kwin/lanczosfilter.cpp
Thomas Lübking 029f93127f kick trilinear filtering if favor of the lanczos filter (now default, unless blacklisted)
make the scale method configurable and align the UI for GL and Xrender

CCBUG: 243181


svn path=/trunk/KDE/kdebase/workspace/; revision=1195698
2010-11-11 19:53:19 +00:00

645 lines
24 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2010 by Fredrik Höglund <fredrik@kde.org>
Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.com>
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 <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "lanczosfilter.h"
#include "effects.h"
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
#include <kwinglutils.h>
#endif
#include <kwineffects.h>
#include <KDE/KGlobalSettings>
#include <qmath.h>
#include <cmath>
namespace KWin
{
LanczosFilter::LanczosFilter( QObject* parent )
: QObject( parent )
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
, m_offscreenTex( 0 )
, m_offscreenTarget( 0 )
, m_shader( 0 )
#endif
, m_inited( false)
{
}
LanczosFilter::~LanczosFilter()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
delete m_offscreenTarget;
delete m_offscreenTex;
#endif
}
void LanczosFilter::init()
{
if (m_inited)
return;
m_inited = true;
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
KSharedConfigPtr config = KSharedConfig::openConfig( "kwinrc" );
if ( config->group( "Compositing" ).readEntry( "GLTextureFilter", 2 ) != 2 )
return; // disabled by config
// check the blacklist
KConfigGroup blacklist = config->group( "Blacklist" ).group( "Lanczos" );
if( effects->checkDriverBlacklist( blacklist ) )
{
kDebug() << "Lanczos Filter disabled by driver blacklist";
return;
}
m_shader = new LanczosShader( this );
if( !m_shader->init() )
{
delete m_shader;
m_shader = 0;
}
#endif
}
void LanczosFilter::updateOffscreenSurfaces()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
int w = displayWidth();
int h = displayHeight();
if ( !GLTexture::NPOTTextureSupported() )
{
w = nearestPowerOfTwo( w );
h = nearestPowerOfTwo( h );
}
if ( !m_offscreenTex || m_offscreenTex->width() != w || m_offscreenTex->height() != h )
{
if ( m_offscreenTex )
{
delete m_offscreenTex;
delete m_offscreenTarget;
}
m_offscreenTex = new GLTexture( w, h );
m_offscreenTex->setFilter( GL_LINEAR );
m_offscreenTex->setWrapMode( GL_CLAMP_TO_EDGE );
m_offscreenTarget = new GLRenderTarget( m_offscreenTex );
}
#endif
}
static float sinc( float x )
{
return std::sin( x * M_PI ) / ( x * M_PI );
}
static float lanczos( float x, float a )
{
if ( qFuzzyCompare( x + 1.0, 1.0 ) )
return 1.0;
if ( qAbs( x ) >= a )
return 0.0;
return sinc( x ) * sinc( x / a );
}
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
void LanczosShader::createKernel( float delta, int *size )
{
const float a = 2.0;
// The two outermost samples always fall at points where the lanczos
// function returns 0, so we'll skip them.
const int sampleCount = qBound( 3, qCeil(delta * a) * 2 + 1 - 2, 49 );
const int center = sampleCount / 2;
const int kernelSize = center + 1;
const float factor = 1.0 / delta;
QVector<float> values( kernelSize );
float sum = 0;
for ( int i = 0; i < kernelSize; i++ ) {
const float val = lanczos( i * factor, a );
sum += i > 0 ? val * 2 : val;
values[i] = val;
}
memset(m_kernel, 0, 25 * sizeof(QVector4D));
// Normalize the kernel
for ( int i = 0; i < kernelSize; i++ ) {
const float val = values[i] / sum;
m_kernel[i] = QVector4D( val, val, val, val );
}
*size = kernelSize;
}
void LanczosShader::createOffsets( int count, float width, Qt::Orientation direction )
{
memset(m_offsets, 0, 25 * sizeof(QVector2D));
for ( int i = 0; i < count; i++ ) {
m_offsets[i] = ( direction == Qt::Horizontal ) ?
