168109f3bb
Summary: * Drop abstract BlurShader class * Delete evil "using namespace KWin" * Fix includes * Use smart pointers * Turn BlurShader into a QObject * Fix coding style * Add missing default cases * Use default member initialization * Delete methods that are used only once * Use more const * Use QRect::{top,right,bottom,left} methods in the setBlurRect method Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D13110
445 lines
17 KiB
C++
445 lines
17 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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* Copyright © 2018 Alex Nemeth <alex.nemeth329@gmail.com>
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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 "blurshader.h"
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#include <kwineffects.h>
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#include <kwinglplatform.h>
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#include <kwinglutils.h>
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#include <QByteArray>
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#include <QTextStream>
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namespace KWin
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{
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BlurShader::BlurShader(QObject *parent)
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: QObject(parent)
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{
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const bool gles = GLPlatform::instance()->isGLES();
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const bool glsl_140 = !gles && GLPlatform::instance()->glslVersion() >= kVersionNumber(1, 40);
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const bool core = glsl_140 || (gles && GLPlatform::instance()->glslVersion() >= kVersionNumber(3, 0));
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QByteArray vertexSource;
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QByteArray fragmentDownSource;
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QByteArray fragmentUpSource;
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QByteArray fragmentCopySource;
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QByteArray fragmentNoiseSource;
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const QByteArray attribute = core ? "in" : "attribute";
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const QByteArray texture2D = core ? "texture" : "texture2D";
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const QByteArray fragColor = core ? "fragColor" : "gl_FragColor";
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QString glHeaderString;
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if (gles) {
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if (core) {
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glHeaderString += "#version 300 es\n\n";
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}
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glHeaderString += "precision highp float;\n";
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} else if (glsl_140) {
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glHeaderString += "#version 140\n\n";
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}
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QString glUniformString = "uniform sampler2D texUnit;\n"
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"uniform float offset;\n"
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"uniform vec2 renderTextureSize;\n"
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"uniform vec2 halfpixel;\n";
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if (core) {
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glUniformString += "out vec4 fragColor;\n\n";
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}
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// Vertex shader
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QTextStream streamVert(&vertexSource);
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streamVert << glHeaderString;
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streamVert << "uniform mat4 modelViewProjectionMatrix;\n";
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streamVert << attribute << " vec4 vertex;\n\n";
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streamVert << "\n";
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streamVert << "void main(void)\n";
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streamVert << "{\n";
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streamVert << " gl_Position = modelViewProjectionMatrix * vertex;\n";
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streamVert << "}\n";
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streamVert.flush();
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// Fragment shader (Dual Kawase Blur) - Downsample
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QTextStream streamFragDown(&fragmentDownSource);
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streamFragDown << glHeaderString << glUniformString;
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streamFragDown << "void main(void)\n";
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streamFragDown << "{\n";
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streamFragDown << " vec2 uv = vec2(gl_FragCoord.xy / renderTextureSize);\n";
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streamFragDown << " \n";
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streamFragDown << " vec4 sum = " << texture2D << "(texUnit, uv) * 4.0;\n";
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streamFragDown << " sum += " << texture2D << "(texUnit, uv - halfpixel.xy * offset);\n";
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streamFragDown << " sum += " << texture2D << "(texUnit, uv + halfpixel.xy * offset);\n";
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streamFragDown << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x, -halfpixel.y) * offset);\n";
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streamFragDown << " sum += " << texture2D << "(texUnit, uv - vec2(halfpixel.x, -halfpixel.y) * offset);\n";
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streamFragDown << " \n";
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streamFragDown << " " << fragColor << " = sum / 8.0;\n";
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streamFragDown << "}\n";
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streamFragDown.flush();
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// Fragment shader (Dual Kawase Blur) - Upsample
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QTextStream streamFragUp(&fragmentUpSource);
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streamFragUp << glHeaderString << glUniformString;
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streamFragUp << "void main(void)\n";
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streamFragUp << "{\n";
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streamFragUp << " vec2 uv = vec2(gl_FragCoord.xy / renderTextureSize);\n";
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streamFragUp << " \n";
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streamFragUp << " vec4 sum = " << texture2D << "(texUnit, uv + vec2(-halfpixel.x * 2.0, 0.0) * offset);\n";
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streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(-halfpixel.x, halfpixel.y) * offset) * 2.0;\n";
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streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(0.0, halfpixel.y * 2.0) * offset);\n";
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streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x, halfpixel.y) * offset) * 2.0;\n";
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streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x * 2.0, 0.0) * offset);\n";
