kwin/effects/blur/blur.cpp

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/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
* Copyright © 2011 Philipp Knechtges <philipp-dev@knechtges.com>
* Copyright © 2018 Alex Nemeth <alex.nemeth329@gmail.com>
*
* 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; see the file COPYING. if not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "blur.h"
#include "effects.h"
#include "blurshader.h"
// KConfigSkeleton
#include "blurconfig.h"
#include <QMatrix4x4>
#include <QLinkedList>
#include <QScreen> // for QGuiApplication
#include <QTime>
#include <cmath> // for ceil()
#include <KWayland/Server/surface_interface.h>
#include <KWayland/Server/blur_interface.h>
#include <KWayland/Server/shadow_interface.h>
#include <KWayland/Server/display.h>
#include <KSharedConfig>
#include <KConfigGroup>
namespace KWin
{
static const QByteArray s_blurAtomName = QByteArrayLiteral("_KDE_NET_WM_BLUR_BEHIND_REGION");
BlurEffect::BlurEffect()
{
initConfig<BlurConfig>();
m_shader = BlurShader::create();
initBlurStrengthValues();
reconfigure(ReconfigureAll);
// ### Hackish way to announce support.
// Should be included in _NET_SUPPORTED instead.
if (m_shader && m_shader->isValid() && m_renderTargetsValid) {
net_wm_blur_region = effects->announceSupportProperty(s_blurAtomName, this);
KWayland::Server::Display *display = effects->waylandDisplay();
if (display) {
m_blurManager = display->createBlurManager(this);
m_blurManager->create();
}
} else {
net_wm_blur_region = 0;
}
connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long)));
connect(effects, SIGNAL(screenGeometryChanged(QSize)), this, SLOT(slotScreenGeometryChanged()));
connect(effects, &EffectsHandler::xcbConnectionChanged, this,
[this] {
if (m_shader && m_shader->isValid() && m_renderTargetsValid) {
net_wm_blur_region = effects->announceSupportProperty(s_blurAtomName, this);
}
}
);
// Fetch the blur regions for all windows
foreach (EffectWindow *window, effects->stackingOrder())
updateBlurRegion(window);
}
BlurEffect::~BlurEffect()
{
deleteFBOs();
delete m_shader;
m_shader = nullptr;
}
void BlurEffect::slotScreenGeometryChanged()
{
effects->makeOpenGLContextCurrent();
updateTexture();
// Fetch the blur regions for all windows
foreach (EffectWindow *window, effects->stackingOrder())
updateBlurRegion(window);
effects->doneOpenGLContextCurrent();
}
bool BlurEffect::renderTargetsValid() const
{
return !m_renderTargets.isEmpty() && std::find_if(m_renderTargets.cbegin(), m_renderTargets.cend(),
[](const GLRenderTarget *target) {
return !target->valid();
}) == m_renderTargets.cend();
}
void BlurEffect::deleteFBOs()
{
qDeleteAll(m_renderTargets);
m_renderTargets.clear();
m_renderTextures.clear();
}
void BlurEffect::updateTexture()
{
deleteFBOs();
/* Reserve memory for:
* - The original sized texture (1)
* - The downsized textures (m_downSampleIterations)
* - The helper texture (1)
*/
m_renderTargets.reserve(m_downSampleIterations + 2);
m_renderTextures.reserve(m_downSampleIterations + 2);
for (int i = 0; i <= m_downSampleIterations; i++) {
m_renderTextures.append(GLTexture(GL_RGBA8, effects->virtualScreenSize() / (1 << i)));
m_renderTextures.last().setFilter(GL_LINEAR);
m_renderTextures.last().setWrapMode(GL_CLAMP_TO_EDGE);
m_renderTargets.append(new GLRenderTarget(m_renderTextures.last()));
}
// This last set is used as a temporary helper texture
m_renderTextures.append(GLTexture(GL_RGBA8, effects->virtualScreenSize()));
m_renderTextures.last().setFilter(GL_LINEAR);
m_renderTextures.last().setWrapMode(GL_CLAMP_TO_EDGE);
m_renderTargets.append(new GLRenderTarget(m_renderTextures.last()));
m_renderTargetsValid = renderTargetsValid();
// Prepare the stack for the rendering
m_renderTargetStack.clear();
m_renderTargetStack.reserve(m_downSampleIterations * 2);
// Upsample
for (int i = 1; i < m_downSampleIterations; i++) {
m_renderTargetStack.push(m_renderTargets[i]);
}
// Downsample
for (int i = m_downSampleIterations; i > 0; i--) {
m_renderTargetStack.push(m_renderTargets[i]);
}
// Copysample
m_renderTargetStack.push(m_renderTargets[0]);
// Generate the noise helper texture
generateNoiseTexture();
}
void BlurEffect::initBlurStrengthValues()
{
// This function creates an array of blur strength values that are evenly distributed
// The range of the slider on the blur settings UI
int numOfBlurSteps = 15;
int remainingSteps = numOfBlurSteps;
/*
* Explanation for these numbers:
*
* The texture blur amount depends on the downsampling iterations and the offset value.
