/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Rivo Laks You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #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; mTime = 0; mValid = loadData(); } BlurEffect::~BlurEffect() { delete mSceneTexture; delete mTmpTexture; delete mBlurTexture; delete mSceneTarget; delete mTmpTarget; delete mBlurTarget; delete mBlurShader; delete mWindowShader; } bool BlurEffect::loadData() { // Create texture and render target mSceneTexture = new GLTexture(displayWidth(), displayHeight()); mSceneTexture->setFilter(GL_LINEAR); mTmpTexture = new GLTexture(displayWidth(), displayHeight()); mTmpTexture->setFilter(GL_LINEAR); mBlurTexture = new GLTexture(displayWidth(), displayHeight()); 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("displayWidth", (float)displayWidth()); mBlurShader->setUniform("displayHeight", (float)displayHeight()); mBlurShader->unbind(); mWindowShader->bind(); mWindowShader->setUniform("windowTex", 0); mWindowShader->setUniform("backgroundTex", 4); mWindowShader->setUniform("displayWidth", (float)displayWidth()); mWindowShader->setUniform("displayHeight", (float)displayHeight()); 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() << k_funcinfo << "Couldn't locate shader files for '" << name << "'" << endl; return false; } GLShader* shader = new GLShader(vertexshader, fragmentshader); if(!shader->isValid()) { kError() << k_funcinfo << "Shader '" << name << "' failed to load!" << endl; delete shader; return 0; } return shader; } bool BlurEffect::supported() { return GLRenderTarget::supported() && GLShader::fragmentShaderSupported() && (effects->compositingType() == OpenGLCompositing); } void BlurEffect::prePaintScreen( int* mask, QRegion* region, int time ) { mTransparentWindows = 0; mTime += time; effects->prePaintScreen(mask, region, time); } void BlurEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* paint, QRegion* clip, int time ) { effects->prePaintWindow( w, mask, paint, clip, time ); if( w->isPaintingEnabled() && ( *mask & PAINT_WINDOW_TRANSLUCENT )) mTransparentWindows++; } void BlurEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { if( mValid && mTransparentWindows ) { if( mask & PAINT_WINDOW_TRANSLUCENT ) { // 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()) ); else updateBlurTexture(region); if( mask & PAINT_SCREEN_TRANSFORMED ) // Restore the original matrix glPopMatrix(); // Set custom shader to render the window with mWindowShader->bind(); w->setShader(mWindowShader); // Put the blur texture to tex unit 4 glActiveTexture(GL_TEXTURE4); mBlurTexture->bind(); mBlurTexture->enableUnnormalizedTexCoords(); glActiveTexture(GL_TEXTURE0); // Paint effects->paintWindow( w, mask, region, data ); if(mTransparentWindows > 1) { // If we have multiple translucent windows on top of each // other, we need to paint those onto the scene rendertarget // as well effects->pushRenderTarget(mSceneTarget); effects->paintWindow( w, mask, region, data ); effects->popRenderTarget(); } // Disable blur texture and shader glActiveTexture(GL_TEXTURE4); mBlurTexture->disableUnnormalizedTexCoords(); mBlurTexture->unbind(); glActiveTexture(GL_TEXTURE0); mWindowShader->unbind(); } else { // Opaque window // Paint to the screen... effects->paintWindow( w, mask, region, data ); // ...and to the rendertarget as well effects->pushRenderTarget(mSceneTarget); effects->paintWindow( w, mask, region, data ); effects->popRenderTarget(); } } else // If there are no translucent windows then paint as usual effects->paintWindow( w, mask, region, data ); } void BlurEffect::updateBlurTexture(const QRegion& region) { QRect bounding = region.boundingRect(); QVector rects = region.rects(); int totalarea = 0; foreach( QRect r, rects ) totalarea += r.width() * r.height(); if( (int)(totalarea * 1.33 + 100 ) < bounding.width() * bounding.height() ) { // Use small rects updateBlurTexture(rects); } else { // Bounding rect is probably cheaper QVector tmp( 1, bounding ); updateBlurTexture( tmp ); } } void BlurEffect::updateBlurTexture(const QVector& rects) { // Blur // First pass (vertical) effects->pushRenderTarget(mTmpTarget); mBlurShader->bind(); mSceneTexture->bind(); mBlurShader->setAttribute("xBlur", 0); mBlurShader->setAttribute("yBlur", 1); foreach( QRect r, rects ) { r.adjust(-mBlurRadius, -mBlurRadius, mBlurRadius, mBlurRadius); 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(); } mSceneTexture->unbind(); mBlurShader->unbind(); effects->popRenderTarget(); // Second pass (horizontal) effects->pushRenderTarget(mBlurTarget); mBlurShader->bind(); mTmpTexture->bind(); mBlurShader->setAttribute("xBlur", 1); mBlurShader->setAttribute("yBlur", 0); foreach( QRect r, rects ) { r.adjust(-mBlurRadius, -mBlurRadius, mBlurRadius, mBlurRadius); 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(); mBlurShader->unbind(); effects->popRenderTarget(); } } // namespace