5faa397849
for use in effects (and not only). Now a list of window quads (=window areas) is created at the beginning of the paint pass, prepaint calls can modify the split itself (i.e. divide it into more parts). The actual paint calls can then modify these quads (i.e. transform their geometry). This will allow better control of how the split is done and also allow painting e.g. only the decoration differently. Still work in progress, but it works. Also pass data to prepaint functions in a struct, as there is already quite a number of them. svn path=/trunk/KDE/kdebase/workspace/; revision=684893
291 lines
8.5 KiB
C++
291 lines
8.5 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "blur.h"
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#include <kwinglutils.h>
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#include <QString>
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#include <KStandardDirs>
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#include <kdebug.h>
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namespace KWin
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{
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KWIN_EFFECT( blur, BlurEffect )
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KWIN_EFFECT_SUPPORTED( blur, BlurEffect::supported() )
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BlurEffect::BlurEffect() : Effect()
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{
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mSceneTexture = 0;
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mTmpTexture = 0;
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mBlurTexture = 0;
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mSceneTarget = 0;
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mTmpTarget = 0;
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mBlurTarget = 0;
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mBlurShader = 0;
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mWindowShader = 0;
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mBlurRadius = 4;
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mTime = 0;
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mValid = loadData();
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}
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BlurEffect::~BlurEffect()
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{
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delete mSceneTexture;
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delete mTmpTexture;
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delete mBlurTexture;
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delete mSceneTarget;
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delete mTmpTarget;
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delete mBlurTarget;
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delete mBlurShader;
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delete mWindowShader;
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}
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bool BlurEffect::loadData()
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{
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// Create texture and render target
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int texw = displayWidth();
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int texh = displayHeight();
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if( !GLTexture::NPOTTextureSupported() )
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{
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kWarning( 1212 ) << k_funcinfo << "NPOT textures not supported, wasting some memory" << endl;
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texw = nearestPowerOfTwo(texw);
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texh = nearestPowerOfTwo(texh);
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}
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mSceneTexture = new GLTexture(texw, texh);
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mSceneTexture->setFilter(GL_LINEAR);
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mTmpTexture = new GLTexture(texw, texh);
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mTmpTexture->setFilter(GL_LINEAR);
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mBlurTexture = new GLTexture(texw, texh);
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mSceneTarget = new GLRenderTarget(mSceneTexture);
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if( !mSceneTarget->valid() )
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return false;
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mTmpTarget = new GLRenderTarget(mTmpTexture);
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if( !mTmpTarget->valid() )
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return false;
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mBlurTarget = new GLRenderTarget(mBlurTexture);
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if( !mBlurTarget->valid() )
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return false;
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mBlurShader = loadShader("blur");
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if( !mBlurShader )
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return false;
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mWindowShader = loadShader("blur-render");
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if( !mWindowShader )
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return false;
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mBlurShader->bind();
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mBlurShader->setUniform("inputTex", 0);
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mBlurShader->setUniform("textureWidth", (float)texw);
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mBlurShader->setUniform("textureHeight", (float)texh);
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mBlurShader->unbind();
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mWindowShader->bind();
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mWindowShader->setUniform("windowTex", 0);
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mWindowShader->setUniform("backgroundTex", 4);
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mWindowShader->setUniform("textureWidth", (float)texw);
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mWindowShader->setUniform("textureHeight", (float)texh);
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mWindowShader->unbind();
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return true;
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}
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GLShader* BlurEffect::loadShader(const QString& name)
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{
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QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/" + name + ".frag");
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QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/" + name + ".vert");
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if(fragmentshader.isEmpty() || vertexshader.isEmpty())
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{
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kError() << k_funcinfo << "Couldn't locate shader files for '" << name << "'" << endl;
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return false;
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}
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GLShader* shader = new GLShader(vertexshader, fragmentshader);
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if(!shader->isValid())
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{
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kError() << k_funcinfo << "Shader '" << name << "' failed to load!" << endl;
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delete shader;
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return 0;
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}
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return shader;
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}
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bool BlurEffect::supported()
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{
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return GLRenderTarget::supported() &&
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GLShader::fragmentShaderSupported() &&
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(effects->compositingType() == OpenGLCompositing);
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}
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void BlurEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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mTransparentWindows = 0;
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mTime += time;
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effects->prePaintScreen(data, time);
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}
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void BlurEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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effects->prePaintWindow( w, data, time );
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if( w->isPaintingEnabled() && ( data.mask & PAINT_WINDOW_TRANSLUCENT ))
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mTransparentWindows++;
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}
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void BlurEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( mValid && mTransparentWindows )
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{
