1fb9f6f13a
The main advantage of SPDX license identifiers over the traditional license headers is that it's more difficult to overlook inappropriate licenses for kwin, for example GPL 3. We also don't have to copy a lot of boilerplate text. In order to create this change, I ran licensedigger -r -c from the toplevel source directory.
134 lines
4 KiB
C++
134 lines
4 KiB
C++
/*
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* SPDX-FileCopyrightText: 2010 Fredrik Höglund <fredrik@kde.org>
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* SPDX-FileCopyrightText: 2018 Alex Nemeth <alex.nemeth329@gmail.com>
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*
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* SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#ifndef BLUR_H
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#define BLUR_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 <QVector>
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#include <QVector2D>
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#include <QStack>
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namespace KWaylandServer
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{
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class BlurManagerInterface;
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}
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namespace KWin
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{
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static const int borderSize = 5;
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class BlurShader;
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class BlurEffect : public KWin::Effect
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{
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Q_OBJECT
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public:
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BlurEffect();
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~BlurEffect() override;
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static bool supported();
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static bool enabledByDefault();
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void reconfigure(ReconfigureFlags flags) override;
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void prePaintScreen(ScreenPrePaintData &data, int time) override;
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void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) override;
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void drawWindow(EffectWindow *w, int mask, const QRegion ®ion, WindowPaintData &data) override;
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void paintEffectFrame(EffectFrame *frame, const QRegion ®ion, double opacity, double frameOpacity) override;
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bool provides(Feature feature) override;
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int requestedEffectChainPosition() const override {
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return 75;
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}
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bool eventFilter(QObject *watched, QEvent *event) override;
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public Q_SLOTS:
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void slotWindowAdded(KWin::EffectWindow *w);
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void slotWindowDeleted(KWin::EffectWindow *w);
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void slotPropertyNotify(KWin::EffectWindow *w, long atom);
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void slotScreenGeometryChanged();
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private:
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QRect expand(const QRect &rect) const;
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QRegion expand(const QRegion ®ion) const;
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bool renderTargetsValid() const;
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void deleteFBOs();
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void initBlurStrengthValues();
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void updateTexture();
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QRegion blurRegion(const EffectWindow *w) const;
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bool shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const;
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void updateBlurRegion(EffectWindow *w) const;
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void doBlur(const QRegion &shape, const QRect &screen, const float opacity, const QMatrix4x4 &screenProjection, bool isDock, QRect windowRect);
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void uploadRegion(QVector2D *&map, const QRegion ®ion, const int downSampleIterations);
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void uploadGeometry(GLVertexBuffer *vbo, const QRegion &blurRegion, const QRegion &windowRegion);
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void generateNoiseTexture();
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void upscaleRenderToScreen(GLVertexBuffer *vbo, int vboStart, int blurRectCount, QMatrix4x4 screenProjection, QPoint windowPosition);
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void downSampleTexture(GLVertexBuffer *vbo, int blurRectCount);
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void upSampleTexture(GLVertexBuffer *vbo, int blurRectCount);
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void copyScreenSampleTexture(GLVertexBuffer *vbo, int blurRectCount, QRegion blurShape, QMatrix4x4 screenProjection);
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private:
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BlurShader *m_shader;
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QVector <GLRenderTarget*> m_renderTargets;
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QVector <GLTexture> m_renderTextures;
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QStack <GLRenderTarget*> m_renderTargetStack;
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GLTexture m_noiseTexture;
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bool m_renderTargetsValid;
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long net_wm_blur_region;
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QRegion m_damagedArea; // keeps track of the area which has been damaged (from bottom to top)
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QRegion m_paintedArea; // actually painted area which is greater than m_damagedArea
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QRegion m_currentBlur; // keeps track of the currently blured area of the windows(from bottom to top)
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int m_downSampleIterations; // number of times the texture will be downsized to half size
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int m_offset;
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int m_expandSize;
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int m_noiseStrength;
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int m_scalingFactor;
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struct OffsetStruct {
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float minOffset;
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float maxOffset;
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int expandSize;
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};
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QVector <OffsetStruct> blurOffsets;
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struct BlurValuesStruct {
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int iteration;
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float offset;
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};
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QVector <BlurValuesStruct> blurStrengthValues;
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QMap <EffectWindow*, QMetaObject::Connection> windowBlurChangedConnections;
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KWaylandServer::BlurManagerInterface *m_blurManager = nullptr;
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};
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inline
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bool BlurEffect::provides(Effect::Feature feature)
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{
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if (feature == Blur) {
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return true;
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}
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return KWin::Effect::provides(feature);
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}
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} // namespace KWin
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#endif
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