b265537962
Since the EffectFrames have been moved into KWin core nothing in the Effects lib actually used Plasma. The only remaining method is moved to core as it's not used in the Effects. The Effects itself still link against Plasma, so nothing changes for them. The Plasma includes in the kwineffects header seemed to pull in quite some additional headers, so the includes in some effects have to be adjusted (most often KConfigGroup). This should speed up the compilation of the library and the effects.
342 lines
11 KiB
C++
342 lines
11 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. if not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "blur.h"
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#include "blurshader.h"
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#include <X11/Xatom.h>
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#include <QMatrix4x4>
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#include <KConfigGroup>
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#include <KDebug>
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namespace KWin
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{
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KWIN_EFFECT(blur, BlurEffect)
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KWIN_EFFECT_SUPPORTED(blur, BlurEffect::supported())
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BlurEffect::BlurEffect()
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{
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shader = BlurShader::create();
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// Offscreen texture that's used as the target for the horizontal blur pass
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// and the source for the vertical pass.
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tex = new GLTexture(displayWidth(), displayHeight());
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tex->setFilter(GL_LINEAR);
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tex->setWrapMode(GL_CLAMP_TO_EDGE);
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target = new GLRenderTarget(tex);
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net_wm_blur_region = XInternAtom(display(), "_KDE_NET_WM_BLUR_BEHIND_REGION", False);
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effects->registerPropertyType(net_wm_blur_region, true);
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reconfigure(ReconfigureAll);
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// ### Hackish way to announce support.
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// Should be included in _NET_SUPPORTED instead.
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if (shader->isValid() && target->valid()) {
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XChangeProperty(display(), rootWindow(), net_wm_blur_region, net_wm_blur_region,
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32, PropModeReplace, 0, 0);
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} else {
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
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}
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}
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BlurEffect::~BlurEffect()
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{
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effects->registerPropertyType(net_wm_blur_region, false);
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
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delete shader;
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delete target;
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delete tex;
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}
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void BlurEffect::reconfigure(ReconfigureFlags flags)
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{
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Q_UNUSED(flags)
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KConfigGroup cg = EffectsHandler::effectConfig("Blur");
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int radius = qBound(2, cg.readEntry("BlurRadius", 12), 14);
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shader->setRadius(radius);
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if (!shader->isValid())
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
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}
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void BlurEffect::updateBlurRegion(EffectWindow *w) const
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{
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QRegion region;
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const QByteArray value = w->readProperty(net_wm_blur_region, XA_CARDINAL, 32);
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if (value.size() > 0 && !(value.size() % (4 * sizeof(unsigned long)))) {
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const unsigned long *cardinals = reinterpret_cast<const unsigned long*>(value.constData());
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for (unsigned int i = 0; i < value.size() / sizeof(unsigned long);) {
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int x = cardinals[i++];
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int y = cardinals[i++];
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int w = cardinals[i++];
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int h = cardinals[i++];
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region += QRect(x, y, w, h);
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}
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}
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if (region.isEmpty() && !value.isNull()) {
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// Set the data to a dummy value.
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// This is needed to be able to distinguish between the value not
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// being set, and being set to an empty region.
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w->setData(WindowBlurBehindRole, 1);
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} else
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w->setData(WindowBlurBehindRole, region);
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}
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void BlurEffect::windowAdded(EffectWindow *w)
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{
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updateBlurRegion(w);
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}
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void BlurEffect::propertyNotify(EffectWindow *w, long atom)
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{
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if (w && atom == net_wm_blur_region)
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updateBlurRegion(w);
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}
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bool BlurEffect::supported()
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{
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bool supported = GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() &&
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(GLSLBlurShader::supported() || ARBBlurShader::supported());
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if (supported) {
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int maxTexSize;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
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if (displayWidth() > maxTexSize || displayHeight() > maxTexSize)
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supported = false;
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}
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if (supported) {
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// check the blacklist
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KSharedConfigPtr config = KSharedConfig::openConfig("kwinrc");
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KConfigGroup blacklist = config->group("Blacklist").group("Blur");
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if (effects->checkDriverBlacklist(blacklist)) {
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kDebug() << "Blur effect disabled by driver blacklist";
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supported = false;
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}
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}
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return supported;
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}
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QRect BlurEffect::expand(const QRect &rect) const
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{
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const int radius = shader->radius();
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return rect.adjusted(-radius, -radius, radius, radius);
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}
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QRegion BlurEffect::expand(const QRegion ®ion) const
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{
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QRegion expanded;
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if (region.rectCount() < 20) {
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foreach (const QRect & rect, region.rects())
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expanded += expand(rect);
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} else
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expanded += expand(region.boundingRect());
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return expanded;
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}
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QRegion BlurEffect::blurRegion(const EffectWindow *w) const
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{
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QRegion region;
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const QVariant value = w->data(WindowBlurBehindRole);
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if (value.isValid()) {
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const QRegion appRegion = qvariant_cast<QRegion>(value);
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if (!appRegion.isEmpty()) {
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if (w->hasDecoration() && effects->decorationSupportsBlurBehind()) {
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region = w->shape();
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region -= w->decorationInnerRect();
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region |= appRegion.translated(w->contentsRect().topLeft()) &
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w->contentsRect();
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} else
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region = appRegion & w->contentsRect();
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} else {
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// An empty region means that the blur effect should be enabled
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// for the whole window.
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region = w->shape();
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}
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} else if (w->hasDecoration() && effects->decorationSupportsBlurBehind()) {
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// If the client hasn't specified a blur region, we'll only enable
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// the effect behind the decoration.
