kwin/effects/blur/blur.cpp
2017-04-29 14:11:13 +01:00

765 lines
28 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
* Copyright © 2011 Philipp Knechtges <philipp-dev@knechtges.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.
*/
#include "blur.h"
#include "effects.h"
#include "blurshader.h"
// KConfigSkeleton
#include "blurconfig.h"
#include <QMatrix4x4>
#include <QLinkedList>
#include <KWayland/Server/surface_interface.h>
#include <KWayland/Server/blur_interface.h>
#include <KWayland/Server/shadow_interface.h>
#include <KWayland/Server/display.h>
namespace KWin
{
static const QByteArray s_blurAtomName = QByteArrayLiteral("_KDE_NET_WM_BLUR_BEHIND_REGION");
BlurEffect::BlurEffect()
{
initConfig<BlurConfig>();
shader = BlurShader::create();
m_simpleShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("logout-blur.frag"));
if (!m_simpleShader->isValid()) {
qCDebug(KWINEFFECTS) << "Simple blur shader failed to load";
}
// Offscreen texture that's used as the target for the horizontal blur pass
// and the source for the vertical pass.
tex = GLTexture(GL_RGBA8, effects->virtualScreenSize());
tex.setFilter(GL_LINEAR);
tex.setWrapMode(GL_CLAMP_TO_EDGE);
target = new GLRenderTarget(tex);
reconfigure(ReconfigureAll);
// ### Hackish way to announce support.
// Should be included in _NET_SUPPORTED instead.
if (shader && shader->isValid() && target->valid()) {
net_wm_blur_region = effects->announceSupportProperty(s_blurAtomName, this);
KWayland::Server::Display *display = effects->waylandDisplay();
if (display) {
m_blurManager = display->createBlurManager(this);
m_blurManager->create();
}
} else {
net_wm_blur_region = 0;
}
connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long)));
connect(effects, SIGNAL(screenGeometryChanged(QSize)), this, SLOT(slotScreenGeometryChanged()));
// Fetch the blur regions for all windows
foreach (EffectWindow *window, effects->stackingOrder())
updateBlurRegion(window);
}
BlurEffect::~BlurEffect()
{
windows.clear();
delete m_simpleShader;
delete shader;
delete target;
}
void BlurEffect::slotScreenGeometryChanged()
{
effects->reloadEffect(this);
}
void BlurEffect::reconfigure(ReconfigureFlags flags)
{
Q_UNUSED(flags)
BlurConfig::self()->read();
int radius = qBound(2, BlurConfig::blurRadius(), 14);
if (shader)
shader->setRadius(radius);
m_shouldCache = BlurConfig::cacheTexture();
windows.clear();
if (!shader || !shader->isValid()) {
effects->removeSupportProperty(s_blurAtomName, this);
delete m_blurManager;
m_blurManager = nullptr;
}
}
void BlurEffect::updateBlurRegion(EffectWindow *w) const
{
QRegion region;
const QByteArray value = w->readProperty(net_wm_blur_region, XCB_ATOM_CARDINAL, 32);
if (value.size() > 0 && !(value.size() % (4 * sizeof(uint32_t)))) {
const uint32_t *cardinals = reinterpret_cast<const uint32_t*>(value.constData());
for (unsigned int i = 0; i < value.size() / sizeof(uint32_t);) {
int x = cardinals[i++];
int y = cardinals[i++];
int w = cardinals[i++];
int h = cardinals[i++];
region += QRect(x, y, w, h);
}
}
KWayland::Server::SurfaceInterface *surf = w->surface();
if (surf && surf->blur()) {
region = surf->blur()->region();
}
//!value.isNull() full window in X11 case, surf->blur()
//valid, full window in wayland case
if (region.isEmpty() && (!value.isNull() || (surf && surf->blur()))) {
// Set the data to a dummy value.
