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412 lines
13 KiB
412 lines
13 KiB
/* |
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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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#include "blur.h" |
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#include "blurshader.h" |
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#include <X11/Xatom.h> |
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#include <QMatrix4x4> |
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#include <QLinkedList> |
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#include <KConfigGroup> |
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#include <KDebug> |
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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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KWIN_EFFECT_ENABLEDBYDEFAULT(blur, BlurEffect::enabledByDefault()) |
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BlurEffect::BlurEffect() |
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{ |
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shader = BlurShader::create(); |
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// Offscreen texture that's used as the target for the horizontal blur pass |
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// and the source for the vertical pass. |
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tex = new GLTexture(displayWidth(), displayHeight()); |
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tex->setFilter(GL_LINEAR); |
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tex->setWrapMode(GL_CLAMP_TO_EDGE); |
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target = new GLRenderTarget(tex); |
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net_wm_blur_region = XInternAtom(display(), "_KDE_NET_WM_BLUR_BEHIND_REGION", False); |
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effects->registerPropertyType(net_wm_blur_region, true); |
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reconfigure(ReconfigureAll); |
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// ### Hackish way to announce support. |
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// Should be included in _NET_SUPPORTED instead. |
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if (shader->isValid() && target->valid()) { |
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XChangeProperty(display(), rootWindow(), net_wm_blur_region, net_wm_blur_region, |
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32, PropModeReplace, 0, 0); |
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} else { |
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region); |
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} |
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connect(effects, SIGNAL(windowAdded(EffectWindow*)), this, SLOT(slotWindowAdded(EffectWindow*))); |
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connect(effects, SIGNAL(propertyNotify(EffectWindow*,long)), this, SLOT(slotPropertyNotify(EffectWindow*,long))); |
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} |
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BlurEffect::~BlurEffect() |
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{ |
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effects->registerPropertyType(net_wm_blur_region, false); |
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region); |
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delete shader; |
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delete target; |
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delete tex; |
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} |
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void BlurEffect::reconfigure(ReconfigureFlags flags) |
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{ |
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Q_UNUSED(flags) |
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KConfigGroup cg = EffectsHandler::effectConfig("Blur"); |
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int radius = qBound(2, cg.readEntry("BlurRadius", 12), 14); |
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shader->setRadius(radius); |
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if (!shader->isValid()) |
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region); |
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} |
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void BlurEffect::updateBlurRegion(EffectWindow *w) const |
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{ |
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QRegion region; |
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const QByteArray value = w->readProperty(net_wm_blur_region, XA_CARDINAL, 32); |
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if (value.size() > 0 && !(value.size() % (4 * sizeof(unsigned long)))) { |
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const unsigned long *cardinals = reinterpret_cast<const unsigned long*>(value.constData()); |
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for (unsigned int i = 0; i < value.size() / sizeof(unsigned long);) { |
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int x = cardinals[i++]; |
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int y = cardinals[i++]; |
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int w = cardinals[i++]; |
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int h = cardinals[i++]; |
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region += QRect(x, y, w, h); |
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} |
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} |
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if (region.isEmpty() && !value.isNull()) { |
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// Set the data to a dummy value. |
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// This is needed to be able to distinguish between the value not |
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// being set, and being set to an empty region. |
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w->setData(WindowBlurBehindRole, 1); |
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} else |
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w->setData(WindowBlurBehindRole, region); |
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} |
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void BlurEffect::slotWindowAdded(EffectWindow *w) |
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{ |
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updateBlurRegion(w); |
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} |
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void BlurEffect::slotPropertyNotify(EffectWindow *w, long atom) |
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{ |
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if (w && atom == net_wm_blur_region) |
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updateBlurRegion(w); |
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} |
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bool BlurEffect::enabledByDefault() |
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{ |
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GLPlatform *gl = GLPlatform::instance(); |
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if (gl->isIntel()) |
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return false; |
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return true; |
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} |
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bool BlurEffect::supported() |
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{ |
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bool supported = GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() && |
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(GLSLBlurShader::supported() || ARBBlurShader::supported()); |
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if (supported) { |
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int maxTexSize; |
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); |
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if (displayWidth() > maxTexSize || displayHeight() > maxTexSize) |
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supported = false; |
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} |
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return supported; |
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} |
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QRect BlurEffect::expand(const QRect &rect) const |
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{ |
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const int radius = shader->radius(); |
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return rect.adjusted(-radius, -radius, radius, radius); |
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} |
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QRegion BlurEffect::expand(const QRegion ®ion) const |
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{ |
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QRegion expanded; |
