kwin/effects/blur/blur.h
Martin Gräßlin 1752302203 [effects] Use passed through matrix in Blur Effect
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
2016-01-25 15:36:10 +01:00

125 lines
3.9 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 BLUR_H
#define BLUR_H
#include <kwineffects.h>
#include <kwinglplatform.h>
#include <kwinglutils.h>
#include <QVector>
#include <QVector2D>
namespace KWayland
{
namespace Server
{
class BlurManagerInterface;
}
}
namespace KWin
{
class BlurShader;
class BlurEffect : public KWin::Effect
{
Q_OBJECT
Q_PROPERTY(int blurRadius READ blurRadius)
Q_PROPERTY(bool cacheTexture READ isCacheTexture)
public:
BlurEffect();
~BlurEffect();
static bool supported();
static bool enabledByDefault();
void reconfigure(ReconfigureFlags flags);
void prePaintScreen(ScreenPrePaintData &data, int time);
void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time);
void drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data);
void paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity);
// for dynamic setting extraction
int blurRadius() const;
bool isCacheTexture() const {
return m_shouldCache;
}
virtual bool provides(Feature feature);
int requestedEffectChainPosition() const override {
return 75;
}
public Q_SLOTS:
void slotWindowAdded(KWin::EffectWindow *w);
void slotWindowDeleted(KWin::EffectWindow *w);
void slotPropertyNotify(KWin::EffectWindow *w, long atom);
void slotScreenGeometryChanged();
private:
QRect expand(const QRect &rect) const;
QRegion expand(const QRegion &region) const;
QRegion blurRegion(const EffectWindow *w) const;
bool shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const;
void updateBlurRegion(EffectWindow *w) const;
void doBlur(const QRegion &shape, const QRect &screen, const float opacity, const QMatrix4x4 &screenProjection);
void doCachedBlur(EffectWindow *w, const QRegion& region, const float opacity, const QMatrix4x4 &screenProjection);
void uploadRegion(QVector2D *&map, const QRegion &region);
void uploadGeometry(GLVertexBuffer *vbo, const QRegion &horizontal, const QRegion &vertical);
private:
BlurShader *shader;
GLRenderTarget *target;
GLTexture tex;
long net_wm_blur_region;
QRegion m_damagedArea; // keeps track of the area which has been damaged (from bottom to top)
QRegion m_paintedArea; // actually painted area which is greater than m_damagedArea
QRegion m_currentBlur; // keeps track of the currently blured area of non-caching windows(from bottom to top)
bool m_shouldCache;
struct BlurWindowInfo {
GLTexture blurredBackground; // keeps the horizontally blurred background
QRegion damagedRegion;
QPoint windowPos;
bool dropCache;
QMetaObject::Connection blurChangedConnection;
};
QHash< const EffectWindow*, BlurWindowInfo > windows;
typedef QHash<const EffectWindow*, BlurWindowInfo>::iterator CacheEntry;
KWayland::Server::BlurManagerInterface *m_blurManager = nullptr;
};
inline
bool BlurEffect::provides(Effect::Feature feature)
{
if (feature == Blur) {
return true;
}
return KWin::Effect::provides(feature);
}
} // namespace KWin
#endif