* By changing the offset we can alter the blur amount without relying on further downsampling.
* But there is a minimum and maximum value of offset per downsample iteration before we
* get artifacts.
*
* The minOffset variable is the minimum offset value for an iteration before we
* get blocky artifacts because of the downsampling.
*
* The maxOffset value is the maximum offset value for an iteration before we
* get diagonal line artifacts because of the nature of the dual kawase blur algorithm.
*
* The expandSize value is the minimum value for an iteration before we reach the end
* of a texture in the shader and sample outside of the area that was copied into the
* texture from the screen.
*/
// {minOffset, maxOffset, expandSize}
blurOffsets.append({1.0, 2.0, 10}); // Down sample size / 2
blurOffsets.append({2.0, 3.0, 20}); // Down sample size / 4
blurOffsets.append({2.0, 5.0, 50}); // Down sample size / 8
blurOffsets.append({3.0, 8.0, 150}); // Down sample size / 16
//blurOffsets.append({5.0, 10.0, 400}); // Down sample size / 32
//blurOffsets.append({7.0, ?.0}); // Down sample size / 64
float offsetSum = 0;
for (int i = 0; i < blurOffsets.size(); i++) {
offsetSum += blurOffsets[i].maxOffset - blurOffsets[i].minOffset;
}
for (int i = 0; i < blurOffsets.size(); i++) {
int iterationNumber = std::ceil((blurOffsets[i].maxOffset - blurOffsets[i].minOffset) / offsetSum * numOfBlurSteps);
remainingSteps -= iterationNumber;
if (remainingSteps < 0) {
iterationNumber += remainingSteps;
}
float offsetDifference = blurOffsets[i].maxOffset - blurOffsets[i].minOffset;
for (int j = 1; j <= iterationNumber; j++) {
// {iteration, offset}
blurStrengthValues.append({i + 1, blurOffsets[i].minOffset + (offsetDifference / iterationNumber) * j});
}
}
}
void BlurEffect::reconfigure(ReconfigureFlags flags)
{
Q_UNUSED(flags)
BlurConfig::self()->read();
int blurStrength = BlurConfig::blurStrength() - 1;
m_downSampleIterations = blurStrengthValues[blurStrength].iteration;
m_offset = blurStrengthValues[blurStrength].offset;
m_expandSize = blurOffsets[m_downSampleIterations - 1].expandSize;
m_noiseStrength = BlurConfig::noiseStrength();
m_scalingFactor = QGuiApplication::primaryScreen()->logicalDotsPerInch() / 96.0;
updateTexture();
if (!m_shader || !m_shader->isValid()) {
effects->removeSupportProperty(s_blurAtomName, this);
delete m_blurManager;
m_blurManager = nullptr;
}
// Update all windows for the blur to take effect
effects->addRepaintFull();
}
void BlurEffect::updateBlurRegion(EffectWindow *w) const
{
QRegion region;
QByteArray value;
if (net_wm_blur_region != XCB_ATOM_NONE) {
value = w->readProperty(net_wm_blur_region, XCB_ATOM_CARDINAL, 32);
if (value.size() > 0 && !(value.size() % (4 * sizeof(uint32_t)))) {
const uint32_t *cardinals = reinterpret_cast<const uint32_t*>(value.constData());
for (unsigned int i = 0; i < value.size() / sizeof(uint32_t);) {
int x = cardinals[i++];
int y = cardinals[i++];
int w = cardinals[i++];
int h = cardinals[i++];
region += QRect(x, y, w, h);
}
}
}
KWayland::Server::SurfaceInterface *surf = w->surface();
if (surf && surf->blur()) {
region = surf->blur()->region();
}
//!value.isNull() full window in X11 case, surf->blur()
//valid, full window in wayland case
if (region.isEmpty() && (!value.isNull() || (surf && surf->blur()))) {
// Set the data to a dummy value.