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streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x, -halfpixel.y) * offset) * 2.0;\n";
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streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(0.0, -halfpixel.y * 2.0) * offset);\n";
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streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(-halfpixel.x, -halfpixel.y) * offset) * 2.0;\n";
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streamFragUp << " \n";
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streamFragUp << " " << fragColor << " = sum / 12.0;\n";
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streamFragUp << "}\n";
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streamFragUp.flush();
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// Fragment shader - Copy texture
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QTextStream streamFragCopy(&fragmentCopySource);
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streamFragCopy << glHeaderString;
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streamFragCopy << "uniform sampler2D texUnit;\n";
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streamFragCopy << "uniform vec2 renderTextureSize;\n";
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streamFragCopy << "uniform vec4 blurRect;\n";
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if (core) {
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streamFragCopy << "out vec4 fragColor;\n\n";
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}
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streamFragCopy << "void main(void)\n";
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streamFragCopy << "{\n";
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streamFragCopy << " vec2 uv = vec2(gl_FragCoord.xy / renderTextureSize);\n";
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streamFragCopy << " " << fragColor << " = " << texture2D << "(texUnit, clamp(uv, blurRect.xy, blurRect.zw));\n";
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streamFragCopy << "}\n";
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streamFragCopy.flush();
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// Fragment shader - Noise texture
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QTextStream streamFragNoise(&fragmentNoiseSource);
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streamFragNoise << glHeaderString << glUniformString;
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streamFragNoise << "uniform sampler2D noiseTexUnit;\n";
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streamFragNoise << "uniform vec2 noiseTextureSize;\n";
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streamFragNoise << "uniform vec2 texStartPos;\n";
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// Upsampling + Noise
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streamFragNoise << "void main(void)\n";
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streamFragNoise << "{\n";
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streamFragNoise << " vec2 uv = vec2(gl_FragCoord.xy / renderTextureSize);\n";
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streamFragNoise << " vec2 uvNoise = vec2((texStartPos.xy + gl_FragCoord.xy) / noiseTextureSize);\n";
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streamFragNoise << " \n";
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streamFragNoise << " vec4 sum = " << texture2D << "(texUnit, uv + vec2(-halfpixel.x * 2.0, 0.0) * offset);\n";
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streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(-halfpixel.x, halfpixel.y) * offset) * 2.0;\n";
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streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(0.0, halfpixel.y * 2.0) * offset);\n";
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streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x, halfpixel.y) * offset) * 2.0;\n";
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streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x * 2.0, 0.0) * offset);\n";
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streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x, -halfpixel.y) * offset) * 2.0;\n";
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streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(0.0, -halfpixel.y * 2.0) * offset);\n";
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streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(-halfpixel.x, -halfpixel.y) * offset) * 2.0;\n";
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streamFragNoise << " \n";
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streamFragNoise << " " << fragColor << " = sum / 12.0 - (vec4(0.5, 0.5, 0.5, 0) - vec4(" << texture2D << "(noiseTexUnit, uvNoise).rrr, 0));\n";
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streamFragNoise << "}\n";
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streamFragNoise.flush();
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m_shaderDownsample.reset(ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentDownSource));
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m_shaderUpsample.reset(ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentUpSource));
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m_shaderCopysample.reset(ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentCopySource));
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m_shaderNoisesample.reset(ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentNoiseSource));
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m_valid = m_shaderDownsample->isValid() &&
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m_shaderUpsample->isValid() &&
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m_shaderCopysample->isValid() &&
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m_shaderNoisesample->isValid();
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if (m_valid) {
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m_mvpMatrixLocationDownsample = m_shaderDownsample->uniformLocation("modelViewProjectionMatrix");
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m_offsetLocationDownsample = m_shaderDownsample->uniformLocation("offset");
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m_renderTextureSizeLocationDownsample = m_shaderDownsample->uniformLocation("renderTextureSize");
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m_halfpixelLocationDownsample = m_shaderDownsample->uniformLocation("halfpixel");
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m_mvpMatrixLocationUpsample = m_shaderUpsample->uniformLocation("modelViewProjectionMatrix");
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m_offsetLocationUpsample = m_shaderUpsample->uniformLocation("offset");
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m_renderTextureSizeLocationUpsample = m_shaderUpsample->uniformLocation("renderTextureSize");
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m_halfpixelLocationUpsample = m_shaderUpsample->uniformLocation("halfpixel");
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m_mvpMatrixLocationCopysample = m_shaderCopysample->uniformLocation("modelViewProjectionMatrix");
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m_renderTextureSizeLocationCopysample = m_shaderCopysample->uniformLocation("renderTextureSize");
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m_blurRectLocationCopysample = m_shaderCopysample->uniformLocation("blurRect");
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m_mvpMatrixLocationNoisesample = m_shaderNoisesample->uniformLocation("modelViewProjectionMatrix");
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m_offsetLocationNoisesample = m_shaderNoisesample->uniformLocation("offset");
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m_renderTextureSizeLocationNoisesample = m_shaderNoisesample->uniformLocation("renderTextureSize");