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region = w->shape();
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region -= w->decorationInnerRect();
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}
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return region;
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}
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void BlurEffect::drawRegion(const QRegion ®ion)
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{
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const int vertexCount = region.rectCount() * 6;
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if (vertices.size() < vertexCount)
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vertices.resize(vertexCount);
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int i = 0;
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foreach (const QRect & r, region.rects()) {
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vertices[i++] = QVector2D(r.x() + r.width(), r.y());
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vertices[i++] = QVector2D(r.x(), r.y());
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vertices[i++] = QVector2D(r.x(), r.y() + r.height());
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vertices[i++] = QVector2D(r.x(), r.y() + r.height());
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vertices[i++] = QVector2D(r.x() + r.width(), r.y() + r.height());
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vertices[i++] = QVector2D(r.x() + r.width(), r.y());
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}
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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vbo->setData(vertexCount, 2, (float*)vertices.constData(), (float*)vertices.constData());
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vbo->render(GL_TRIANGLES);
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}
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void BlurEffect::paintScreen(int mask, QRegion region, ScreenPaintData &data)
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{
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// Force the scene to call paintGenericScreen() so the windows are painted bottom -> top
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if (!effects->activeFullScreenEffect())
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mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->paintScreen(mask, region, data);
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}
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void BlurEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
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{
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const QRect screen(0, 0, displayWidth(), displayHeight());
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bool scaled = !qFuzzyCompare(data.xScale, 1.0) && !qFuzzyCompare(data.yScale, 1.0);
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bool translated = data.xTranslate || data.yTranslate;
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bool transformed = scaled || translated || mask & PAINT_WINDOW_TRANSFORMED;
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bool hasAlpha = w->hasAlpha() || (w->hasDecoration() && effects->decorationsHaveAlpha() && effects->decorationSupportsBlurBehind());
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bool valid = target->valid() && shader->isValid();
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QRegion shape;
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const QVariant forceBlur = w->data(WindowForceBlurRole);
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if ((!effects->activeFullScreenEffect() || (forceBlur.isValid() && forceBlur.toBool()))
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&& hasAlpha && !w->isDesktop() && !transformed)
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shape = blurRegion(w).translated(w->geometry().topLeft()) & screen;
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if (valid && !shape.isEmpty() && region.intersects(shape.boundingRect())) {
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doBlur(shape, screen, data.opacity * data.contents_opacity);
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}
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// Draw the window over the blurred area
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effects->drawWindow(w, mask, region, data);
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}
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void BlurEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity)
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{
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const QRect screen(0, 0, displayWidth(), displayHeight());
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bool valid = target->valid() && shader->isValid();
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QRegion shape = frame->geometry().adjusted(-5, -5, 5, 5) & screen;
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if (valid && !shape.isEmpty() && region.intersects(shape.boundingRect())) {
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doBlur(shape, screen, opacity * frameOpacity);
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}
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
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}
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void BlurEffect::doBlur(const QRegion& shape, const QRect& screen, const float opacity)
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{
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const QRegion expanded = expand(shape) & screen;
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const QRect r = expanded.boundingRect();
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// Create a scratch texture and copy the area in the back buffer that we're
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// going to blur into it
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GLTexture scratch(r.width(), r.height());
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scratch.setFilter(GL_LINEAR);
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scratch.setWrapMode(GL_CLAMP_TO_EDGE);
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scratch.bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r.x(), displayHeight() - r.y() - r.height(),
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r.width(), r.height());
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// Draw the texture on the offscreen framebuffer object, while blurring it horizontally
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effects->pushRenderTarget(target);
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shader->bind();
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shader->setDirection(Qt::Horizontal);
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shader->setPixelDistance(1.0 / r.width());
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// Set up the texture matrix to transform from screen coordinates
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// to texture coordinates.
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#ifndef KWIN_HAVE_OPENGLES
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glMatrixMode(GL_TEXTURE);
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#endif
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pushMatrix();
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QMatrix4x4 textureMatrix;
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textureMatrix.scale(1.0 / scratch.width(), -1.0 / scratch.height(), 1);
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textureMatrix.translate(-r.x(), -scratch.height() - r.y(), 0);
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loadMatrix(textureMatrix);
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shader->setTextureMatrix(textureMatrix);
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drawRegion(expanded);
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effects->popRenderTarget();
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scratch.unbind();
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scratch.discard();
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// Now draw the horizontally blurred area back to the backbuffer, while
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// blurring it vertically and clipping it to the window shape.
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tex->bind();
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shader->setDirection(Qt::Vertical);
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shader->setPixelDistance(1.0 / tex->height());
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// Modulate the blurred texture with the window opacity if the window isn't opaque
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if (opacity < 1.0) {
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#ifndef KWIN_HAVE_OPENGLES
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glPushAttrib(GL_COLOR_BUFFER_BIT);
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#endif
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glEnable(GL_BLEND);
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glBlendColor(0, 0, 0, opacity);
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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}
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// Set the up the texture matrix to transform from screen coordinates
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// to texture coordinates.
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textureMatrix.setToIdentity();
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textureMatrix.scale(1.0 / tex->width(), -1.0 / tex->height(), 1);
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textureMatrix.translate(0, -tex->height(), 0);
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loadMatrix(textureMatrix);
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shader->setTextureMatrix(textureMatrix);
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drawRegion(shape);
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popMatrix();
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#ifndef KWIN_HAVE_OPENGLES
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glMatrixMode(GL_MODELVIEW);
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#endif
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if (opacity < 1.0) {
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glDisable(GL_BLEND);
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#ifndef KWIN_HAVE_OPENGLES
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glPopAttrib();
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#endif
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}
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tex->unbind();
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shader->unbind();
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}
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} // namespace KWin
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