// This is needed to be able to distinguish between the value not
// being set, and being set to an empty region.
w->setData(WindowBlurBehindRole, 1);
} else
w->setData(WindowBlurBehindRole, region);
}
void BlurEffect::slotWindowAdded(EffectWindow *w)
{
KWayland::Server::SurfaceInterface *surf = w->surface();
if (surf) {
windowBlurChangedConnections[w] = connect(surf, &KWayland::Server::SurfaceInterface::blurChanged, this, [this, w] () {
if (w) {
updateBlurRegion(w);
}
});
}
updateBlurRegion(w);
}
void BlurEffect::slotWindowDeleted(EffectWindow *w)
{
if (windowBlurChangedConnections.contains(w)) {
disconnect(windowBlurChangedConnections[w]);
windowBlurChangedConnections.remove(w);
}
}
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void BlurEffect::slotPropertyNotify(EffectWindow *w, long atom)
{
if (w && atom == net_wm_blur_region && net_wm_blur_region != XCB_ATOM_NONE) {
updateBlurRegion(w);
}
}
bool BlurEffect::enabledByDefault()
{
GLPlatform *gl = GLPlatform::instance();
if (gl->isIntel() && gl->chipClass() < SandyBridge)
return false;
if (gl->isSoftwareEmulation()) {
return false;
}
return true;
}
bool BlurEffect::supported()
{
bool supported = effects->isOpenGLCompositing() && GLRenderTarget::supported();
if (supported) {
int maxTexSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
const QSize screenSize = effects->virtualScreenSize();
if (screenSize.width() > maxTexSize || screenSize.height() > maxTexSize)
supported = false;
}
return supported;
}
QRect BlurEffect::expand(const QRect &rect) const
{
return rect.adjusted(-m_expandSize, -m_expandSize, m_expandSize, m_expandSize);
}
QRegion BlurEffect::expand(const QRegion &region) const
{
QRegion expanded;
for (const QRect &rect : region) {
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expanded += expand(rect);
}
return expanded;
}
QRegion BlurEffect::blurRegion(const EffectWindow *w) const
{
QRegion region;
const QVariant value = w->data(WindowBlurBehindRole);
if (value.isValid()) {
const QRegion appRegion = qvariant_cast<QRegion>(value);
if (!appRegion.isEmpty()) {
if (w->decorationHasAlpha() && effects->decorationSupportsBlurBehind()) {
region = w->shape();
region -= w->decorationInnerRect();
}
region |= appRegion.translated(w->contentsRect().topLeft()) &
w->decorationInnerRect();
} else {
// An empty region means that the blur effect should be enabled
// for the whole window.
region = w->shape();
}
} else if (w->decorationHasAlpha() && effects->decorationSupportsBlurBehind()) {
// If the client hasn't specified a blur region, we'll only enable
// the effect behind the decoration.