// This is needed to be able to distinguish between the value not
// being set, and being set to an empty region.
w->setData(WindowBlurBehindRole, 1);
} else
w->setData(WindowBlurBehindRole, region);
}
void BlurEffect::slotWindowAdded(EffectWindow *w)
{
KWayland::Server::SurfaceInterface *surf = w->surface();
if (surf) {
windows[w].blurChangedConnection = connect(surf, &KWayland::Server::SurfaceInterface::blurChanged, this, [this, w] () {
if (w) {
updateBlurRegion(w);
}
});
}
updateBlurRegion(w);
}
void BlurEffect::slotWindowDeleted(EffectWindow *w)
{
if (windows.contains(w)) {
disconnect(windows[w].blurChangedConnection);
windows.remove(w);
}
}
void BlurEffect::slotPropertyNotify(EffectWindow *w, long atom)
{
if (w && atom == net_wm_blur_region) {
updateBlurRegion(w);
CacheEntry it = windows.find(w);
if (it != windows.end()) {
const QRect screen = effects->virtualScreenGeometry();
it->damagedRegion = expand(blurRegion(w).translated(w->pos())) & screen;
}
}
}
bool BlurEffect::enabledByDefault()
{
GLPlatform *gl = GLPlatform::instance();
if (gl->isIntel() && gl->chipClass() < SandyBridge)
return false;
if (gl->isSoftwareEmulation()) {
return false;
}
return true;
}
bool BlurEffect::supported()
{
bool supported = effects->isOpenGLCompositing() && GLRenderTarget::supported();
if (supported) {
int maxTexSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
const QSize screenSize = effects->virtualScreenSize();
if (screenSize.width() > maxTexSize || screenSize.height() > maxTexSize)
supported = false;
}
return supported;
}
QRect BlurEffect::expand(const QRect &rect) const
{
const int radius = shader->radius();
return rect.adjusted(-radius, -radius, radius, radius);
}
QRegion BlurEffect::expand(const QRegion &region) const
{
QRegion expanded;
foreach (const QRect & rect, region.rects()) {
expanded += expand(rect);
}
return expanded;
}
QRegion BlurEffect::blurRegion(const EffectWindow *w) const
{
QRegion region;
const QVariant value = w->data(WindowBlurBehindRole);
if (value.isValid()) {
const QRegion appRegion = qvariant_cast<QRegion>(value);
if (!appRegion.isEmpty()) {
if (w->decorationHasAlpha() && effects->decorationSupportsBlurBehind()) {
region = w->shape();
region -= w->decorationInnerRect();
}
region |= appRegion.translated(w->contentsRect().topLeft()) &
w->decorationInnerRect();
} else {
// An empty region means that the blur effect should be enabled
// for the whole window.
region = w->shape();
}
} else if (w->decorationHasAlpha() && effects->decorationSupportsBlurBehind()) {
// If the client hasn't specified a blur region, we'll only enable
// the effect behind the decoration.
region = w->shape();
region -= w->decorationInnerRect();
}
return region;
}
void BlurEffect::uploadRegion(QVector2D *&map, const QRegion &region)
{
foreach (const QRect &r, region.rects()) {
const QVector2D topLeft(r.x(), r.y());
const QVector2D topRight(r.x() + r.width(), r.y());
const QVector2D bottomLeft(r.x(), r.y() + r.height());
const QVector2D bottomRight(r.x() + r.width(), r.y() + r.height());
// First triangle
*(map++) = topRight;
*(map++) = topLeft;
*(map++) = bottomLeft;
// Second triangle
*(map++) = bottomLeft;
*(map++) = bottomRight;
*(map++) = topRight;
}
}
void BlurEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion &horizontal, const QRegion &vertical)
{
const int vertexCount = (horizontal.rectCount() + vertical.rectCount()) * 6;
if (!vertexCount)
return;
QVector2D *map = (QVector2D *) vbo->map(vertexCount * sizeof(QVector2D));
uploadRegion(map, horizontal);
uploadRegion(map, vertical);
vbo->unmap();
const GLVertexAttrib layout[] = {
{ VA_Position, 2, GL_FLOAT, 0 },
{ VA_TexCoord, 2, GL_FLOAT, 0 }
};
vbo->setAttribLayout(layout, 2, sizeof(QVector2D));
}
void BlurEffect::prePaintScreen(ScreenPrePaintData &data, int time)
{
m_damagedArea = QRegion();
m_paintedArea = QRegion();
m_currentBlur = QRegion();
effects->prePaintScreen(data, time);
}
void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
// this effect relies on prePaintWindow being called in the bottom to top order
effects->prePaintWindow(w, data, time);
if (!w->isPaintingEnabled()) {
return;
}
if (!shader || !shader->isValid()) {
return;
}
// to blur an area partially we have to shrink the opaque area of a window