QVector2D( i / width, 0 ) : QVector2D( 0, i / width );
}
}
#endif
void LanczosFilter::performPaint( EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == KWin::OpenGLCompositing &&
KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects )
{
if (!m_inited)
init();
const QRect screenRect = Workspace::self()->clientArea( ScreenArea, w->screen(), w->desktop() );
// window geometry may not be bigger than screen geometry to fit into the FBO
if ( m_shader && w->width() <= screenRect.width() && w->height() <= screenRect.height() )
{
double left = 0;
double top = 0;
double right = w->width();
double bottom = w->height();
foreach( const WindowQuad& quad, data.quads )
{
// we need this loop to include the decoration padding
left = qMin(left, quad.left());
top = qMin(top, quad.top());
right = qMax(right, quad.right());
bottom = qMax(bottom, quad.bottom());
}
double width = right - left;
double height = bottom - top;
if( width > screenRect.width() || height > screenRect.height() )
{
// window with padding does not fit into the framebuffer
// so cut of the shadow
left = 0;
top = 0;
width = w->width();
height = w->height();
}
int tx = data.xTranslate + w->x() + left*data.xScale;
int ty = data.yTranslate + w->y() + top*data.yScale;
int tw = width*data.xScale;
int th = height*data.yScale;
const QRect textureRect(tx, ty, tw, th);
int sw = width;
int sh = height;
GLTexture *cachedTexture = static_cast< GLTexture*>(w->data( LanczosCacheRole ).value<void*>());
if( cachedTexture )
{
if( cachedTexture->width() == tw && cachedTexture->height() == th )
{
cachedTexture->bind();
data.opacity *= 0.99;
prepareRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation );
cachedTexture->render( textureRect, textureRect );
restoreRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation );
cachedTexture->unbind();
m_timer.start( 5000, this );
return;
}
else
{
// offscreen texture not matching - delete
delete cachedTexture;
cachedTexture = 0;
w->setData( LanczosCacheRole, QVariant() );
}
}
WindowPaintData thumbData = data;
thumbData.xScale = 1.0;
thumbData.yScale = 1.0;
thumbData.xTranslate = -w->x() - left;
thumbData.yTranslate = -w->y() - top;
thumbData.brightness = 1.0;
thumbData.opacity = 1.0;
thumbData.saturation = 1.0;
// Bind the offscreen FBO and draw the window on it unscaled
updateOffscreenSurfaces();
effects->pushRenderTarget( m_offscreenTarget );
glClear( GL_COLOR_BUFFER_BIT );
w->sceneWindow()->performPaint( mask, QRegion(0, 0, sw, sh), thumbData );
// Create a scratch texture and copy the rendered window into it
GLTexture tex( sw, sh );
tex.setFilter( GL_LINEAR );
tex.setWrapMode( GL_CLAMP_TO_EDGE );
tex.bind();
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, sw, sh );
// Set up the shader for horizontal scaling
float dx = sw / float(tw);
int kernelSize;
m_shader->createKernel( dx, &kernelSize );
m_shader->createOffsets( kernelSize, sw, Qt::Horizontal );
m_shader->bind();
m_shader->setUniforms();
// Draw the window back into the FBO, this time scaled horizontally
glClear( GL_COLOR_BUFFER_BIT );
glBegin( GL_QUADS );
glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left
glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right
glTexCoord2f( 1, 1 ); glVertex2i( tw, sh ); // Bottom right
glTexCoord2f( 0, 1 ); glVertex2i( 0, sh ); // Bottom left
glEnd();
// At this point we don't need the scratch texture anymore
tex.unbind();
tex.discard();
// create scratch texture for second rendering pass
GLTexture tex2( tw, sh );
tex2.setFilter( GL_LINEAR );
tex2.setWrapMode( GL_CLAMP_TO_EDGE );
tex2.bind();
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, tw, sh );
// Set up the shader for vertical scaling
float dy = sh / float(th);
m_shader->createKernel( dy, &kernelSize );
m_shader->createOffsets( kernelSize, m_offscreenTex->height(), Qt::Vertical );
m_shader->setUniforms();
// Now draw the horizontally scaled window in the FBO at the right
// coordinates on the screen, while scaling it vertically and blending it.