region = w->shape();
region -= w->decorationInnerRect();
}
return region;
}
void BlurEffect::uploadRegion(QVector2D *&map, const QRegion &region, const int downSampleIterations)
{
for (int i = 0; i <= downSampleIterations; i++) {
const int divisionRatio = (1 << i);
for (const QRect &r : region) {
const QVector2D topLeft( r.x() / divisionRatio, r.y() / divisionRatio);
const QVector2D topRight( (r.x() + r.width()) / divisionRatio, r.y() / divisionRatio);
const QVector2D bottomLeft( r.x() / divisionRatio, (r.y() + r.height()) / divisionRatio);
const QVector2D bottomRight((r.x() + r.width()) / divisionRatio, (r.y() + r.height()) / divisionRatio);
// First triangle
*(map++) = topRight;
*(map++) = topLeft;
*(map++) = bottomLeft;
// Second triangle
*(map++) = bottomLeft;
*(map++) = bottomRight;
*(map++) = topRight;
}
}
}
void BlurEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion &blurRegion, const QRegion &windowRegion)
{
const int vertexCount = ((blurRegion.rectCount() * (m_downSampleIterations + 1)) + windowRegion.rectCount()) * 6;
if (!vertexCount)
return;
QVector2D *map = (QVector2D *) vbo->map(vertexCount * sizeof(QVector2D));
uploadRegion(map, blurRegion, m_downSampleIterations);
uploadRegion(map, windowRegion, 0);
vbo->unmap();
const GLVertexAttrib layout[] = {
{ VA_Position, 2, GL_FLOAT, 0 },
{ VA_TexCoord, 2, GL_FLOAT, 0 }
};
vbo->setAttribLayout(layout, 2, sizeof(QVector2D));
}
void BlurEffect::prePaintScreen(ScreenPrePaintData &data, int time)
{
m_damagedArea = QRegion();
m_paintedArea = QRegion();
m_currentBlur = QRegion();
effects->prePaintScreen(data, time);
}
void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
// this effect relies on prePaintWindow being called in the bottom to top order
effects->prePaintWindow(w, data, time);
if (!w->isPaintingEnabled()) {
return;
}
if (!m_shader || !m_shader->isValid()) {
return;
}
// to blur an area partially we have to shrink the opaque area of a window
QRegion newClip;
const QRegion oldClip = data.clip;
for (const QRect &rect : data.clip) {
newClip |= rect.adjusted(m_expandSize, m_expandSize, -m_expandSize, -m_expandSize);
}
data.clip = newClip;
const QRegion oldPaint = data.paint;
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// we don't have to blur a region we don't see
m_currentBlur -= newClip;
// if we have to paint a non-opaque part of this window that intersects with the
// currently blurred region we have to redraw the whole region
if ((data.paint - oldClip).intersects(m_currentBlur)) {
data.paint |= m_currentBlur;
}
// in case this window has regions to be blurred
const QRect screen = effects->virtualScreenGeometry();
const QRegion blurArea = blurRegion(w).translated(w->pos()) & screen;
const QRegion expandedBlur = (w->isDock() ? blurArea : expand(blurArea)) & screen;
// if this window or a window underneath the blurred area is painted again we have to
// blur everything
if (m_paintedArea.intersects(expandedBlur) || data.paint.intersects(blurArea)) {
data.paint |= expandedBlur;
// we keep track of the "damage propagation"
m_damagedArea |= (w->isDock() ? (expandedBlur & m_damagedArea) : expand(expandedBlur & m_damagedArea)) & blurArea;
// we have to check again whether we do not damage a blurred area
// of a window
if (expandedBlur.intersects(m_currentBlur)) {
data.paint |= m_currentBlur;
}
}
m_currentBlur |= expandedBlur;
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// we don't consider damaged areas which are occluded and are not
// explicitly damaged by this window
m_damagedArea -= data.clip;
m_damagedArea |= oldPaint;
// in contrast to m_damagedArea does m_paintedArea keep track of all repainted areas
m_paintedArea -= data.clip;
m_paintedArea |= data.paint;
}
bool BlurEffect::shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const
{
if (!m_renderTargetsValid || !m_shader || !m_shader->isValid())
