b6478e1b12
This patch introduces some kind of damage propagation. In the old version of the blur effect we had to repaint the whole window if sth behind the blurred area was damaged. The new texture cache, which was introduced by the last patch, gives us the opportunity to only update parts of blurred background texture. This means that the damaged area can only propagate with the speed of the blurring radius per window layer. REVIEW: 102665
88 lines
2.8 KiB
C++
88 lines
2.8 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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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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namespace KWin
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{
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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();
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static bool supported();
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static bool enabledByDefault();
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void reconfigure(ReconfigureFlags flags);
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void prePaintScreen(ScreenPrePaintData &data, int time);
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void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time);
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void drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data);
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void paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity);
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public Q_SLOTS:
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void slotWindowAdded(EffectWindow *w);
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void slotWindowDeleted(EffectWindow *w);
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void slotPropertyNotify(EffectWindow *w, long atom);
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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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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 drawRegion(const QRegion ®ion);
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void doBlur(const QRegion &shape, const QRect &screen, const float opacity);
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void doCachedBlur(EffectWindow *w, const QRegion& region, const float opacity);
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private:
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BlurShader *shader;
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QVector<QVector2D> vertices;
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GLRenderTarget *target;
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GLTexture tex;
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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 (from bottom to top)
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bool m_shouldCache;
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struct BlurWindowInfo {
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GLTexture blurredBackground; // keeps the horizontally blurred background
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QRegion damagedRegion;
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};
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QHash< const EffectWindow*, BlurWindowInfo > windows;
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};
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} // namespace KWin
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#endif
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