/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Rivo Laks 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 . *********************************************************************/ #include "blur.h" #include #include #include #include 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(1212) << "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(1212) << "Couldn't locate shader files for '" << name << "'" << endl; return false; } GLShader* shader = new GLShader(vertexshader, fragmentshader); if(!shader->isValid()) { kError(1212) << "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. // HACK disable blur when there is a fullscreen effects. Needed for e.g. cube to work if( mValid && !effects->activeFullScreenEffect() /*&& 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(1212) << "Copied" << mScreenDirty.rects().count() << "rects, pixels:" << pixels; } } else { effects->paintScreen( mask, region, data ); } } void BlurEffect::drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { // HACK disable blur when there is a fullscreen effects. Needed for e.g. cube to work if( mValid && !effects->activeFullScreenEffect() /*&& mTransparentWindows*/ ) { if( mask & PAINT_WINDOW_TRANSLUCENT && ((data.opacity != 1.0 || data.contents_opacity != 1.0 || data.decoration_opacity != 1.0 ) || w->hasAlpha())) { double blurAmount = data.opacity; if( blurAmount >= 1.0 ) { blurAmount = data.contents_opacity; if( blurAmount >= 1.0 ) { blurAmount = data.decoration_opacity; if( blurAmount >= 1.0 ) blurAmount = 1.0; } } // Round to nearest 0.05 blurAmount = double( qRound( blurAmount * 20.0 )) / 20.0; // 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()) , blurAmount ); else updateBlurTexture( mBlurDirty , blurAmount ); 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, double blurAmount ) { QRect bounding = region.boundingRect(); QVector rects = region.rects(); int totalarea = 0; foreach( const QRect &r, rects ) totalarea += r.width() * r.height(); if( (int)(totalarea * 1.33 + 100 ) < bounding.width() * bounding.height() ) { // Use small rects updateBlurTexture(rects, blurAmount); } else { // Bounding rect is probably cheaper QVector tmp( 1, bounding ); updateBlurTexture( tmp , blurAmount ); } } void BlurEffect::updateBlurTexture(const QVector& rects, double blurAmount ) { // Blur // First pass (vertical) mBlurShader->bind(); effects->pushRenderTarget(mTmpTarget); mBlurShader->setAttribute("xBlur", 0.0f); mBlurShader->setAttribute("yBlur", float(blurAmount) ); mSceneTexture->bind(); foreach( const 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", float(blurAmount) ); mBlurShader->setAttribute("yBlur", 0.0f); mTmpTexture->bind(); foreach( const 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