return false;
if (effects->activeFullScreenEffect() && !w->data(WindowForceBlurRole).toBool())
return false;
if (w->isDesktop())
return false;
bool scaled = !qFuzzyCompare(data.xScale(), 1.0) && !qFuzzyCompare(data.yScale(), 1.0);
bool translated = data.xTranslation() || data.yTranslation();
if ((scaled || (translated || (mask & PAINT_WINDOW_TRANSFORMED))) && !w->data(WindowForceBlurRole).toBool())
return false;
bool blurBehindDecos = effects->decorationsHaveAlpha() &&
effects->decorationSupportsBlurBehind();
if (!w->hasAlpha() && w->opacity() >= 1.0 && !(blurBehindDecos && w->hasDecoration()))
return false;
return true;
}
void BlurEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
const QRect screen = GLRenderTarget::virtualScreenGeometry();
if (shouldBlur(w, mask, data)) {
QRegion shape = region & blurRegion(w).translated(w->pos()) & screen;
// let's do the evil parts - someone wants to blur behind a transformed window
const bool translated = data.xTranslation() || data.yTranslation();
const bool scaled = data.xScale() != 1 || data.yScale() != 1;
if (scaled) {
QPoint pt = shape.boundingRect().topLeft();
QVector<QRect> shapeRects = shape.rects();
shape = QRegion(); // clear
foreach (QRect r, shapeRects) {
r.moveTo(pt.x() + (r.x() - pt.x()) * data.xScale() + data.xTranslation(),
pt.y() + (r.y() - pt.y()) * data.yScale() + data.yTranslation());
r.setWidth(r.width() * data.xScale());
r.setHeight(r.height() * data.yScale());
shape |= r;
}
shape = shape & region;
//Only translated, not scaled
} else if (translated) {
shape = shape.translated(data.xTranslation(), data.yTranslation());
shape = shape & region;
}
if (!shape.isEmpty()) {
doBlur(shape, screen, data.opacity(), data.screenProjectionMatrix(), w->isDock(), w->geometry());
}
}
// Draw the window over the blurred area
effects->drawWindow(w, mask, region, data);
}
void BlurEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity)
{
const QRect screen = effects->virtualScreenGeometry();
bool valid = m_renderTargetsValid && m_shader && m_shader->isValid();
QRegion shape = frame->geometry().adjusted(-borderSize, -borderSize, borderSize, borderSize) & screen;
if (valid && !shape.isEmpty() && region.intersects(shape.boundingRect()) && frame->style() != EffectFrameNone) {
doBlur(shape, screen, opacity * frameOpacity, frame->screenProjectionMatrix(), false, frame->geometry());
}
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
}
void BlurEffect::generateNoiseTexture()
{
if (m_noiseStrength == 0) {
return;
}
// Init randomness based on time
qsrand((uint)QTime::currentTime().msec());
QImage noiseImage(QSize(256, 256), QImage::Format_Grayscale8);
for (int y = 0; y < noiseImage.height(); y++) {
uint8_t *noiseImageLine = (uint8_t *) noiseImage.scanLine(y);
for (int x = 0; x < noiseImage.width(); x++) {
noiseImageLine[x] = qrand() % m_noiseStrength + (128 - m_noiseStrength / 2);
}
}
// The noise texture looks distorted when not scaled with integer
noiseImage = noiseImage.scaled(noiseImage.size() * m_scalingFactor);
m_noiseTexture = GLTexture(noiseImage);
m_noiseTexture.setFilter(GL_NEAREST);
m_noiseTexture.setWrapMode(GL_REPEAT);
}
void BlurEffect::doBlur(const QRegion& shape, const QRect& screen, const float opacity, const QMatrix4x4 &screenProjection, bool isDock, QRect windowRect)
{
QRegion expandedBlurRegion = expand(shape) & expand(screen);
// Upload geometry for the down and upsample iterations
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
uploadGeometry(vbo, expandedBlurRegion, shape);
vbo->bindArrays();
/*
* If the window is a dock or panel we avoid the "extended blur" effect.
* Extended blur is when windows that are not under the blurred area affect
* the final blur result.
* We want to avoid this on panels, because it looks really weird and ugly
* when maximized windows or windows near the panel affect the dock blur.
