/* * 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. */ #ifndef BLURSHADER_H #define BLURSHADER_H #include namespace KWin { class BlurShader { public: BlurShader(); virtual ~BlurShader(); static BlurShader *create(); // Sets the radius in pixels void setRadius(int radius); int radius() const { return mRadius; } // Sets the blur direction void setDirection(Qt::Orientation direction); Qt::Orientation direction() const { return mDirection; } // Sets the distance between two pixels virtual void setPixelDistance(float val) = 0; // The opacity of the resulting pixels is multiplied by this value virtual void setOpacity(float val) = 0; virtual void bind() = 0; virtual void unbind() = 0; protected: float gaussian(float x, float sigma) const; QVector gaussianKernel() const; virtual void init() = 0; virtual void reset() = 0; virtual int maxKernelSize() const = 0; private: int mRadius; Qt::Orientation mDirection; }; // ---------------------------------------------------------------------------- class GLSLBlurShader : public BlurShader { public: GLSLBlurShader(); ~GLSLBlurShader(); void setPixelDistance(float val); void setOpacity(float val); void bind(); void unbind(); protected: void init(); void reset(); int maxKernelSize() const; GLuint compile(GLenum type, const QByteArray &source); GLuint link(GLuint vertexShader, GLuint fragmentShader); private: GLuint program; int uTexUnit; int uPixelSize; int uOpacity; }; // ---------------------------------------------------------------------------- class ARBBlurShader : public BlurShader { public: ARBBlurShader(); ~ARBBlurShader(); void setPixelDistance(float val); void setOpacity(float val); void bind(); void unbind(); protected: void init(); void reset(); int maxKernelSize() const; private: GLuint program; }; } // namespace KWin #endif