/* * 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() : mRadius(12) { } BlurShader::~BlurShader() { } BlurShader *BlurShader::create() { if (GLShader::vertexShaderSupported() && GLShader::fragmentShaderSupported()) return new GLSLBlurShader(); return new ARBBlurShader(); } void BlurShader::setRadius(int radius) { const int r = qMax(radius, 2); if (mRadius != r) { mRadius = r; reset(); } } void BlurShader::setDirection(Qt::Orientation direction) { mDirection = direction; } 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 { int size = qMin(mRadius | 1, maxKernelSize()); if (!(size & 0x1)) size -= 1; QVector kernel(size); const int center = size / 2; const qreal sigma = (size - 1) / 2.5; // 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; } // ---------------------------------------------------------------------------- GLSLBlurShader::GLSLBlurShader() : BlurShader(), program(0) { } GLSLBlurShader::~GLSLBlurShader() { reset(); } void GLSLBlurShader::reset() { if (program) { glDeleteProgram(program); program = 0; } } void GLSLBlurShader::setPixelDistance(float val) { float pixelSize[2] = { 0.0, 0.0 }; if (direction() == Qt::Horizontal) pixelSize[0] = val; else pixelSize[1] = val; glUniform2fv(uPixelSize, 1, pixelSize); } void GLSLBlurShader::setOpacity(float val) { const float opacity[4] = { val, val, val, val }; glUniform4fv(uOpacity, 1, opacity); } void GLSLBlurShader::bind() { if (!program) init(); glUseProgram(program); glUniform1i(uTexUnit, 0); } void GLSLBlurShader::unbind() { glUseProgram(0); } int GLSLBlurShader::maxKernelSize() const { int value; glGetIntegerv(GL_MAX_VARYING_FLOATS, &value); // Note: In theory the driver could pack two vec2's in one vec4, // but we'll assume it doesn't do that return value / 4; // Max number of vec4 varyings } GLuint GLSLBlurShader::compile(GLenum type, const QByteArray &source) { const char *sourceData = source.constData(); GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &sourceData, 0); glCompileShader(shader); int status; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { GLsizei size, length; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &size); QByteArray log(size, 0); glGetShaderInfoLog(shader, size, &length, log.data()); kError() << "Failed to compile shader: " << log; glDeleteShader(shader); shader = 0; } return shader; } GLuint GLSLBlurShader::link(GLuint vertexShader, GLuint fragmentShader) { GLuint program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program); int status; glGetProgramiv(program, GL_LINK_STATUS, &status); if (status == GL_FALSE) { GLsizei size, length; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &size); QByteArray log(size, 0); glGetProgramInfoLog(program, size, &length, log.data()); kError() << "Failed to link shader: " << log; glDeleteProgram(program); program = 0; } return program; } void GLSLBlurShader::init() { QVector kernel = gaussianKernel(); const int size = kernel.size(); const int center = size / 2; QByteArray vertexSource; QByteArray fragmentSource; // Vertex shader // =================================================================== QTextStream stream(&vertexSource); stream << "uniform vec2 pixelSize;\n\n"; for (int i = 0; i < size; i++) stream << "varying vec2 samplePos" << i << ";\n"; stream << "\n"; stream << "void main(void)\n"; stream << "{\n"; stream << " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"; for (int i = 0; i < center; i++) stream << " samplePos" << i << " = gl_TexCoord[0].st + pixelSize * vec2(" << -(1.5 + (center - i - 1) * 2.0) << ");\n"; stream << " samplePos" << center << " = gl_TexCoord[0].st;\n"; for (int i = center + 1; i < size; i++) stream << " samplePos" << i << " = gl_TexCoord[0].st + pixelSize * vec2(" << 1.5 + (i - center - 1) * 2.0 << ");\n"; stream << "\n"; stream << " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"; stream << "}\n"; stream.flush(); // Fragment shader // =================================================================== QTextStream stream2(&fragmentSource); stream2 << "uniform sampler2D texUnit;\n"; stream2 << "uniform vec4 opacity;\n\n"; for (int i = 0; i < size; i++) stream2 << "varying vec2 samplePos" << i << ";\n"; stream2 << "\n"; for (int i = 0; i <= center; i++) stream2 << "const vec4 kernel" << i << " = vec4(" << kernel[i] << ");\n"; stream2 << "\n"; stream2 << "void main(void)\n"; stream2 << "{\n"; stream2 << " vec4 sum = texture2D(texUnit, samplePos0) * kernel0;\n"; for (int i = 1; i < size; i++) stream2 << " sum += texture2D(texUnit, samplePos" << i << ") * kernel" << (i > center ? size - i - 1 : i) << ";\n"; stream2 << " gl_FragColor = sum * opacity;\n"; stream2 << "}\n"; stream2.flush(); GLuint vertexShader = compile(GL_VERTEX_SHADER, vertexSource); GLuint fragmentShader = compile(GL_FRAGMENT_SHADER, fragmentSource); if (vertexShader && fragmentShader) program = link(vertexShader, fragmentShader); if (vertexShader) glDeleteShader(vertexShader); if (fragmentShader) glDeleteShader(fragmentShader); if (program) { uTexUnit = glGetUniformLocation(program, "texUnit"); uPixelSize = glGetUniformLocation(program, "pixelSize"); uOpacity = glGetUniformLocation(program, "opacity"); } } // ---------------------------------------------------------------------------- ARBBlurShader::ARBBlurShader() : BlurShader(), program(0) { } ARBBlurShader::~ARBBlurShader() { reset(); } void ARBBlurShader::reset() { if (program) { glDeleteProgramsARB(1, &program); program = 0; } } void ARBBlurShader::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 ARBBlurShader::setOpacity(float val) { glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, val, val, val, val); } void ARBBlurShader::bind() { if (!program) init(); glEnable(GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program); } void ARBBlurShader::unbind() { glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0); glDisable(GL_FRAGMENT_PROGRAM_ARB); } int ARBBlurShader::maxKernelSize() const { int value; int result; glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_PARAMETERS_ARB, &value); result = (value - 1) * 2; // We only need to store half the kernel, since it's symmetrical glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &value); result = qMin(result, value / 3); // We need 3 instructions / sample return result; } void ARBBlurShader::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() << "Failed to compile fragment program:" << error; } glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0); }