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foreach (const QRect & rect, region.rects()) { |
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expanded += expand(rect); |
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} |
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return expanded; |
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} |
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QRegion BlurEffect::blurRegion(const EffectWindow *w) const |
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{ |
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QRegion region; |
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const QVariant value = w->data(WindowBlurBehindRole); |
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if (value.isValid()) { |
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const QRegion appRegion = qvariant_cast<QRegion>(value); |
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if (!appRegion.isEmpty()) { |
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if (w->hasDecoration() && effects->decorationSupportsBlurBehind()) { |
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region = w->shape(); |
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region -= w->decorationInnerRect(); |
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region |= appRegion.translated(w->contentsRect().topLeft()) & |
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w->contentsRect(); |
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} else |
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region = appRegion & w->contentsRect(); |
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} else { |
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// An empty region means that the blur effect should be enabled |
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// for the whole window. |
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region = w->shape(); |
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} |
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} else if (w->hasDecoration() && effects->decorationSupportsBlurBehind()) { |
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// If the client hasn't specified a blur region, we'll only enable |
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// the effect behind the decoration. |
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region = w->shape(); |
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region -= w->decorationInnerRect(); |
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} |
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return region; |
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} |
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void BlurEffect::drawRegion(const QRegion ®ion) |
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{ |
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const int vertexCount = region.rectCount() * 6; |
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if (vertices.size() < vertexCount) |
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vertices.resize(vertexCount); |
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int i = 0; |
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foreach (const QRect & r, region.rects()) { |
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vertices[i++] = QVector2D(r.x() + r.width(), r.y()); |
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vertices[i++] = QVector2D(r.x(), r.y()); |
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vertices[i++] = QVector2D(r.x(), r.y() + r.height()); |
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vertices[i++] = QVector2D(r.x(), r.y() + r.height()); |
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vertices[i++] = QVector2D(r.x() + r.width(), r.y() + r.height()); |
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vertices[i++] = QVector2D(r.x() + r.width(), r.y()); |
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} |
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); |
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vbo->reset(); |
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vbo->setData(vertexCount, 2, (float*)vertices.constData(), (float*)vertices.constData()); |
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vbo->render(GL_TRIANGLES); |
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} |
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void BlurEffect::prePaintScreen(ScreenPrePaintData &data, int time) |
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{ |
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EffectWindowList windows = effects->stackingOrder(); |
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QLinkedList<QRegion> blurRegions; |
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bool checkDecos = effects->decorationsHaveAlpha() && effects->decorationSupportsBlurBehind(); |
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bool clipChanged = false; |
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m_damagedArea = QRegion(); |
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m_currentBlur = QRegion(); |
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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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// this effect relies on prePaintWindow being called in the bottom to top order |
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effects->prePaintWindow(w, data, time); |
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if (!w->isPaintingEnabled()) { |
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return; |
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} |
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// to blur an area partially we have to shrink the opaque area of a window |
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QRegion newClip; |
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const QRegion oldClip = data.clip; |
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const int radius = shader->radius(); |
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foreach (const QRect& rect, data.clip.rects()) { |
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newClip |= rect.adjusted(radius,radius,-radius,-radius); |
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} |
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data.clip = newClip; |
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// we don't have to blur a region we don't see |
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m_currentBlur -= newClip; |
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// if we have to paint a non-opaque part of this window that intersects with the |
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// currently blurred region we have to redraw the whole region |
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if ((data.paint-oldClip).intersects(m_currentBlur)) { |
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data.paint |= m_currentBlur; |
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} |
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// TODO: make m_currentBlur a list of connected regions |
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// in case this window has regions to be blurred |
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const QRegion blurArea = blurRegion(w).translated(w->pos()); |
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const QRegion expandedBlur = expand(blurArea); |
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// if this window or an window underneath the blurred area is damaged we have to |
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// blur everything |
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if (m_damagedArea.intersects(blurArea) || data.paint.intersects(blurArea)) { |
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data.paint |= expandedBlur; |
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// we have to check again whether we do not damage an already blurred area |
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if (expandedBlur.intersects(m_currentBlur)) { |
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data.paint |= m_currentBlur; |
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} |
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} |
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m_currentBlur |= expandedBlur; |
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// we don't consider damaged areas which are occluded and are not |
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// explicitly damaged by this window |
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m_damagedArea -= data.clip; |
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m_damagedArea |= data.paint; |
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} |
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bool BlurEffect::shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const |
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{ |
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if (!target->valid() || !shader->isValid()) |
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return false; |