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m_noiseTextureSizeLocationNoisesample = m_shaderNoisesample->uniformLocation("noiseTextureSize");
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m_texStartPosLocationNoisesample = m_shaderNoisesample->uniformLocation("texStartPos");
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m_halfpixelLocationNoisesample = m_shaderNoisesample->uniformLocation("halfpixel");
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QMatrix4x4 modelViewProjection;
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const QSize screenSize = effects->virtualScreenSize();
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modelViewProjection.ortho(0, screenSize.width(), screenSize.height(), 0, 0, 65535);
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//Add default values to the uniforms of the shaders
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ShaderManager::instance()->pushShader(m_shaderDownsample.data());
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m_shaderDownsample->setUniform(m_mvpMatrixLocationDownsample, modelViewProjection);
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m_shaderDownsample->setUniform(m_offsetLocationDownsample, float(1.0));
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m_shaderDownsample->setUniform(m_renderTextureSizeLocationDownsample, QVector2D(1.0, 1.0));
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m_shaderDownsample->setUniform(m_halfpixelLocationDownsample, QVector2D(1.0, 1.0));
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ShaderManager::instance()->popShader();
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ShaderManager::instance()->pushShader(m_shaderUpsample.data());
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m_shaderUpsample->setUniform(m_mvpMatrixLocationUpsample, modelViewProjection);
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m_shaderUpsample->setUniform(m_offsetLocationUpsample, float(1.0));
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m_shaderUpsample->setUniform(m_renderTextureSizeLocationUpsample, QVector2D(1.0, 1.0));
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m_shaderUpsample->setUniform(m_halfpixelLocationUpsample, QVector2D(1.0, 1.0));
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ShaderManager::instance()->popShader();
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ShaderManager::instance()->pushShader(m_shaderCopysample.data());
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m_shaderCopysample->setUniform(m_mvpMatrixLocationCopysample, modelViewProjection);
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m_shaderCopysample->setUniform(m_renderTextureSizeLocationCopysample, QVector2D(1.0, 1.0));
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m_shaderCopysample->setUniform(m_blurRectLocationCopysample, QVector4D(1.0, 1.0, 1.0, 1.0));
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ShaderManager::instance()->popShader();
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ShaderManager::instance()->pushShader(m_shaderNoisesample.data());
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m_shaderNoisesample->setUniform(m_mvpMatrixLocationNoisesample, modelViewProjection);
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m_shaderNoisesample->setUniform(m_offsetLocationNoisesample, float(1.0));
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m_shaderNoisesample->setUniform(m_renderTextureSizeLocationNoisesample, QVector2D(1.0, 1.0));
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m_shaderNoisesample->setUniform(m_noiseTextureSizeLocationNoisesample, QVector2D(1.0, 1.0));
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m_shaderNoisesample->setUniform(m_texStartPosLocationNoisesample, QVector2D(1.0, 1.0));
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m_shaderNoisesample->setUniform(m_halfpixelLocationNoisesample, QVector2D(1.0, 1.0));
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glUniform1i(m_shaderNoisesample->uniformLocation("texUnit"), 0);
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glUniform1i(m_shaderNoisesample->uniformLocation("noiseTexUnit"), 1);
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ShaderManager::instance()->popShader();
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}
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}
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BlurShader::~BlurShader()
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{
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}
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void BlurShader::setModelViewProjectionMatrix(const QMatrix4x4 &matrix)
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{
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if (!isValid()) {
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return;
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}
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switch (m_activeSampleType) {
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case CopySampleType:
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if (matrix == m_matrixCopysample) {
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return;
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}
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m_matrixCopysample = matrix;
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m_shaderCopysample->setUniform(m_mvpMatrixLocationCopysample, matrix);
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break;
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case UpSampleType:
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if (matrix == m_matrixUpsample) {
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return;
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}
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m_matrixUpsample = matrix;
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m_shaderUpsample->setUniform(m_mvpMatrixLocationUpsample, matrix);
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break;
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case DownSampleType:
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if (matrix == m_matrixDownsample) {
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return;
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}
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m_matrixDownsample = matrix;
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m_shaderDownsample->setUniform(m_mvpMatrixLocationDownsample, matrix);
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break;
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case NoiseSampleType:
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if (matrix == m_matrixNoisesample) {
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return;
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}
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m_matrixNoisesample = matrix;
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m_shaderNoisesample->setUniform(m_mvpMatrixLocationNoisesample, matrix);
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break;
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default:
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Q_UNREACHABLE();
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break;
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}
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}
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void BlurShader::setOffset(float offset)
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{
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if (!isValid()) {
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return;
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}
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switch (m_activeSampleType) {
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case UpSampleType:
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if (offset == m_offsetUpsample) {
