kwin/effects/blur/blurshader.h
Vlad Zagorodniy 168109f3bb [effects/blur] Clean up shader code
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
2018-06-18 15:50:52 +03:00

116 lines
3.2 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 <QMatrix4x4>
#include <QObject>
#include <QScopedPointer>
#include <QVector2D>
#include <QVector4D>
namespace KWin
{
class BlurShader : public QObject
{
Q_OBJECT
public:
BlurShader(QObject *parent = nullptr);
~BlurShader() override;
bool isValid() const;
enum SampleType {
DownSampleType,
UpSampleType,
CopySampleType,
NoiseSampleType
};
void bind(SampleType sampleType);
void unbind();
void setModelViewProjectionMatrix(const QMatrix4x4 &matrix);
void setOffset(float offset);
void setTargetTextureSize(const QSize &renderTextureSize);
void setNoiseTextureSize(const QSize &noiseTextureSize);
void setTexturePosition(const QPoint &texPos);
void setBlurRect(const QRect &blurRect, const QSize &screenSize);
private:
QScopedPointer<GLShader> m_shaderDownsample;
QScopedPointer<GLShader> m_shaderUpsample;
QScopedPointer<GLShader> m_shaderCopysample;
QScopedPointer<GLShader> m_shaderNoisesample;
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 = -1;
float m_offsetDownsample = 0.0;
QMatrix4x4 m_matrixDownsample;
float m_offsetUpsample = 0.0;
QMatrix4x4 m_matrixUpsample;
QMatrix4x4 m_matrixCopysample;
float m_offsetNoisesample = 0.0;
QVector2D m_noiseTextureSizeNoisesample;
QMatrix4x4 m_matrixNoisesample;
bool m_valid = false;
Q_DISABLE_COPY(BlurShader);
};
inline bool BlurShader::isValid() const
{
return m_valid;
}
} // namespace KWin
#endif