kwin/lanczosfilter.cpp
Martin Gräßlin 6270b502ba ARB Shader fallback to Lanczos filter.
This allows using Lanczos filter also on systems not supporting GLSL.
See http://svn.reviewboard.kde.org/r/5777/

svn path=/trunk/KDE/kdebase/workspace/; revision=1195273
2010-11-10 18:25:40 +00:00

639 lines
24 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2010 by Fredrik Höglund <fredrik@kde.org>
Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.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. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "lanczosfilter.h"
#include "effects.h"
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
#include <kwinglutils.h>
#endif
#include <kwineffects.h>
#include <KDE/KGlobalSettings>
#include <qmath.h>
#include <cmath>
namespace KWin
{
LanczosFilter::LanczosFilter( QObject* parent )
: QObject( parent )
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
, m_offscreenTex( 0 )
, m_offscreenTarget( 0 )
, m_shader( new LanczosShader( this ) )
#endif
, m_inited( false)
{
}
LanczosFilter::~LanczosFilter()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
delete m_offscreenTarget;
delete m_offscreenTex;
#endif
}
void LanczosFilter::init()
{
if (m_inited)
return;
m_inited = true;
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
// check the blacklist
KSharedConfigPtr config = KSharedConfig::openConfig( "kwinrc" );
KConfigGroup blacklist = config->group( "Blacklist" ).group( "Lanczos" );
if( effects->checkDriverBlacklist( blacklist ) )
{
kDebug() << "Lanczos Filter disabled by driver blacklist";
return;
}
if( !m_shader->init() )
{
delete m_shader;
m_shader = 0;
}
#endif
}
void LanczosFilter::updateOffscreenSurfaces()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
int w = displayWidth();
int h = displayHeight();
if ( !GLTexture::NPOTTextureSupported() )
{
w = nearestPowerOfTwo( w );
h = nearestPowerOfTwo( h );
}
if ( !m_offscreenTex || m_offscreenTex->width() != w || m_offscreenTex->height() != h )
{
if ( m_offscreenTex )
{
delete m_offscreenTex;
delete m_offscreenTarget;
}
m_offscreenTex = new GLTexture( w, h );
m_offscreenTex->setFilter( GL_LINEAR );
m_offscreenTex->setWrapMode( GL_CLAMP_TO_EDGE );
m_offscreenTarget = new GLRenderTarget( m_offscreenTex );
}
#endif
}
static float sinc( float x )
{
return std::sin( x * M_PI ) / ( x * M_PI );
}
static float lanczos( float x, float a )
{
if ( qFuzzyCompare( x + 1.0, 1.0 ) )
return 1.0;
if ( qAbs( x ) >= a )
return 0.0;
return sinc( x ) * sinc( x / a );
}
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
void LanczosShader::createKernel( float delta, int *size )
{
const float a = 2.0;
// The two outermost samples always fall at points where the lanczos
// function returns 0, so we'll skip them.
const int sampleCount = qBound( 3, qCeil(delta * a) * 2 + 1 - 2, 49 );
const int center = sampleCount / 2;
const int kernelSize = center + 1;
const float factor = 1.0 / delta;
QVector<float> values( kernelSize );
float sum = 0;
for ( int i = 0; i < kernelSize; i++ ) {
const float val = lanczos( i * factor, a );
sum += i > 0 ? val * 2 : val;
values[i] = val;
}
memset(m_kernel, 0, 25 * sizeof(QVector4D));
// Normalize the kernel
for ( int i = 0; i < kernelSize; i++ ) {
const float val = values[i] / sum;
m_kernel[i] = QVector4D( val, val, val, val );
}
*size = kernelSize;
}
void LanczosShader::createOffsets( int count, float width, Qt::Orientation direction )
{
memset(m_offsets, 0, 25 * sizeof(QVector2D));
for ( int i = 0; i < count; i++ ) {
m_offsets[i] = ( direction == Qt::Horizontal ) ?
