/* * Copyright © 2010 Fredrik Höglund * Copyright © 2018 Alex Nemeth * * 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 #include #include class QMatrix4x4; namespace KWin { class BlurShader { public: BlurShader(); virtual ~BlurShader(); static BlurShader *create(); bool isValid() const { return mValid; } virtual void setModelViewProjectionMatrix(const QMatrix4x4 &matrix) = 0; virtual void setOffset(float offset) = 0; virtual void setTargetTextureSize(QSize renderTextureSize) = 0; virtual void setNoiseTextureSize(QSize noiseTextureSize) = 0; virtual void setTexturePosition(QPoint texPos) = 0; virtual void setBlurRect(QRect blurRect, QSize screenSize) = 0; enum SampleType { DownSampleType, UpSampleType, CopySampleType, NoiseSampleType }; virtual void bind(SampleType sampleType) = 0; virtual void unbind() = 0; protected: void setIsValid(bool value) { mValid = value; } virtual void init() = 0; virtual void reset() = 0; private: bool mValid; }; // ---------------------------------------------------------------------------- class GLSLBlurShader : public BlurShader { public: GLSLBlurShader(); ~GLSLBlurShader(); void bind(SampleType sampleType) override final; void unbind() override final; void setModelViewProjectionMatrix(const QMatrix4x4 &matrix) override final; void setOffset(float offset) override final; void setTargetTextureSize(QSize renderTextureSize) override final; void setNoiseTextureSize(QSize noiseTextureSize) override final; void setTexturePosition(QPoint texPos) override final; void setBlurRect(QRect blurRect, QSize screenSize) override final; protected: void init() override final; void reset() override final; private: GLShader *m_shaderDownsample = nullptr; GLShader *m_shaderUpsample = nullptr; GLShader *m_shaderCopysample = nullptr; GLShader *m_shaderNoisesample = nullptr; int m_mvpMatrixLocationDownsample; int m_offsetLocationDownsample; int m_renderTextureSizeLocationDownsample; int m_halfpixelLocationDownsample; int m_mvpMatrixLocationUpsample; int m_offsetLocationUpsample; int m_renderTextureSizeLocationUpsample; int m_halfpixelLocationUpsample; int m_mvpMatrixLocationCopysample; int m_renderTextureSizeLocationCopysample; int m_blurRectLocationCopysample; int m_mvpMatrixLocationNoisesample; int m_offsetLocationNoisesample; int m_renderTextureSizeLocationNoisesample; int m_noiseTextureSizeLocationNoisesample; int m_texStartPosLocationNoisesample; int m_halfpixelLocationNoisesample; //Caching uniform values to aviod unnecessary setUniform calls int m_activeSampleType; float m_offsetDownsample; QMatrix4x4 m_matrixDownsample; float m_offsetUpsample; QMatrix4x4 m_matrixUpsample; QMatrix4x4 m_matrixCopysample; float m_offsetNoisesample; QVector2D m_noiseTextureSizeNoisesample; QMatrix4x4 m_matrixNoisesample; }; } // namespace KWin #endif