1752302203
The blur effect so far calculated a custom model view projection matrix. This is not needed as we have the current projection matrix available in WindowPaintData and EffectFrame. REVIEW: 126215
125 lines
3.9 KiB
C++
125 lines
3.9 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 KWayland
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{
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namespace Server
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{
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class BlurManagerInterface;
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}
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}
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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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Q_PROPERTY(int blurRadius READ blurRadius)
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Q_PROPERTY(bool cacheTexture READ isCacheTexture)
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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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// for dynamic setting extraction
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int blurRadius() const;
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bool isCacheTexture() const {
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return m_shouldCache;
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}
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virtual bool provides(Feature feature);
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int requestedEffectChainPosition() const override {
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return 75;
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}
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public Q_SLOTS:
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void slotWindowAdded(KWin::EffectWindow *w);
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void slotWindowDeleted(KWin::EffectWindow *w);
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void slotPropertyNotify(KWin::EffectWindow *w, long atom);
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void slotScreenGeometryChanged();
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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 doBlur(const QRegion &shape, const QRect &screen, const float opacity, const QMatrix4x4 &screenProjection);
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void doCachedBlur(EffectWindow *w, const QRegion& region, const float opacity, const QMatrix4x4 &screenProjection);
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void uploadRegion(QVector2D *&map, const QRegion ®ion);
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void uploadGeometry(GLVertexBuffer *vbo, const QRegion &horizontal, const QRegion &vertical);
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private:
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BlurShader *shader;
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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 of non-caching windows(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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QPoint windowPos;
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bool dropCache;
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QMetaObject::Connection blurChangedConnection;
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};
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QHash< const EffectWindow*, BlurWindowInfo > windows;
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typedef QHash<const EffectWindow*, BlurWindowInfo>::iterator CacheEntry;
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KWayland::Server::BlurManagerInterface *m_blurManager = nullptr;
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};
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inline
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bool BlurEffect::provides(Effect::Feature feature)
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{
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if (feature == Blur) {
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return true;
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}
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return KWin::Effect::provides(feature);
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}
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} // namespace KWin
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#endif
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