glClear( GL_COLOR_BUFFER_BIT );
glBegin( GL_QUADS );
glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left
glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right
glTexCoord2f( 1, 1 ); glVertex2i( tw, th ); // Bottom right
glTexCoord2f( 0, 1 ); glVertex2i( 0, th ); // Bottom left
glEnd();
tex2.unbind();
tex2.discard();
m_shader->unbind();
// create cache texture
GLTexture *cache = new GLTexture( tw, th );
cache->setFilter( GL_LINEAR );
cache->setWrapMode( GL_CLAMP_TO_EDGE );
cache->bind();
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - th, tw, th );
effects->popRenderTarget();
prepareRenderStates( cache, data.opacity, data.brightness, data.saturation );
cache->render( textureRect, textureRect );
restoreRenderStates( cache, data.opacity, data.brightness, data.saturation );
cache->unbind();
w->setData( LanczosCacheRole, QVariant::fromValue( static_cast<void*>( cache )));
// Delete the offscreen surface after 5 seconds
m_timer.start( 5000, this );
return;
}
} // if ( effects->compositingType() == KWin::OpenGLCompositing )
#endif
w->sceneWindow()->performPaint( mask, region, data );
} // End of function
void LanczosFilter::timerEvent( QTimerEvent *event )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if (event->timerId() == m_timer.timerId())
{
m_timer.stop();
delete m_offscreenTarget;
delete m_offscreenTex;
m_offscreenTarget = 0;
m_offscreenTex = 0;
foreach( EffectWindow* w, effects->stackingOrder() )
{
QVariant cachedTextureVariant = w->data( LanczosCacheRole );
if( cachedTextureVariant.isValid() )
{
GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value<void*>());
delete cachedTexture;
cachedTexture = 0;
w->setData( LanczosCacheRole, QVariant() );
}
}
}
#endif
}
void LanczosFilter::prepareRenderStates( GLTexture* tex, double opacity, double brightness, double saturation )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
const bool alpha = false; // true; WORKAROUND - "true" causes issues with at least nvidia chips and translucent windows "overbrightning"
// setup blending of transparent windows
glPushAttrib( GL_ENABLE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
if( saturation != 1.0 && tex->saturationSupported())
{
// First we need to get the color from [0; 1] range to [0.5; 1] range
glActiveTexture( GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant );
tex->bind();
// Then we take dot product of the result of previous pass and
// saturation_constant. This gives us completely unsaturated
// (greyscale) image
// Note that both operands have to be in range [0.5; 1] since opengl
// automatically substracts 0.5 from them
glActiveTexture( GL_TEXTURE1 );
float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, saturation };
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
tex->bind();
// Finally we need to interpolate between the original image and the
// greyscale image to get wanted level of saturation
glActiveTexture( GL_TEXTURE2 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
// Also replace alpha by primary color's alpha here
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
// And make primary color contain the wanted opacity
glColor4f( opacity, opacity, opacity, opacity );
tex->bind();
if( alpha || brightness != 1.0f )
{
glActiveTexture( GL_TEXTURE3 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
// The color has to be multiplied by both opacity and brightness
float opacityByBrightness = opacity * brightness;
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity );
if( alpha )
{
// Multiply original texture's alpha by our opacity
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
}
else
{
// Alpha will be taken from previous stage
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
}
tex->bind();
}
glActiveTexture(GL_TEXTURE0 );
}
else if( opacity != 1.0 || brightness != 1.0 )
{
// the window is additionally configured to have its opacity adjusted,
// do it
float opacityByBrightness = opacity * brightness;
if( alpha)
{
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
opacity);
}
else
{
