expandedRegion( const QRegion& region ) const
{
QRegion expandedregion;
foreach( QRect r, region.rects() )
{
r.adjust( -mBlurRadius, -mBlurRadius, mBlurRadius, mBlurRadius );
expandedregion += r;
}
return expandedregion;
}
void BlurEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
mTransparentWindows = 0;
mScreenDirty = QRegion();
mBlurDirty = QRegion();
mBlurMask = QRegion();
effects->prePaintScreen(data, time);
}
void BlurEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
// Expand the painted area
mBlurMask |= expandedRegion( data.paint );
data.paint |= expandedRegion( mBlurMask );
effects->prePaintWindow( w, data, time );
if( w->isPaintingEnabled() && ( data.mask & PAINT_WINDOW_TRANSLUCENT ))
mTransparentWindows++;
data.setTranslucent();
}
void BlurEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
// TODO: prePaintWindow() gets called _after_ paintScreen(), so we have no
// way of knowing here whether there will be any translucent windows or
// not. If we'd know that there's no translucent windows then we could
// render straight onto screen, saving some time.
if( mValid /*&& mTransparentWindows*/ )
{
// rendering everything onto render target
effects->pushRenderTarget(mSceneTarget);
effects->paintScreen( mask, region, data );
effects->popRenderTarget();
// Copy changed areas back onto screen
mScreenDirty &= mBlurMask;
if( !mScreenDirty.isEmpty() )
{
if( mask & PAINT_SCREEN_TRANSFORMED )
{
// We don't want any transformations when working with our own
// textures, so load an identity matrix
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
}
GLTexture* tex = mSceneTexture;
int pixels = 0;
tex->bind();
tex->enableUnnormalizedTexCoords();
foreach( QRect r, mScreenDirty.rects() )
{
r.adjust(0, -1, 0, -1);
int rx2 = r.x() + r.width();
int ry2 = r.y() + r.height();
glBegin(GL_QUADS);
glTexCoord2f( r.x(), ry2 ); glVertex2f( r.x(), ry2 );
glTexCoord2f( rx2 , ry2 ); glVertex2f( rx2 , ry2 );
glTexCoord2f( rx2 , r.y() ); glVertex2f( rx2 , r.y() );
glTexCoord2f( r.x(), r.y() ); glVertex2f( r.x(), r.y() );
glEnd();
pixels += r.width()*r.height();
}
tex->disableUnnormalizedTexCoords();
tex->unbind();
if( mask & PAINT_SCREEN_TRANSFORMED )
{
// Restore the original matrix
glPopMatrix();
}
// kDebug() << "Copied" << mScreenDirty.rects().count() << "rects, pixels:" << pixels;
}
}
else
{
effects->paintScreen( mask, region, data );
}
}
void BlurEffect::drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( mValid /*&& mTransparentWindows*/ )
{
if( mask & PAINT_WINDOW_TRANSLUCENT &&
(data.opacity != 1.0 || data.contents_opacity != 1.0 || data.decoration_opacity != 1.0 ))
{
// Make sure the blur texture is up to date
if( mask & PAINT_SCREEN_TRANSFORMED )
{
// We don't want any transformations when working with our own
// textures, so load an identity matrix
glPushMatrix();
glLoadIdentity();
}
// If we're having transformations, we don't know the window's
// transformed position on the screen and thus have to update the
// entire screen
if( mask & ( PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS ) )
updateBlurTexture( QRegion(0, 0, displayWidth(), displayHeight()) );
else
updateBlurTexture( mBlurDirty );
mBlurDirty = QRegion();
if( mask & PAINT_SCREEN_TRANSFORMED )
// Restore the original matrix
glPopMatrix();
// Set custom shader to render the window with
mWindowShader->bind();
data.shader = mWindowShader;
// Put the blur texture to tex unit 4
glActiveTexture(GL_TEXTURE4);
mBlurTexture->bind();
glActiveTexture(GL_TEXTURE0);
// Paint
effects->drawWindow( w, mask, region, data );
// Disable blur texture and shader
glActiveTexture(GL_TEXTURE4);
mBlurTexture->unbind();
glActiveTexture(GL_TEXTURE0);
mWindowShader->unbind();
}
else
{
// Opaque window
// Paint to the rendertarget (which is already being used)
effects->drawWindow( w, mask, region, data );
}
// Mark the window's region as dirty
mScreenDirty += region;
mBlurDirty += region & mBlurMask;
}
else
// If there are no translucent windows then paint as usual
effects->drawWindow( w, mask, region, data );
}
void BlurEffect::updateBlurTexture(const QRegion& region)
{
QRect bounding = region.boundingRect();
QVector<QRect> rects = region.rects();
int totalarea = 0;
foreach( QRect r, rects )
totalarea += r.width() * r.height();
if( (int)(totalarea * 1.33 + 100 ) < bounding.width() * bounding.height() )
{
// Use small rects
updateBlurTexture(rects);
}
else
{
// Bounding rect is probably cheaper
QVector<QRect> tmp( 1, bounding );
updateBlurTexture( tmp );
}
}
void BlurEffect::updateBlurTexture(const QVector<QRect>& rects)
{
// Blur
// First pass (vertical)
mBlurShader->bind();
effects->pushRenderTarget(mTmpTarget);
mBlurShader->setAttribute("xBlur", 0.0f);
mBlurShader->setAttribute("yBlur", 1.0f);
mSceneTexture->bind();
foreach( QRect r, rects )
{
// We change x coordinates here because horizontal blur pass (which
// comes after this one) also uses pixels that are horizontally edging
// the blurred area. Thus we need to make sure that those pixels are
// also updated.
glBegin(GL_QUADS);
glVertex2f( r.x()-mBlurRadius , r.y() + r.height() );
glVertex2f( r.x() + r.width()+mBlurRadius, r.y() + r.height() );
glVertex2f( r.x() + r.width()+mBlurRadius, r.y() );
glVertex2f( r.x()-mBlurRadius , r.y() );
glEnd();
}
mSceneTexture->unbind();
effects->popRenderTarget();
// Second pass (horizontal)
effects->pushRenderTarget(mBlurTarget);
mBlurShader->setAttribute("xBlur", 1.0f);
mBlurShader->setAttribute("yBlur", 0.0f);
mTmpTexture->bind();
foreach( QRect r, rects )
{
glBegin(GL_QUADS);
glVertex2f( r.x() , r.y() + r.height() );
glVertex2f( r.x() + r.width(), r.y() + r.height() );
glVertex2f( r.x() + r.width(), r.y() );
glVertex2f( r.x() , r.y() );
glEnd();
}
mTmpTexture->unbind();
effects->popRenderTarget();
mBlurShader->unbind();
}
} // namespace