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296 lines
8.0 KiB
296 lines
8.0 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 "blurshader.h" |
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#include <kwineffects.h> |
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#include <kwinglplatform.h> |
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#include <QByteArray> |
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#include <QMatrix4x4> |
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#include <QTextStream> |
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#include <QVector2D> |
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#include <cmath> |
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using namespace KWin; |
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BlurShader::BlurShader() |
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: mRadius(0), mValid(false) |
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{ |
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} |
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BlurShader::~BlurShader() |
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{ |
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} |
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BlurShader *BlurShader::create() |
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{ |
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return new GLSLBlurShader(); |
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} |
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void BlurShader::setRadius(int radius) |
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{ |
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const int r = qMax(radius, 2); |
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if (mRadius != r) { |
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mRadius = r; |
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reset(); |
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init(); |
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} |
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} |
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void BlurShader::setDirection(Qt::Orientation direction) |
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{ |
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mDirection = direction; |
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} |
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float BlurShader::gaussian(float x, float sigma) const |
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{ |
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return (1.0 / std::sqrt(2.0 * M_PI) * sigma) |
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* std::exp(-((x * x) / (2.0 * sigma * sigma))); |
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} |
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QList<KernelValue> BlurShader::gaussianKernel() const |
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{ |
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int size = qMin(mRadius | 1, maxKernelSize()); |
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if (!(size & 0x1)) |
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size -= 1; |
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QList<KernelValue> kernel; |
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const int center = size / 2; |
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const qreal sigma = (size - 1) / 2.5; |
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kernel << KernelValue(0.0, gaussian(0.0, sigma)); |
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float total = kernel[0].g; |
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for (int x = 1; x <= center; x++) { |
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const float fx = (x - 1) * 2 + 1.5; |
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const float g1 = gaussian(fx - 0.5, sigma); |
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const float g2 = gaussian(fx + 0.5, sigma); |
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// Offset taking the contribution of both pixels into account |
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const float offset = .5 - g1 / (g1 + g2); |
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kernel << KernelValue(fx + offset, g1 + g2); |
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kernel << KernelValue(-(fx + offset), g1 + g2); |
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total += (g1 + g2) * 2; |
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} |
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qSort(kernel); |
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// Normalize the kernel |
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for (int i = 0; i < kernel.count(); i++) |
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kernel[i].g /= total; |
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return kernel; |
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} |
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// ---------------------------------------------------------------------------- |
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GLSLBlurShader::GLSLBlurShader() |
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: BlurShader(), shader(NULL) |
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{ |
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} |
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GLSLBlurShader::~GLSLBlurShader() |
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{ |
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reset(); |
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} |
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void GLSLBlurShader::reset() |
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{ |
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delete shader; |
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shader = NULL; |
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setIsValid(false); |
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} |
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void GLSLBlurShader::setPixelDistance(float val) |
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{ |
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if (!isValid()) |
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return; |
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QVector2D pixelSize(0.0, 0.0); |
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if (direction() == Qt::Horizontal) |
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pixelSize.setX(val); |
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else |
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pixelSize.setY(val); |
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shader->setUniform(pixelSizeLocation, pixelSize); |
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} |
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void GLSLBlurShader::setTextureMatrix(const QMatrix4x4 &matrix) |
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{ |
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if (!isValid()) |
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return; |
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shader->setUniform(textureMatrixLocation, matrix); |
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} |
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void GLSLBlurShader::setModelViewProjectionMatrix(const QMatrix4x4 &matrix) |
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{ |
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if (!isValid()) |
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return; |
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shader->setUniform(mvpMatrixLocation, matrix); |
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} |
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void GLSLBlurShader::bind() |
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{ |
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if (!isValid()) |
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return; |
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ShaderManager::instance()->pushShader(shader); |
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} |
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void GLSLBlurShader::unbind() |
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{ |
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ShaderManager::instance()->popShader(); |
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} |
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int GLSLBlurShader::maxKernelSize() const |
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{ |
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#ifdef KWIN_HAVE_OPENGLES |
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// GL_MAX_VARYING_FLOATS not available in GLES |
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// querying for GL_MAX_VARYING_VECTORS crashes on nouveau |