QRegion newClip;
const QRegion oldClip = data.clip;
const int radius = shader->radius();
foreach (const QRect& rect, data.clip.rects()) {
newClip |= rect.adjusted(radius,radius,-radius,-radius);
}
data.clip = newClip;
const QRegion oldPaint = data.paint;
// we don't have to blur a region we don't see
m_currentBlur -= newClip;
// if we have to paint a non-opaque part of this window that intersects with the
// currently blurred region (which is not cached) we have to redraw the whole region
if ((data.paint-oldClip).intersects(m_currentBlur)) {
data.paint |= m_currentBlur;
}
// in case this window has regions to be blurred
const QRect screen = effects->virtualScreenGeometry();
const QRegion blurArea = blurRegion(w).translated(w->pos()) & screen;
const QRegion expandedBlur = expand(blurArea) & screen;
if (m_shouldCache && !w->isDeleted()) {
// we are caching the horizontally blurred background texture
// if a window underneath the blurred area is damaged we have to
// update the cached texture
QRegion damagedCache;
CacheEntry it = windows.find(w);
if (it != windows.end() && !it->dropCache &&
it->windowPos == w->pos() &&
it->blurredBackground.size() == expandedBlur.boundingRect().size()) {
damagedCache = (expand(expandedBlur & m_damagedArea) |
(it->damagedRegion & data.paint)) & expandedBlur;
} else {
damagedCache = expandedBlur;
}
if (!damagedCache.isEmpty()) {
// This is the area of the blurry window which really can change.
const QRegion damagedArea = damagedCache & blurArea;
// In order to be able to recalculate this area we have to make sure the
// background area is painted before.
data.paint |= expand(damagedArea);
if (it != windows.end()) {
// In case we already have a texture cache mark the dirty regions invalid.
it->damagedRegion &= expandedBlur;
it->damagedRegion |= damagedCache;
// The valid part of the cache can be considered as being opaque
// as long as we don't need to update a bordering part
data.clip |= blurArea - expand(it->damagedRegion);
it->dropCache = false;
}
// we keep track of the "damage propagation"
m_damagedArea |= damagedArea;
// we have to check again whether we do not damage a blurred area
// of a window we do not cache
if (expandedBlur.intersects(m_currentBlur)) {
data.paint |= m_currentBlur;
}
}
} else {
// we are not caching the window
// if this window or an window underneath the blurred area is painted again we have to
// blur everything
if (m_paintedArea.intersects(expandedBlur) || data.paint.intersects(blurArea)) {
data.paint |= expandedBlur;
// we keep track of the "damage propagation"
m_damagedArea |= expand(expandedBlur & m_damagedArea) & blurArea;
// we have to check again whether we do not damage a blurred area
// of a window we do not cache
if (expandedBlur.intersects(m_currentBlur)) {
data.paint |= m_currentBlur;
}
}
m_currentBlur |= expandedBlur;
}
// we don't consider damaged areas which are occluded and are not
// explicitly damaged by this window
m_damagedArea -= data.clip;
m_damagedArea |= oldPaint;
// in contrast to m_damagedArea does m_paintedArea keep track of all repainted areas
m_paintedArea -= data.clip;
m_paintedArea |= data.paint;
}
bool BlurEffect::shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const
{
if (!target->valid() || !shader || !shader->isValid())
return false;
if (effects->activeFullScreenEffect() && !w->data(WindowForceBlurRole).toBool())
return false;
if (w->isDesktop())
return false;
bool scaled = !qFuzzyCompare(data.xScale(), 1.0) && !qFuzzyCompare(data.yScale(), 1.0);
bool translated = data.xTranslation() || data.yTranslation();
if ((scaled || (translated || (mask & PAINT_WINDOW_TRANSFORMED))) && !w->data(WindowForceBlurRole).toBool())
return false;
bool blurBehindDecos = effects->decorationsHaveAlpha() &&
effects->decorationSupportsBlurBehind();
if (!w->hasAlpha() && w->opacity() >= 1.0 && !(blurBehindDecos && w->hasDecoration()))
return false;
return true;
}
void BlurEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
const QRect screen = GLRenderTarget::virtualScreenGeometry();
if (shouldBlur(w, mask, data)) {
QRegion shape = region & blurRegion(w).translated(w->pos()) & screen;
// let's do the evil parts - someone wants to blur behind a transformed window
