/* * Copyright © 2010 Fredrik Höglund * * 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. */ #include "blur.h" #include "blurshader.h" namespace KWin { KWIN_EFFECT(blur, BlurEffect) KWIN_EFFECT_SUPPORTED(blur, BlurEffect::supported()) BlurEffect::BlurEffect() : radius(12) { shader = new BlurShader; shader->setRadius(radius); // Offscreen texture that's used as the target for the horizontal blur pass // and the source for the vertical pass. tex = new GLTexture(displayWidth(), displayHeight()); tex->setFilter(GL_LINEAR); tex->setWrapMode(GL_CLAMP_TO_EDGE); target = new GLRenderTarget(tex); } BlurEffect::~BlurEffect() { delete shader; delete target; delete tex; } bool BlurEffect::supported() { return GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() && hasGLExtension("GL_ARB_fragment_program"); } QRect BlurEffect::expand(const QRect &rect) const { return rect.adjusted(-radius, -radius, radius, radius); } QRegion BlurEffect::expand(const QRegion ®ion) const { QRegion expanded; if (region.rectCount() < 10) { foreach (const QRect &rect, region.rects()) expanded += expand(rect); } else expanded += expand(region.boundingRect()); return expanded; } void BlurEffect::paintScreen(int mask, QRegion region, ScreenPaintData &data) { // Force the scene to call paintGenericScreen() so the windows are painted bottom -> top if (!effects->activeFullScreenEffect()) mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; effects->paintScreen(mask, region, data); } void BlurEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data) { bool scaled = !qFuzzyCompare(data.xScale, 1.0) && !qFuzzyCompare(data.yScale, 1.0); bool translated = data.xTranslate || data.yTranslate; bool hasAlpha = w->hasAlpha() || (w->hasDecoration() && effects->decorationsHaveAlpha()); if (!effects->activeFullScreenEffect() && hasAlpha && !w->isDesktop() && !scaled && !translated /* && region.intersects(w->geometry())*/) { const QRect screen(0, 0, displayWidth(), displayHeight()); const QRegion shape = w->shape().translated(w->geometry().topLeft()) & screen; const QRect r = expand(shape.boundingRect()) & screen; const QPoint offset = -shape.boundingRect().topLeft() + (shape.boundingRect().topLeft() - r.topLeft()); // Create a scratch texture and copy the area in the back buffer that we're // going to blur into it GLTexture scratch(r.width(), r.height()); scratch.setFilter(GL_LINEAR); scratch.setWrapMode(GL_CLAMP_TO_EDGE); scratch.bind(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height()); // Draw the texture on the offscreen framebuffer object, while blurring it horizontally effects->pushRenderTarget(target); shader->bind(); shader->setDirection(Qt::Horizontal); shader->setPixelDistance(1.0 / r.width()); shader->setOpacity(1.0); glBegin(GL_QUADS); glTexCoord2f(0, 1); glVertex2i(0, 0); glTexCoord2f(1, 1); glVertex2i(r.width(), 0); glTexCoord2f(1, 0); glVertex2i(r.width(), r.height()); glTexCoord2f(0, 0); glVertex2i(0, r.height()); glEnd(); effects->popRenderTarget(); scratch.unbind(); scratch.discard(); // Now draw the horizontally blurred area back to the backbuffer, while // blurring it vertically and clipping it to the window shape. tex->bind(); shader->setDirection(Qt::Vertical); shader->setPixelDistance(1.0 / tex->height()); // Modulate the blurred texture with the window opacity if the window isn't opaque const float opacity = data.opacity * data.contents_opacity; if (opacity < 1.0) { shader->setOpacity(opacity); glPushAttrib(GL_COLOR_BUFFER_BIT); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } const float tw = tex->width(); const float th = tex->height(); int vertexCount = shape.rectCount() * 4; if (vertices.size() < vertexCount) { vertices.resize(vertexCount); texCoords.resize(vertexCount); } int i = 0; foreach (const QRect &r, shape.rects()) { vertices[i + 0] = QVector2D(r.x(), r.y()); vertices[i + 1] = QVector2D(r.x() + r.width(), r.y()); vertices[i + 2] = QVector2D(r.x() + r.width(), r.y() + r.height()); vertices[i + 3] = QVector2D(r.x(), r.y() + r.height()); const QRect sr = r.translated(offset); texCoords[i + 0] = QVector2D(sr.x() / tw, 1 - sr.y() / th); texCoords[i + 1] = QVector2D((sr.x() + sr.width()) / tw, 1 - sr.y() / th); texCoords[i + 2] = QVector2D((sr.x() + sr.width()) / tw, 1 - (sr.y() + sr.height()) / th); texCoords[i + 3] = QVector2D(sr.x() / tw, 1 - (sr.y() + sr.height()) / th); i += 4; } if (vertexCount > 1000) { glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, (float*)texCoords.constData()); glVertexPointer(2, GL_FLOAT, 0, (float*)vertices.constData()); glDrawArrays(GL_QUADS, 0, vertexCount); glPopClientAttrib(); } else { glBegin(GL_QUADS); for (int i = 0; i < vertexCount; i++) { glTexCoord2fv((const float*)&texCoords[i]); glVertex2fv((const float*)&vertices[i]); } glEnd(); } if (opacity < 1.0) glPopAttrib(); tex->unbind(); shader->unbind(); } // Draw the window over the blurred area effects->drawWindow(w, mask, region, data); } } // namespace KWin