// Multiply color by brightness and replace alpha by opacity
float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity };
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant );
}
}
#endif
}
void LanczosFilter::restoreRenderStates( GLTexture* tex, double opacity, double brightness, double saturation )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0f )
{
if( saturation != 1.0 && tex->saturationSupported())
{
glActiveTexture(GL_TEXTURE3);
glDisable( tex->target());
glActiveTexture(GL_TEXTURE2);
glDisable( tex->target());
glActiveTexture(GL_TEXTURE1);
glDisable( tex->target());
glActiveTexture(GL_TEXTURE0);
}
}
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glColor4f( 0, 0, 0, 0 );
glPopAttrib(); // ENABLE_BIT
#endif
}
/************************************************
* LanczosShader
************************************************/
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
LanczosShader::LanczosShader( QObject* parent )
: QObject( parent )
, m_shader( 0 )
, m_arbProgram( 0 )
{
}
LanczosShader::~LanczosShader()
{
delete m_shader;
if( m_arbProgram )
{
glDeleteProgramsARB(1, &m_arbProgram);
m_arbProgram = 0;
}
}
void LanczosShader::bind()
{
if( m_shader )
m_shader->bind();
else
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
}
}
void LanczosShader::unbind()
{
if( m_shader )
m_shader->unbind();
else
{
int boundObject;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_BINDING_ARB, &boundObject);
if( boundObject == m_arbProgram )
{
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
}
}
void LanczosShader::setUniforms()
{
if( m_shader )
{
glUniform1i( m_uTexUnit, 0 );
glUniform2fv( m_uOffsets, 25, (const GLfloat*)m_offsets );
glUniform4fv( m_uKernel, 25, (const GLfloat*)m_kernel );
}
else
{
for( int i=0; i<25; ++i )
{
glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i, m_offsets[i].x(), m_offsets[i].y(), 0, 0 );
}
for( int i=0; i<25; ++i )
{
glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i+25, m_kernel[i].x(), m_kernel[i].y(), m_kernel[i].z(), m_kernel[i].w() );
}
}
}
bool LanczosShader::init()
{
if ( GLShader::fragmentShaderSupported() &&
GLShader::vertexShaderSupported() &&
GLRenderTarget::supported() )
{
m_shader = new GLShader(":/resources/lanczos-vertex.glsl", ":/resources/lanczos-fragment.glsl");
if (m_shader->isValid())
{
m_shader->bind();
m_uTexUnit = m_shader->uniformLocation("texUnit");
m_uKernel = m_shader->uniformLocation("kernel");
m_uOffsets = m_shader->uniformLocation("offsets");
m_shader->unbind();
return true;
}
else
{
kDebug(1212) << "Shader is not valid";
m_shader = 0;
// try ARB shader
}
}
// try to create an ARB Shader
if( !hasGLExtension("GL_ARB_fragment_program") )
return false;
QByteArray text;
QTextStream stream(&text);
stream << "!!ARBfp1.0\n";
stream << "TEMP coord;\n"; // temporary variable to store texcoord
stream << "TEMP color;\n"; // temporary variable to store fetched texture colors
stream << "TEMP sum;\n"; // variable to render the final result
stream << "TEX sum, fragment.texcoord, texture[0], 2D;\n"; // sum = texture2D(texUnit, gl_TexCoord[0].st)
stream << "MUL sum, sum, program.local[25];\n"; // sum = sum * kernel[0]
for( int i=1; i<25; ++i )
{
stream << "ADD coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] + offset[i]
stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord)
stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i]
stream << "SUB coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] - offset[i]
stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord)
stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i]
}
stream << "MOV result.color, sum;\n"; // gl_FragColor = sum
stream << "END\n";
stream.flush();
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glGenProgramsARB(1, &m_arbProgram);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
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;
return false;
}
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
kDebug( 1212 ) << "ARB Shader compiled, id: " << m_arbProgram;
return true;
}
#endif
} // namespace