const bool translated = data.xTranslation() || data.yTranslation();
const bool scaled = data.xScale() != 1 || data.yScale() != 1;
if (scaled) {
QPoint pt = shape.boundingRect().topLeft();
QVector<QRect> shapeRects = shape.rects();
shape = QRegion(); // clear
foreach (QRect r, shapeRects) {
r.moveTo(pt.x() + (r.x() - pt.x()) * data.xScale() + data.xTranslation(),
pt.y() + (r.y() - pt.y()) * data.yScale() + data.yTranslation());
r.setWidth(r.width() * data.xScale());
r.setHeight(r.height() * data.yScale());
shape |= r;
}
shape = shape & region;
//Only translated, not scaled
} else if (translated) {
shape = shape.translated(data.xTranslation(), data.yTranslation());
shape = shape & region;
}
if (!shape.isEmpty()) {
if (w->isFullScreen() && GLRenderTarget::blitSupported() && m_simpleShader->isValid()
&& !GLPlatform::instance()->supports(LimitedNPOT) && shape.boundingRect() == w->geometry()) {
doSimpleBlur(w, data.opacity(), data.screenProjectionMatrix());
} else if (m_shouldCache && !translated && !w->isDeleted()) {
doCachedBlur(w, region, data.opacity(), data.screenProjectionMatrix());
} else {
doBlur(shape, screen, data.opacity(), data.screenProjectionMatrix());
}
}
}
// Draw the window over the blurred area
effects->drawWindow(w, mask, region, data);
}
void BlurEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity)
{
const QRect screen = effects->virtualScreenGeometry();
bool valid = target->valid() && shader && shader->isValid();
QRegion shape = frame->geometry().adjusted(-5, -5, 5, 5) & screen;
if (valid && !shape.isEmpty() && region.intersects(shape.boundingRect()) && frame->style() != EffectFrameNone) {
doBlur(shape, screen, opacity * frameOpacity, frame->screenProjectionMatrix());
}
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
}
void BlurEffect::doSimpleBlur(EffectWindow *w, const float opacity, const QMatrix4x4 &screenProjection)
{
// The fragment shader uses a LOD bias of 1.75, so we need 3 mipmap levels.
GLTexture blurTexture = GLTexture(GL_RGBA8, w->size(), 3);
blurTexture.setFilter(GL_LINEAR_MIPMAP_LINEAR);
blurTexture.setWrapMode(GL_CLAMP_TO_EDGE);
target->attachTexture(blurTexture);
target->blitFromFramebuffer(w->geometry(), QRect(QPoint(0, 0), w->size()));
// Unmodified base image
ShaderBinder binder(m_simpleShader);
QMatrix4x4 mvp = screenProjection;
mvp.translate(w->x(), w->y());
m_simpleShader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
m_simpleShader->setUniform("u_alphaProgress", opacity);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
blurTexture.bind();
blurTexture.generateMipmaps();
blurTexture.render(infiniteRegion(), w->geometry());
blurTexture.unbind();
glDisable(GL_BLEND);
}
void BlurEffect::doBlur(const QRegion& shape, const QRect& screen, const float opacity, const QMatrix4x4 &screenProjection)
{
const QRegion expanded = expand(shape) & screen;
const QRect r = expanded.boundingRect();
// Upload geometry for the horizontal and vertical passes
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
uploadGeometry(vbo, expanded, shape);
vbo->bindArrays();
const qreal scale = GLRenderTarget::virtualScreenScale();
// Create a scratch texture and copy the area in the back buffer that we're
// going to blur into it
// for HIGH DPI scratch is captured in native resolution, it is then implicitly downsampled
// when rendering into tex
GLTexture scratch(GL_RGBA8, r.width() * scale, r.height() * scale);
scratch.setFilter(GL_LINEAR);
scratch.setWrapMode(GL_CLAMP_TO_EDGE);
scratch.bind();
const QRect sg = GLRenderTarget::virtualScreenGeometry();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (r.x() - sg.x()) * scale, (sg.height() - sg.y() - r.y() - r.height()) * scale,
scratch.width(), scratch.height());
// Draw the texture on the offscreen framebuffer object, while blurring it horizontally
target->attachTexture(tex);
GLRenderTarget::pushRenderTarget(target);
shader->bind();
shader->setDirection(Qt::Horizontal);
shader->setPixelDistance(1.0 / r.width());
QMatrix4x4 modelViewProjectionMatrix;
modelViewProjectionMatrix.ortho(0, tex.width(), tex.height(), 0 , 0, 65535);
shader->setModelViewProjectionMatrix(modelViewProjectionMatrix);
// Set up the texture matrix to transform from screen coordinates
// to texture coordinates.