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// using the minimum value of 8 |
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return 8 * 2; |
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#else |
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int value; |
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &value); |
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// Maximum number of vec4 varyings * 2 |
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// The code generator will pack two vec2's into each vec4. |
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return value / 2; |
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#endif |
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} |
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void GLSLBlurShader::init() |
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{ |
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QList<KernelValue> kernel = gaussianKernel(); |
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const int size = kernel.size(); |
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const int center = size / 2; |
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QList<QVector4D> offsets; |
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for (int i = 0; i < kernel.size(); i += 2) { |
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QVector4D vec4(0, 0, 0, 0); |
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vec4.setX(kernel[i].x); |
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vec4.setY(kernel[i].x); |
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if (i < kernel.size() - 1) { |
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vec4.setZ(kernel[i + 1].x); |
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vec4.setW(kernel[i + 1].x); |
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} |
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offsets << vec4; |
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} |
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#ifdef KWIN_HAVE_OPENGLES |
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const bool glsl_140 = false; |
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#else |
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const bool glsl_140 = GLPlatform::instance()->glslVersion() >= kVersionNumber(1, 40); |
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#endif |
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QByteArray vertexSource; |
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QByteArray fragmentSource; |
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const QByteArray attribute = glsl_140 ? "in" : "attribute"; |
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const QByteArray varying_in = glsl_140 ? "noperspective in" : "varying"; |
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const QByteArray varying_out = glsl_140 ? "noperspective out" : "varying"; |
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const QByteArray texture2D = glsl_140 ? "texture" : "texture2D"; |
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const QByteArray fragColor = glsl_140 ? "fragColor" : "gl_FragColor"; |
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// Vertex shader |
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// =================================================================== |
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QTextStream stream(&vertexSource); |
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if (glsl_140) |
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stream << "#version 140\n\n"; |
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stream << "uniform mat4 modelViewProjectionMatrix;\n"; |
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stream << "uniform mat4 textureMatrix;\n"; |
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stream << "uniform vec2 pixelSize;\n\n"; |
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stream << attribute << " vec4 vertex;\n\n"; |
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stream << varying_out << " vec4 samplePos[" << std::ceil(size / 2.0) << "];\n"; |
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stream << "\n"; |
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stream << "void main(void)\n"; |
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stream << "{\n"; |
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stream << " vec4 center = vec4(textureMatrix * vertex).stst;\n"; |
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stream << " vec4 ps = pixelSize.stst;\n\n"; |
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for (int i = 0; i < offsets.size(); i++) { |
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stream << " samplePos[" << i << "] = center + ps * vec4(" |
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<< offsets[i].x() << ", " << offsets[i].y() << ", " |
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<< offsets[i].z() << ", " << offsets[i].w() << ");\n"; |
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} |
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stream << "\n"; |
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stream << " gl_Position = modelViewProjectionMatrix * vertex;\n"; |
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stream << "}\n"; |
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stream.flush(); |
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// Fragment shader |
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// =================================================================== |
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QTextStream stream2(&fragmentSource); |
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if (glsl_140) |
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stream2 << "#version 140\n\n"; |
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stream2 << "uniform sampler2D texUnit;\n"; |
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stream2 << varying_in << " vec4 samplePos[" << std::ceil(size / 2.0) << "];\n\n"; |
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for (int i = 0; i <= center; i++) |
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stream2 << "const float kernel" << i << " = " << kernel[i].g << ";\n"; |
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stream2 << "\n"; |
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if (glsl_140) |
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stream2 << "out vec4 fragColor;\n\n"; |
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stream2 << "void main(void)\n"; |
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stream2 << "{\n"; |
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stream2 << " vec4 sum = " << texture2D << "(texUnit, samplePos[0].st) * kernel0;\n"; |
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for (int i = 1, j = -center + 1; i < size; i++, j++) |
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stream2 << " sum = sum + " << texture2D << "(texUnit, samplePos[" << i / 2 |
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<< ((i % 2) ? "].pq)" : "].st)") << " * kernel" << center - qAbs(j) << ";\n"; |
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stream2 << " " << fragColor << " = sum;\n"; |
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stream2 << "}\n"; |
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stream2.flush(); |
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shader = ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentSource); |
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if (shader->isValid()) { |
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pixelSizeLocation = shader->uniformLocation("pixelSize"); |
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textureMatrixLocation = shader->uniformLocation("textureMatrix"); |
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mvpMatrixLocation = shader->uniformLocation("modelViewProjectionMatrix"); |
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QMatrix4x4 modelViewProjection; |
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const QSize screenSize = effects->virtualScreenSize(); |
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modelViewProjection.ortho(0, screenSize.width(), screenSize.height(), 0, 0, 65535); |
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ShaderManager::instance()->pushShader(shader); |
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shader->setUniform(textureMatrixLocation, QMatrix4x4()); |
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shader->setUniform(mvpMatrixLocation, modelViewProjection); |
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ShaderManager::instance()->popShader(); |
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} |
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setIsValid(shader->isValid()); |
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}
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