/* SPDX-FileCopyrightText: 2010 Fredrik Höglund SPDX-FileCopyrightText: 2018 Alex Nemeth SPDX-License-Identifier: GPL-2.0-or-later */ #ifndef BLUR_H #define BLUR_H #include #include #include #include #include #include namespace KWaylandServer { class BlurManagerInterface; } namespace KWin { static const int borderSize = 5; class BlurShader; class BlurEffect : public KWin::Effect { Q_OBJECT public: BlurEffect(); ~BlurEffect() override; static bool supported(); static bool enabledByDefault(); void reconfigure(ReconfigureFlags flags) override; void prePaintScreen(ScreenPrePaintData &data, int time) override; void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) override; void drawWindow(EffectWindow *w, int mask, const QRegion ®ion, WindowPaintData &data) override; void paintEffectFrame(EffectFrame *frame, const QRegion ®ion, double opacity, double frameOpacity) override; bool provides(Feature feature) override; bool isActive() const override; int requestedEffectChainPosition() const override { return 75; } bool eventFilter(QObject *watched, QEvent *event) override; public Q_SLOTS: void slotWindowAdded(KWin::EffectWindow *w); void slotWindowDeleted(KWin::EffectWindow *w); void slotPropertyNotify(KWin::EffectWindow *w, long atom); void slotScreenGeometryChanged(); private: QRect expand(const QRect &rect) const; QRegion expand(const QRegion ®ion) const; bool renderTargetsValid() const; void deleteFBOs(); void initBlurStrengthValues(); void updateTexture(); QRegion blurRegion(const EffectWindow *w) const; bool shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const; void updateBlurRegion(EffectWindow *w) const; void doBlur(const QRegion &shape, const QRect &screen, const float opacity, const QMatrix4x4 &screenProjection, bool isDock, QRect windowRect); void uploadRegion(QVector2D *&map, const QRegion ®ion, const int downSampleIterations); void uploadGeometry(GLVertexBuffer *vbo, const QRegion &blurRegion, const QRegion &windowRegion); void generateNoiseTexture(); void upscaleRenderToScreen(GLVertexBuffer *vbo, int vboStart, int blurRectCount, QMatrix4x4 screenProjection, QPoint windowPosition); void downSampleTexture(GLVertexBuffer *vbo, int blurRectCount); void upSampleTexture(GLVertexBuffer *vbo, int blurRectCount); void copyScreenSampleTexture(GLVertexBuffer *vbo, int blurRectCount, QRegion blurShape, QMatrix4x4 screenProjection); private: BlurShader *m_shader; QVector m_renderTargets; QVector m_renderTextures; QStack m_renderTargetStack; GLTexture m_noiseTexture; bool m_renderTargetsValid; long net_wm_blur_region; QRegion m_paintedArea; // keeps track of all painted areas (from bottom to top) QRegion m_currentBlur; // keeps track of the currently blured area of the windows(from bottom to top) int m_downSampleIterations; // number of times the texture will be downsized to half size int m_offset; int m_expandSize; int m_noiseStrength; int m_scalingFactor; struct OffsetStruct { float minOffset; float maxOffset; int expandSize; }; QVector blurOffsets; struct BlurValuesStruct { int iteration; float offset; }; QVector blurStrengthValues; QMap windowBlurChangedConnections; KWaylandServer::BlurManagerInterface *m_blurManager = nullptr; }; inline bool BlurEffect::provides(Effect::Feature feature) { if (feature == Blur) { return true; } return KWin::Effect::provides(feature); } } // namespace KWin #endif