QMatrix4x4 textureMatrix;
textureMatrix.scale(1.0 / r.width(), -1.0 / r.height(), 1);
textureMatrix.translate(-r.x(), (-r.height() - r.y()), 0);
shader->setTextureMatrix(textureMatrix);
vbo->draw(GL_TRIANGLES, 0, expanded.rectCount() * 6);
GLRenderTarget::popRenderTarget();
scratch.unbind();
scratch.discard();
// Now draw the horizontally blurred area back to the backbuffer, while
// blurring it vertically and clipping it to the window shape.
tex.bind();
shader->setDirection(Qt::Vertical);
shader->setPixelDistance(1.0 / tex.height());
// Modulate the blurred texture with the window opacity if the window isn't opaque
if (opacity < 1.0) {
glEnable(GL_BLEND);
#if 1 // bow shape, always above y = x
float o = 1.0f-opacity;
o = 1.0f - o*o;
#else // sigmoid shape, above y = x for x > 0.5, below y = x for x < 0.5
float o = 2.0f*opacity - 1.0f;
o = 0.5f + o / (1.0f + qAbs(o));
#endif
glBlendColor(0, 0, 0, o);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
}
// Set the up the texture matrix to transform from screen coordinates
// to texture coordinates.
textureMatrix.setToIdentity();
textureMatrix.scale(1.0 / tex.width(), -1.0 / tex.height(), 1);
textureMatrix.translate(0, -tex.height(), 0);
shader->setTextureMatrix(textureMatrix);
shader->setModelViewProjectionMatrix(screenProjection);
vbo->draw(GL_TRIANGLES, expanded.rectCount() * 6, shape.rectCount() * 6);
vbo->unbindArrays();
if (opacity < 1.0) {
glDisable(GL_BLEND);
}
tex.unbind();
shader->unbind();
}
void BlurEffect::doCachedBlur(EffectWindow *w, const QRegion& region, const float opacity, const QMatrix4x4 &screenProjection)
{
const QRect screen = effects->virtualScreenGeometry();
const QRegion blurredRegion = blurRegion(w).translated(w->pos()) & screen;
const QRegion expanded = expand(blurredRegion) & screen;
const QRect r = expanded.boundingRect();
// The background texture we get is only partially valid.
CacheEntry it = windows.find(w);
if (it == windows.end()) {
BlurWindowInfo bwi;
bwi.blurredBackground = GLTexture(GL_RGBA8, r.width(),r.height());
bwi.damagedRegion = expanded;
bwi.dropCache = false;
bwi.windowPos = w->pos();
it = windows.insert(w, bwi);
} else if (it->blurredBackground.size() != r.size()) {
it->blurredBackground = GLTexture(GL_RGBA8, r.width(),r.height());
it->dropCache = false;
it->windowPos = w->pos();
} else if (it->windowPos != w->pos()) {
it->dropCache = false;
it->windowPos = w->pos();
}
GLTexture targetTexture = it->blurredBackground;
targetTexture.setFilter(GL_LINEAR);
targetTexture.setWrapMode(GL_CLAMP_TO_EDGE);
shader->bind();
QMatrix4x4 textureMatrix;
QMatrix4x4 modelViewProjectionMatrix;
/**
* Which part of the background texture can be updated ?
