kwin/effects/blur/blurshader.h
Fredrik Höglund 3de8c53f21 Refactor the blur shader code a bit, and add a GLSL version.
svn path=/trunk/KDE/kdebase/workspace/; revision=1100848
2010-03-08 20:45:58 +00:00

122 lines
2.7 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
*
* 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>
namespace KWin
{
class BlurShader
{
public:
BlurShader();
virtual ~BlurShader();
static BlurShader *create();
// Sets the radius in pixels
void setRadius(int radius);
int radius() const { return mRadius; }
// Sets the blur direction
void setDirection(Qt::Orientation direction);
Qt::Orientation direction() const { return mDirection; }
// Sets the distance between two pixels
virtual void setPixelDistance(float val) = 0;
// The opacity of the resulting pixels is multiplied by this value
virtual void setOpacity(float val) = 0;
virtual void bind() = 0;
virtual void unbind() = 0;
protected:
float gaussian(float x, float sigma) const;
QVector<float> gaussianKernel() const;
virtual void init() = 0;
virtual void reset() = 0;
private:
int mRadius;
Qt::Orientation mDirection;
};
// ----------------------------------------------------------------------------
class GLSLBlurShader : public BlurShader
{
public:
GLSLBlurShader();
~GLSLBlurShader();
void setPixelDistance(float val);
void setOpacity(float val);
void bind();
void unbind();
protected:
void init();
void reset();
GLuint compile(GLenum type, const QByteArray &source);
GLuint link(GLuint vertexShader, GLuint fragmentShader);
private:
GLuint program;
int uTexUnit;
int uPixelSize;
int uOpacity;
};
// ----------------------------------------------------------------------------
class ARBBlurShader : public BlurShader
{
public:
ARBBlurShader();
~ARBBlurShader();
void setPixelDistance(float val);
void setOpacity(float val);
void bind();
void unbind();
protected:
void init();
void reset();
private:
GLuint program;
};
} // namespace KWin
#endif