QVector2D( i / width, 0 ) : QVector2D( 0, i / width );
}
}
#endif
void LanczosFilter::performPaint( EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == KWin::OpenGLCompositing &&
KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects )
{
if (!m_inited)
init();
const QRect screenRect = Workspace::self()->clientArea( ScreenArea, w->screen(), w->desktop() );
// window geometry may not be bigger than screen geometry to fit into the FBO
if ( m_shader && w->width() <= screenRect.width() && w->height() <= screenRect.height() )
{
double left = 0;
double top = 0;
double right = w->width();
double bottom = w->height();
foreach( const WindowQuad& quad, data.quads )
{
// we need this loop to include the decoration padding
left = qMin(left, quad.left());
top = qMin(top, quad.top());
right = qMax(right, quad.right());
bottom = qMax(bottom, quad.bottom());
}
double width = right - left;
double height = bottom - top;
if( width > screenRect.width() || height > screenRect.height() )
{
// window with padding does not fit into the framebuffer
// so cut of the shadow
left = 0;
top = 0;
width = w->width();
height = w->height();
}
int tx = data.xTranslate + w->x() + left*data.xScale;
int ty = data.yTranslate + w->y() + top*data.yScale;
int tw = width*data.xScale;
int th = height*data.yScale;
const QRect textureRect(tx, ty, tw, th);
int sw = width;
int sh = height;
GLTexture *cachedTexture = static_cast< GLTexture*>(w->data( LanczosCacheRole ).value<void*>());
if( cachedTexture )
{
if( cachedTexture->width() == tw && cachedTexture->height() == th )
{
cachedTexture->bind();
data.opacity *= 0.99;
prepareRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation );
cachedTexture->render( textureRect, textureRect );
restoreRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation );
cachedTexture->unbind();
m_timer.start( 5000, this );
return;
}
else
{
// offscreen texture not matching - delete
delete cachedTexture;
cachedTexture = 0;
w->setData( LanczosCacheRole, QVariant() );
}
}
WindowPaintData thumbData = data;
thumbData.xScale = 1.0;
thumbData.yScale = 1.0;
thumbData.xTranslate = -w->x() - left;
thumbData.yTranslate = -w->y() - top;
thumbData.brightness = 1.0;
thumbData.opacity = 1.0;
thumbData.saturation = 1.0;
// Bind the offscreen FBO and draw the window on it unscaled
updateOffscreenSurfaces();
effects->pushRenderTarget( m_offscreenTarget );
glClear( GL_COLOR_BUFFER_BIT );
w->sceneWindow()->performPaint( mask, QRegion(0, 0, sw, sh), thumbData );
// Create a scratch texture and copy the rendered window into it
GLTexture tex( sw, sh );
tex.setFilter( GL_LINEAR );
tex.setWrapMode( GL_CLAMP_TO_EDGE );
tex.bind();
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, sw, sh );
// Set up the shader for horizontal scaling
float dx = sw / float(tw);
int kernelSize;
m_shader->createKernel( dx, &kernelSize );
m_shader->createOffsets( kernelSize, sw, Qt::Horizontal );
m_shader->bind();
m_shader->setUniforms();
// Draw the window back into the FBO, this time scaled horizontally
glClear( GL_COLOR_BUFFER_BIT );
glBegin( GL_QUADS );
glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left
glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right
glTexCoord2f( 1, 1 ); glVertex2i( tw, sh ); // Bottom right
glTexCoord2f( 0, 1 ); glVertex2i( 0, sh ); // Bottom left
glEnd();
// At this point we don't need the scratch texture anymore
tex.unbind();
tex.discard();
// create scratch texture for second rendering pass
GLTexture tex2( tw, sh );
tex2.setFilter( GL_LINEAR );
tex2.setWrapMode( GL_CLAMP_TO_EDGE );
tex2.bind();
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, tw, sh );
// Set up the shader for vertical scaling
float dy = sh / float(th);
m_shader->createKernel( dy, &kernelSize );
m_shader->createOffsets( kernelSize, m_offscreenTex->height(), Qt::Vertical );
m_shader->setUniforms();
// Now draw the horizontally scaled window in the FBO at the right
// coordinates on the screen, while scaling it vertically and blending it.