*/
isDock ? m_renderTextures.last().bind() : m_renderTextures[0].bind();
QRect copyRect = expandedBlurRegion.boundingRect() & screen;
glCopyTexSubImage2D(
GL_TEXTURE_2D,
0,
copyRect.x(),
effects->virtualScreenSize().height() - copyRect.y() - copyRect.height(),
copyRect.x(),
effects->virtualScreenSize().height() - copyRect.y() - copyRect.height(),
copyRect.width(),
copyRect.height()
);
GLRenderTarget::pushRenderTargets(m_renderTargetStack);
int blurRectCount = expandedBlurRegion.rectCount() * 6;
if (isDock) {
copyScreenSampleTexture(vbo, blurRectCount, shape, screen.size(), screenProjection);
} else {
// Remove the m_renderTargets[0] from the top of the stack that we will not use
GLRenderTarget::popRenderTarget();
}
downSampleTexture(vbo, blurRectCount);
upSampleTexture(vbo, blurRectCount);
// Modulate the blurred texture with the window opacity if the window isn't opaque
if (opacity < 1.0) {
glEnable(GL_BLEND);
#if 1 // bow shape, always above y = x
float o = 1.0f-opacity;
o = 1.0f - o*o;
#else // sigmoid shape, above y = x for x > 0.5, below y = x for x < 0.5
float o = 2.0f*opacity - 1.0f;
o = 0.5f + o / (1.0f + qAbs(o));
#endif
glBlendColor(0, 0, 0, o);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
}
upscaleRenderToScreen(vbo, blurRectCount * (m_downSampleIterations + 1), shape.rectCount() * 6, screenProjection, windowRect.topLeft());
if (opacity < 1.0) {
glDisable(GL_BLEND);
}
vbo->unbindArrays();
}
void BlurEffect::upscaleRenderToScreen(GLVertexBuffer *vbo, int vboStart, int blurRectCount, QMatrix4x4 screenProjection, QPoint windowPosition)
{
glActiveTexture(GL_TEXTURE0);
m_renderTextures[1].bind();
if (m_noiseStrength > 0) {
m_shader->bind(BlurShader::NoiseSampleType);
m_shader->setTargetTextureSize(m_renderTextures[0].size());
m_shader->setNoiseTextureSize(m_noiseTexture.size());
m_shader->setTexturePosition(windowPosition);
glActiveTexture(GL_TEXTURE1);
m_noiseTexture.bind();
} else {
m_shader->bind(BlurShader::UpSampleType);
m_shader->setTargetTextureSize(m_renderTextures[0].size());
}
m_shader->setOffset(m_offset);
m_shader->setModelViewProjectionMatrix(screenProjection);
//Render to the screen
vbo->draw(GL_TRIANGLES, vboStart, blurRectCount);
glActiveTexture(GL_TEXTURE0);
m_shader->unbind();
}
void BlurEffect::downSampleTexture(GLVertexBuffer *vbo, int blurRectCount)
{
QMatrix4x4 modelViewProjectionMatrix;
m_shader->bind(BlurShader::DownSampleType);
m_shader->setOffset(m_offset);
for (int i = 1; i <= m_downSampleIterations; i++) {
modelViewProjectionMatrix.setToIdentity();
modelViewProjectionMatrix.ortho(0, m_renderTextures[i].width(), m_renderTextures[i].height(), 0 , 0, 65535);
m_shader->setModelViewProjectionMatrix(modelViewProjectionMatrix);
m_shader->setTargetTextureSize(m_renderTextures[i].size());
//Copy the image from this texture
m_renderTextures[i - 1].bind();
vbo->draw(GL_TRIANGLES, blurRectCount * i, blurRectCount);
GLRenderTarget::popRenderTarget();
}
m_shader->unbind();
}
void BlurEffect::upSampleTexture(GLVertexBuffer *vbo, int blurRectCount)
{
QMatrix4x4 modelViewProjectionMatrix;
m_shader->bind(BlurShader::UpSampleType);
m_shader->setOffset(m_offset);
for (int i = m_downSampleIterations - 1; i >= 1; i--) {
modelViewProjectionMatrix.setToIdentity();
modelViewProjectionMatrix.ortho(0, m_renderTextures[i].width(), m_renderTextures[i].height(), 0 , 0, 65535);
m_shader->setModelViewProjectionMatrix(modelViewProjectionMatrix);
m_shader->setTargetTextureSize(m_renderTextures[i].size());
//Copy the image from this texture
m_renderTextures[i + 1].bind();
vbo->draw(GL_TRIANGLES, blurRectCount * i, blurRectCount);
GLRenderTarget::popRenderTarget();
}
m_shader->unbind();
}
void BlurEffect::copyScreenSampleTexture(GLVertexBuffer *vbo, int blurRectCount, QRegion blurShape, QSize screenSize, QMatrix4x4 screenProjection)
{
m_shader->bind(BlurShader::CopySampleType);
m_shader->setModelViewProjectionMatrix(screenProjection);
m_shader->setTargetTextureSize(screenSize);
/*
* This '1' sized adjustment is necessary do avoid windows affecting the blur that are
* right next to this window.
*/
m_shader->setBlurRect(blurShape.boundingRect().adjusted(1, 1, -1, -1), screenSize);
vbo->draw(GL_TRIANGLES, 0, blurRectCount);
GLRenderTarget::popRenderTarget();
m_shader->unbind();
}
} // namespace KWin