/* * Copyright © 2010 Fredrik Höglund * * 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 "blurshader.h" #include #include #include #include using namespace KWin; BlurShader::BlurShader() : program(0), radius(12) { } BlurShader::~BlurShader() { if (program) { glDeleteProgramsARB(1, &program); program = 0; } } void BlurShader::setRadius(int _radius) { int r = qMax(_radius, 2); if (radius != r) { radius = r; if (program) { glDeleteProgramsARB(1, &program); program = 0; } } } void BlurShader::setDirection(Qt::Orientation orientation) { direction = orientation; } void BlurShader::setPixelDistance(float val) { float firstStep = val * 1.5; float nextStep = val * 2.0; if (direction == Qt::Horizontal) { glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, firstStep, 0, 0, 0); glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, nextStep, 0, 0, 0); } else { glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 0, firstStep, 0, 0); glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0, nextStep, 0, 0); } } void BlurShader::setOpacity(float val) { glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, val, val, val, val); } void BlurShader::bind() { if (!program) init(); glEnable(GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program); } void BlurShader::unbind() { glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0); glDisable(GL_FRAGMENT_PROGRAM_ARB); } float BlurShader::gaussian(float x, float sigma) const { return (1.0 / std::sqrt(2.0 * M_PI) * sigma) * std::exp(-((x * x) / (2.0 * sigma * sigma))); } QVector BlurShader::gaussianKernel() const { const int size = radius | 1; QVector kernel(size); const qreal sigma = radius / 2.5; const int center = size / 2; // Generate the gaussian kernel kernel[center] = gaussian(0, sigma) * .5; for (int i = 1; i <= center; i++) { const float val = gaussian(1.5 + (i - 1) * 2.0, sigma); kernel[center + i] = val; kernel[center - i] = val; } // Normalize the kernel qreal total = 0; for (int i = 0; i < size; i++) total += kernel[i]; for (int i = 0; i < size; i++) kernel[i] /= total; return kernel; } void BlurShader::init() { QVector kernel = gaussianKernel(); const int size = kernel.size(); const int center = size / 2; QByteArray text; QTextStream stream(&text); stream << "!!ARBfp1.0\n"; // The kernel values are hardcoded into the program for (int i = 0; i <= center; i++) stream << "PARAM kernel" << i << " = " << kernel[i] << ";\n"; stream << "PARAM firstSample = program.local[0];\n"; // Distance from gl_TexCoord[0] to the next sample stream << "PARAM nextSample = program.local[1];\n"; // Distance to the subsequent sample stream << "PARAM opacity = program.local[2];\n"; // The opacity with which to modulate the pixels stream << "TEMP coord;\n"; // The coordinate we'll be sampling stream << "TEMP sample;\n"; // The sampled value stream << "TEMP sum;\n"; // The sum of the weighted samples // Start by sampling the center coordinate stream << "TEX sample, fragment.texcoord[0], texture[0], 2D;\n"; // sample = texture2D(tex, gl_TexCoord[0]) stream << "MUL sum, sample, kernel" << center << ";\n"; // sum = sample * kernel[center] for (int i = 1; i <= center; i++) { if (i == 1) stream << "SUB coord, fragment.texcoord[0], firstSample;\n"; // coord = gl_TexCoord[0] - firstSample else stream << "SUB coord, coord, nextSample;\n"; // coord -= nextSample stream << "TEX sample, coord, texture[0], 2D;\n"; // sample = texture2D(tex, coord) stream << "MAD sum, sample, kernel" << center - i << ", sum;\n"; // sum += sample * kernel[center - i] } for (int i = 1; i <= center; i++) { if (i == 1) stream << "ADD coord, fragment.texcoord[0], firstSample;\n"; // coord = gl_TexCoord[0] + firstSample else stream << "ADD coord, coord, nextSample;\n"; // coord += nextSample stream << "TEX sample, coord, texture[0], 2D;\n"; // sample = texture2D(tex, coord) stream << "MAD sum, sample, kernel" << center - i << ", sum;\n"; // sum += sample * kernel[center - i] } stream << "MUL result.color, sum, opacity;\n"; // gl_FragColor = sum * opacity stream << "END\n"; stream.flush(); glGenProgramsARB(1, &program); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program); glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, text.length(), text.constData()); if (glGetError()) { const char *error = (const char*)glGetString(GL_PROGRAM_ERROR_STRING_ARB); kError() << "Error when compiling fragment program:" << error; } glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0); }