glClear( GL_COLOR_BUFFER_BIT );
glBegin( GL_QUADS );
glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left
glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right
glTexCoord2f( 1, 1 ); glVertex2i( tw, th ); // Bottom right
glTexCoord2f( 0, 1 ); glVertex2i( 0, th ); // Bottom left
glEnd();
tex2.unbind();
tex2.discard();
m_shader->unbind();
// create cache texture
GLTexture *cache = new GLTexture( tw, th );
cache->setFilter( GL_LINEAR );
cache->setWrapMode( GL_CLAMP_TO_EDGE );
cache->bind();
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - th, tw, th );
effects->popRenderTarget();
prepareRenderStates( cache, data.opacity, data.brightness, data.saturation );
cache->render( textureRect, textureRect );
restoreRenderStates( cache, data.opacity, data.brightness, data.saturation );
cache->unbind();
w->setData( LanczosCacheRole, QVariant::fromValue( static_cast<void*>( cache )));
// Delete the offscreen surface after 5 seconds
m_timer.start( 5000, this );
return;
}
} // if ( effects->compositingType() == KWin::OpenGLCompositing )
#endif
w->sceneWindow()->performPaint( mask, region, data );
} // End of function
void LanczosFilter::timerEvent( QTimerEvent *event )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if (event->timerId() == m_timer.timerId())
{
m_timer.stop();
delete m_offscreenTarget;
delete m_offscreenTex;
m_offscreenTarget = 0;
m_offscreenTex = 0;
foreach( EffectWindow* w, effects->stackingOrder() )
{
QVariant cachedTextureVariant = w->data( LanczosCacheRole );
if( cachedTextureVariant.isValid() )
{
GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value<void*>());
delete cachedTexture;
cachedTexture = 0;
w->setData( LanczosCacheRole, QVariant() );
}
}
}
#endif
}
void LanczosFilter::prepareRenderStates( GLTexture* tex, double opacity, double brightness, double saturation )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
const bool alpha = false; // true; WORKAROUND - "true" causes issues with at least nvidia chips and translucent windows "overbrightning"
// setup blending of transparent windows
glPushAttrib( GL_ENABLE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
if( saturation != 1.0 && tex->saturationSupported())
{
// First we need to get the color from [0; 1] range to [0.5; 1] range
glActiveTexture( GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant );
tex->bind();
// Then we take dot product of the result of previous pass and
// saturation_constant. This gives us completely unsaturated
// (greyscale) image
// Note that both operands have to be in range [0.5; 1] since opengl
// automatically substracts 0.5 from them
glActiveTexture( GL_TEXTURE1 );
float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, saturation };
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
tex->bind();
// Finally we need to interpolate between the original image and the
// greyscale image to get wanted level of saturation
glActiveTexture( GL_TEXTURE2 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
// Also replace alpha by primary color's alpha here
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
// And make primary color contain the wanted opacity
glColor4f( opacity, opacity, opacity, opacity );
tex->bind();
if( alpha || brightness != 1.0f )
{
glActiveTexture( GL_TEXTURE3 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
// The color has to be multiplied by both opacity and brightness
float opacityByBrightness = opacity * brightness;
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity );
if( alpha )
{
// Multiply original texture's alpha by our opacity
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
}
else
{
// Alpha will be taken from previous stage
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
}
tex->bind();
}
glActiveTexture(GL_TEXTURE0 );
}
else if( opacity != 1.0 || brightness != 1.0 )
{
// the window is additionally configured to have its opacity adjusted,
// do it
float opacityByBrightness = opacity * brightness;
if( alpha)
{
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
opacity);
}
else
{
// Multiply color by brightness and replace alpha by opacity
