kwin/effects/blur/blurshader.h
Alex Nemeth cc0325af41 Added noise blur effect
Summary:
Added the option to turn on noise behind the blurred area.
The lowest strength value disables it completely, so it is optional and is disabled by default.

Test Plan:
Edit: this new screenshot shows the updated noise generation.
Edit2: separated the screenshots so you can flick through them to clearly see the differences

{F5694024}

{F5694031}

{F5694025}

{F5694028}

Reviewers: #kwin, #vdg, fredrik

Reviewed By: #vdg, fredrik

Subscribers: davidedmundson, matheusm, romangg, ivan, zzag, ngraham, kwin, #kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D10281
2018-02-14 00:13:08 +01:00

146 lines
3.9 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
* Copyright © 2018 Alex Nemeth <alex.nemeth329@gmail.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; 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 <kwinglutils.h>
#include <QVector2D>
#include <QVector4D>
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;
QRect m_blurRectCopysample;
float m_offsetNoisesample;
QVector2D m_noiseTextureSizeNoisesample;
QMatrix4x4 m_matrixNoisesample;
};
} // namespace KWin
#endif