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if( mask & PAINT_WINDOW_TRANSLUCENT )
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{
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// Make sure the blur texture is up to date
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if( mask & PAINT_SCREEN_TRANSFORMED )
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{
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// We don't want any transformations when working with our own
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// textures, so load an identity matrix
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glPushMatrix();
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glLoadIdentity();
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}
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// If we're having transformations, we don't know the window's
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// transformed position on the screen and thus have to update the
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// entire screen
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if( mask & ( PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS ) )
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updateBlurTexture( QRegion(0, 0, displayWidth(), displayHeight()) );
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else
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updateBlurTexture(region);
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if( mask & PAINT_SCREEN_TRANSFORMED )
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// Restore the original matrix
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glPopMatrix();
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// Set custom shader to render the window with
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mWindowShader->bind();
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w->setShader(mWindowShader);
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// Put the blur texture to tex unit 4
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glActiveTexture(GL_TEXTURE4);
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mBlurTexture->bind();
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glActiveTexture(GL_TEXTURE0);
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// Paint
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effects->paintWindow( w, mask, region, data );
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if(mTransparentWindows > 1)
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{
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// If we have multiple translucent windows on top of each
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// other, we need to paint those onto the scene rendertarget
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// as well
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effects->pushRenderTarget(mSceneTarget);
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effects->paintWindow( w, mask, region, data );
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effects->popRenderTarget();
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}
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// Disable blur texture and shader
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glActiveTexture(GL_TEXTURE4);
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mBlurTexture->unbind();
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glActiveTexture(GL_TEXTURE0);
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mWindowShader->unbind();
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}
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else
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{
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// Opaque window
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// Paint to the screen...
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effects->paintWindow( w, mask, region, data );
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// ...and to the rendertarget as well
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effects->pushRenderTarget(mSceneTarget);
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effects->paintWindow( w, mask, region, data );
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effects->popRenderTarget();
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}
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}
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else
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// If there are no translucent windows then paint as usual
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effects->paintWindow( w, mask, region, data );
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}
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void BlurEffect::updateBlurTexture(const QRegion& region)
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{
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QRect bounding = region.boundingRect();
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QVector<QRect> rects = region.rects();
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int totalarea = 0;
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foreach( QRect r, rects )
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totalarea += r.width() * r.height();
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if( (int)(totalarea * 1.33 + 100 ) < bounding.width() * bounding.height() )
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{
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// Use small rects
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updateBlurTexture(rects);
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}
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else
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{
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// Bounding rect is probably cheaper
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QVector<QRect> tmp( 1, bounding );
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updateBlurTexture( tmp );
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}
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}
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void BlurEffect::updateBlurTexture(const QVector<QRect>& rects)
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{
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// Blur
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// First pass (vertical)
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effects->pushRenderTarget(mTmpTarget);
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mBlurShader->bind();
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mSceneTexture->bind();
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mBlurShader->setAttribute("xBlur", 0);
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mBlurShader->setAttribute("yBlur", 1);
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foreach( QRect r, rects )
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{
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r.adjust(-mBlurRadius, -mBlurRadius, mBlurRadius, mBlurRadius);
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glBegin(GL_QUADS);
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glVertex2f( r.x() , r.y() + r.height() );
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glVertex2f( r.x() + r.width(), r.y() + r.height() );
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glVertex2f( r.x() + r.width(), r.y() );
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glVertex2f( r.x() , r.y() );
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glEnd();
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}
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mSceneTexture->unbind();
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mBlurShader->unbind();
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effects->popRenderTarget();
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// Second pass (horizontal)
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effects->pushRenderTarget(mBlurTarget);
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mBlurShader->bind();
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mTmpTexture->bind();
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mBlurShader->setAttribute("xBlur", 1);
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mBlurShader->setAttribute("yBlur", 0);
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foreach( QRect r, rects )
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{
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r.adjust(-mBlurRadius, -mBlurRadius, mBlurRadius, mBlurRadius);
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glBegin(GL_QUADS);
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glVertex2f( r.x() , r.y() + r.height() );
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glVertex2f( r.x() + r.width(), r.y() + r.height() );
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glVertex2f( r.x() + r.width(), r.y() );
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glVertex2f( r.x() , r.y() );
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glEnd();
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}
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mTmpTexture->unbind();
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mBlurShader->unbind();
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effects->popRenderTarget();
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}
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} // namespace
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