float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity };
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant );
}
}
#endif
}
void LanczosFilter::restoreRenderStates( GLTexture* tex, double opacity, double brightness, double saturation )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0f )
{
if( saturation != 1.0 && tex->saturationSupported())
{
glActiveTexture(GL_TEXTURE3);
glDisable( tex->target());
glActiveTexture(GL_TEXTURE2);
glDisable( tex->target());
glActiveTexture(GL_TEXTURE1);
glDisable( tex->target());
glActiveTexture(GL_TEXTURE0);
}
}
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glColor4f( 0, 0, 0, 0 );
glPopAttrib(); // ENABLE_BIT
#endif
}
/************************************************
* LanczosShader
************************************************/
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
LanczosShader::LanczosShader( QObject* parent )
: QObject( parent )
, m_shader( 0 )
, m_arbProgram( 0 )
{
}
LanczosShader::~LanczosShader()
{
delete m_shader;
if( m_arbProgram )
{
glDeleteProgramsARB(1, &m_arbProgram);
m_arbProgram = 0;
}
}
void LanczosShader::bind()
{
if( m_shader )
m_shader->bind();
else
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
}
}
void LanczosShader::unbind()
{
if( m_shader )
m_shader->unbind();
else
{
int boundObject;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_BINDING_ARB, &boundObject);
if( boundObject == m_arbProgram )
{
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
}
}
void LanczosShader::setUniforms()
{
if( m_shader )
{
glUniform1i( m_uTexUnit, 0 );
glUniform2fv( m_uOffsets, 25, (const GLfloat*)m_offsets );
glUniform4fv( m_uKernel, 25, (const GLfloat*)m_kernel );
}
else
{
for( int i=0; i<25; ++i )
{
glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i, m_offsets[i].x(), m_offsets[i].y(), 0, 0 );
}
for( int i=0; i<25; ++i )
{
glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i+25, m_kernel[i].x(), m_kernel[i].y(), m_kernel[i].z(), m_kernel[i].w() );
}
}
}
bool LanczosShader::init()
{
if ( GLShader::fragmentShaderSupported() &&
GLShader::vertexShaderSupported() &&
GLRenderTarget::supported() )
{
m_shader = new GLShader(":/resources/lanczos-vertex.glsl", ":/resources/lanczos-fragment.glsl");
if (m_shader->isValid())
{
m_shader->bind();
m_uTexUnit = m_shader->uniformLocation("texUnit");
m_uKernel = m_shader->uniformLocation("kernel");
m_uOffsets = m_shader->uniformLocation("offsets");
m_shader->unbind();
return true;
}
else
{
kDebug(1212) << "Shader is not valid";
m_shader = 0;
// try ARB shader
}
}
// try to create an ARB Shader
if( !hasGLExtension("GL_ARB_fragment_program") )
return false;
QByteArray text;
QTextStream stream(&text);
stream << "!!ARBfp1.0\n";
stream << "TEMP coord;\n"; // temporary variable to store texcoord
stream << "TEMP color;\n"; // temporary variable to store fetched texture colors
stream << "TEMP sum;\n"; // variable to render the final result
stream << "TEX sum, fragment.texcoord, texture[0], 2D;\n"; // sum = texture2D(texUnit, gl_TexCoord[0].st)
stream << "MUL sum, sum, program.local[25];\n"; // sum = sum * kernel[0]
for( int i=1; i<25; ++i )
{
stream << "ADD coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] + offset[i]
stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord)
stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i]
stream << "SUB coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] - offset[i]
stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord)
stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i]
}
stream << "MOV result.color, sum;\n"; // gl_FragColor = sum
stream << "END\n";
stream.flush();
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glGenProgramsARB(1, &m_arbProgram);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, text.length(), text.constData());
if( glGetError() )
{
const char *error = (const char*)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
kError() << "Failed to compile fragment program:" << error;
return false;
}
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
kDebug( 1212 ) << "ARB Shader compiled, id: " << m_arbProgram;
return true;
}
#endif
} // namespace