12bd16968f
Test Plan: Compiles. Reviewers: #kwin, broulik Reviewed By: broulik Subscribers: kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D15712
148 lines
4.6 KiB
C++
148 lines
4.6 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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#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 KWayland
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{
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namespace Server
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{
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class BlurManagerInterface;
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}
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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, QRegion region, WindowPaintData &data) override;
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void paintEffectFrame(EffectFrame *frame, QRegion region, 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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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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KWayland::Server::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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