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if (effects->activeFullScreenEffect() && !w->data(WindowForceBlurRole).toBool()) |
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return false; |
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if (w->isDesktop()) |
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return false; |
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bool scaled = !qFuzzyCompare(data.xScale, 1.0) && !qFuzzyCompare(data.yScale, 1.0); |
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bool translated = data.xTranslate || data.yTranslate; |
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if (scaled || translated || (mask & PAINT_WINDOW_TRANSFORMED)) |
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return false; |
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bool blurBehindDecos = effects->decorationsHaveAlpha() && |
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effects->decorationSupportsBlurBehind(); |
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if (!w->hasAlpha() && !(blurBehindDecos && w->hasDecoration())) |
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return false; |
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return true; |
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} |
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void BlurEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data) |
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{ |
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if (shouldBlur(w, mask, data)) { |
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const QRect screen(0, 0, displayWidth(), displayHeight()); |
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const QRegion shape = region & blurRegion(w).translated(w->pos()) & screen; |
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if (!shape.isEmpty() && region.intersects(shape.boundingRect())) |
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doBlur(shape, screen, data.opacity * data.contents_opacity); |
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} |
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// Draw the window over the blurred area |
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effects->drawWindow(w, mask, region, data); |
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} |
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void BlurEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity) |
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{ |
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const QRect screen(0, 0, displayWidth(), displayHeight()); |
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bool valid = target->valid() && shader->isValid(); |
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QRegion shape = frame->geometry().adjusted(-5, -5, 5, 5) & screen; |
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if (valid && !shape.isEmpty() && region.intersects(shape.boundingRect()) && frame->style() != EffectFrameNone) { |
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doBlur(shape, screen, opacity * frameOpacity); |
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} |
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effects->paintEffectFrame(frame, region, opacity, frameOpacity); |
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} |
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void BlurEffect::doBlur(const QRegion& shape, const QRect& screen, const float opacity) |
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{ |
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const QRegion expanded = expand(shape) & screen; |
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const QRect r = expanded.boundingRect(); |
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// Create a scratch texture and copy the area in the back buffer that we're |
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// going to blur into it |
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GLTexture scratch(r.width(), r.height()); |
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scratch.setFilter(GL_LINEAR); |
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scratch.setWrapMode(GL_CLAMP_TO_EDGE); |
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scratch.bind(); |
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r.x(), displayHeight() - r.y() - r.height(), |
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r.width(), r.height()); |
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// Draw the texture on the offscreen framebuffer object, while blurring it horizontally |
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GLRenderTarget::pushRenderTarget(target); |
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shader->bind(); |
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shader->setDirection(Qt::Horizontal); |
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shader->setPixelDistance(1.0 / r.width()); |
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// Set up the texture matrix to transform from screen coordinates |
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// to texture coordinates. |
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#ifndef KWIN_HAVE_OPENGLES |
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glMatrixMode(GL_TEXTURE); |
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#endif |
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pushMatrix(); |
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QMatrix4x4 textureMatrix; |
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textureMatrix.scale(1.0 / scratch.width(), -1.0 / scratch.height(), 1); |
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textureMatrix.translate(-r.x(), -scratch.height() - r.y(), 0); |
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loadMatrix(textureMatrix); |
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shader->setTextureMatrix(textureMatrix); |
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drawRegion(expanded); |
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GLRenderTarget::popRenderTarget(); |
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scratch.unbind(); |
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scratch.discard(); |
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// Now draw the horizontally blurred area back to the backbuffer, while |
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// blurring it vertically and clipping it to the window shape. |
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tex->bind(); |
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shader->setDirection(Qt::Vertical); |
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shader->setPixelDistance(1.0 / tex->height()); |
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// Modulate the blurred texture with the window opacity if the window isn't opaque |
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if (opacity < 1.0) { |
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#ifndef KWIN_HAVE_OPENGLES |
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glPushAttrib(GL_COLOR_BUFFER_BIT); |
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#endif |
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glEnable(GL_BLEND); |
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glBlendColor(0, 0, 0, opacity); |
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA); |
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} |
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// Set the up the texture matrix to transform from screen coordinates |
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// to texture coordinates. |
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textureMatrix.setToIdentity(); |
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textureMatrix.scale(1.0 / tex->width(), -1.0 / tex->height(), 1); |
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textureMatrix.translate(0, -tex->height(), 0); |
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loadMatrix(textureMatrix); |
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shader->setTextureMatrix(textureMatrix); |
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drawRegion(shape); |
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popMatrix(); |
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#ifndef KWIN_HAVE_OPENGLES |
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glMatrixMode(GL_MODELVIEW); |
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#endif |
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if (opacity < 1.0) { |
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glDisable(GL_BLEND); |
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#ifndef KWIN_HAVE_OPENGLES |
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glPopAttrib(); |
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#endif |
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} |
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tex->unbind(); |
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shader->unbind(); |
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} |
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} // namespace KWin |
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