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return;
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}
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m_offsetUpsample = offset;
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m_shaderUpsample->setUniform(m_offsetLocationUpsample, offset);
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break;
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case DownSampleType:
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if (offset == m_offsetDownsample) {
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return;
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}
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m_offsetDownsample = offset;
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m_shaderDownsample->setUniform(m_offsetLocationDownsample, offset);
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break;
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case NoiseSampleType:
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if (offset == m_offsetNoisesample) {
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return;
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}
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m_offsetNoisesample = offset;
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m_shaderNoisesample->setUniform(m_offsetLocationNoisesample, offset);
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break;
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default:
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Q_UNREACHABLE();
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break;
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}
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}
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void BlurShader::setTargetTextureSize(const QSize &renderTextureSize)
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{
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if (!isValid()) {
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return;
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}
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const QVector2D texSize(renderTextureSize.width(), renderTextureSize.height());
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switch (m_activeSampleType) {
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case CopySampleType:
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m_shaderCopysample->setUniform(m_renderTextureSizeLocationCopysample, texSize);
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break;
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case UpSampleType:
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m_shaderUpsample->setUniform(m_renderTextureSizeLocationUpsample, texSize);
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m_shaderUpsample->setUniform(m_halfpixelLocationUpsample, QVector2D(0.5 / texSize.x(), 0.5 / texSize.y()));
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break;
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case DownSampleType:
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m_shaderDownsample->setUniform(m_renderTextureSizeLocationDownsample, texSize);
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m_shaderDownsample->setUniform(m_halfpixelLocationDownsample, QVector2D(0.5 / texSize.x(), 0.5 / texSize.y()));
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break;
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case NoiseSampleType:
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m_shaderNoisesample->setUniform(m_renderTextureSizeLocationNoisesample, texSize);
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m_shaderNoisesample->setUniform(m_halfpixelLocationNoisesample, QVector2D(0.5 / texSize.x(), 0.5 / texSize.y()));
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break;
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default:
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Q_UNREACHABLE();
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break;
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}
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}
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void BlurShader::setNoiseTextureSize(const QSize &noiseTextureSize)
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{
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const QVector2D noiseTexSize(noiseTextureSize.width(), noiseTextureSize.height());
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if (noiseTexSize != m_noiseTextureSizeNoisesample) {
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m_noiseTextureSizeNoisesample = noiseTexSize;
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m_shaderNoisesample->setUniform(m_noiseTextureSizeLocationNoisesample, noiseTexSize);
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}
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}
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void BlurShader::setTexturePosition(const QPoint &texPos)
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{
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m_shaderNoisesample->setUniform(m_texStartPosLocationNoisesample, QVector2D(-texPos.x(), texPos.y()));
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}
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void BlurShader::setBlurRect(const QRect &blurRect, const QSize &screenSize)
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{
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if (!isValid()) {
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return;
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}
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const QVector4D rect(
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blurRect.left() / float(screenSize.width()),
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1.0 - blurRect.bottom() / float(screenSize.height()),
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blurRect.right() / float(screenSize.width()),
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1.0 - blurRect.top() / float(screenSize.height())
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);
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m_shaderCopysample->setUniform(m_blurRectLocationCopysample, rect);
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}
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void BlurShader::bind(SampleType sampleType)
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{
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if (!isValid()) {
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return;
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}
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switch (sampleType) {
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case CopySampleType:
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ShaderManager::instance()->pushShader(m_shaderCopysample.data());
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break;
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case UpSampleType:
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ShaderManager::instance()->pushShader(m_shaderUpsample.data());
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break;
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case DownSampleType:
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ShaderManager::instance()->pushShader(m_shaderDownsample.data());
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break;
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case NoiseSampleType:
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|
ShaderManager::instance()->pushShader(m_shaderNoisesample.data());
|
|
break;
|
|
|
|
default:
|
|
Q_UNREACHABLE();
|
|
break;
|
|
}
|
|
|
|
m_activeSampleType = sampleType;
|
|
}
|
|
|
|
void BlurShader::unbind()
|
|
{
|
|
ShaderManager::instance()->popShader();
|
|
}
|
|
|
|
} // namespace KWin
|