*
* Well this is a rather difficult question. We kind of rely on the fact, that
* we need a bigger background region being painted before, more precisely if we want to
* blur region A we need the background region expand(A). This business logic is basically
* done in prePaintWindow:
* data.paint |= expand(damagedArea);
*
* Now "data.paint" gets clipped and becomes what we receive as the "region" variable
* in this function. In theory there is now only one function that does this clipping
* and this is paintSimpleScreen. The clipping has the effect that "damagedRegion"
* is no longer a subset of "region" and we cannot fully validate the cache within one
* rendering pass. If we would now update the "damageRegion & region" part of the cache
* we would wrongly update the part of the cache that is next to the "region" border and
* which lies within "damagedRegion", just because we cannot assume that the framebuffer
* outside of "region" is valid. Therefore the maximal damaged region of the cache that can
* be repainted is given by:
* validUpdate = damagedRegion - expand(damagedRegion - region);
*
* Now you may ask what is with the rest of "damagedRegion & region" that is not part
* of "validUpdate" but also might end up on the screen. Well under the assumption
* that only the occlusion culling can shrink "data.paint", we can control this by reducing
* the opaque area of every window by a margin of the blurring radius (c.f. prePaintWindow).
* This way we are sure that this area is overpainted by a higher opaque window.
*
* Apparently paintSimpleScreen is not the only function that can influence "region".
* In fact every effect's paintWindow that is called before Blur::paintWindow
* can do so (e.g. SlidingPopups). Hence we have to make the compromise that we update
* "damagedRegion & region" of the cache but only mark "validUpdate" as valid.
**/
const QRegion damagedRegion = it->damagedRegion;
const QRegion updateBackground = damagedRegion & region;
const QRegion validUpdate = damagedRegion - expand(damagedRegion - region);
const QRegion horizontal = validUpdate.isEmpty() ? QRegion() : (updateBackground & screen);
const QRegion vertical = blurredRegion & region;
const int horizontalOffset = 0;
const int horizontalCount = horizontal.rectCount() * 6;
const int verticalOffset = horizontalCount;
const int verticalCount = vertical.rectCount() * 6;
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
uploadGeometry(vbo, horizontal, vertical);
vbo->bindArrays();
if (!validUpdate.isEmpty()) {
const QRect updateRect = (expand(updateBackground) & expanded).boundingRect();
// First we have to copy the background from the frontbuffer
// into a scratch texture (in this case "tex").
tex.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, updateRect.x(), effects->virtualScreenSize().height() - updateRect.y() - updateRect.height(),
updateRect.width(), updateRect.height());
// Draw the texture on the offscreen framebuffer object, while blurring it horizontally
target->attachTexture(targetTexture);
GLRenderTarget::pushRenderTarget(target);
shader->setDirection(Qt::Horizontal);
shader->setPixelDistance(1.0 / tex.width());
modelViewProjectionMatrix.ortho(0, r.width(), r.height(), 0 , 0, 65535);
modelViewProjectionMatrix.translate(-r.x(), -r.y(), 0);
shader->setModelViewProjectionMatrix(modelViewProjectionMatrix);
// Set up the texture matrix to transform from screen coordinates
// to texture coordinates.
textureMatrix.scale(1.0 / tex.width(), -1.0 / tex.height(), 1);
textureMatrix.translate(-updateRect.x(), -updateRect.height() - updateRect.y(), 0);
shader->setTextureMatrix(textureMatrix);
vbo->draw(GL_TRIANGLES, horizontalOffset, horizontalCount);
GLRenderTarget::popRenderTarget();
tex.unbind();
// mark the updated region as valid
it->damagedRegion -= validUpdate;
}
// Now draw the horizontally blurred area back to the backbuffer, while
// blurring it vertically and clipping it to the window shape.
targetTexture.bind();
shader->setDirection(Qt::Vertical);
shader->setPixelDistance(1.0 / targetTexture.height());
// Modulate the blurred texture with the window opacity if the window isn't opaque
if (opacity < 1.0) {
glEnable(GL_BLEND);
glBlendColor(0, 0, 0, opacity);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
}
shader->setModelViewProjectionMatrix(screenProjection);
// Set the up the texture matrix to transform from screen coordinates
// to texture coordinates.
textureMatrix.setToIdentity();
textureMatrix.scale(1.0 / targetTexture.width(), -1.0 / targetTexture.height(), 1);
textureMatrix.translate(-r.x(), -targetTexture.height() - r.y(), 0);
shader->setTextureMatrix(textureMatrix);
vbo->draw(GL_TRIANGLES, verticalOffset, verticalCount);
vbo->unbindArrays();
if (opacity < 1.0) {
glDisable(GL_BLEND);
}
targetTexture.unbind();
shader->unbind();
}
int BlurEffect::blurRadius() const
{
if (!shader) {
return 0;
}
return shader->radius();
}
} // namespace KWin