kwin/effects/blur.cpp
Luboš Luňák 5faa397849 Vertex redesign - redo the way windows are split into smaller parts
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
2007-07-07 14:01:32 +00:00

291 lines
8.5 KiB
C++

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