/* * 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 "blurshader.h" #include #include #include #include #include #include #include using namespace KWin; BlurShader::BlurShader() : mRadius(0), mValid(false) { } BlurShader::~BlurShader() { } BlurShader *BlurShader::create() { return new GLSLBlurShader(); } void BlurShader::setRadius(int radius) { const int r = qMax(radius, 2); if (mRadius != r) { mRadius = r; reset(); init(); } } void BlurShader::setDirection(Qt::Orientation direction) { mDirection = direction; } float BlurShader::gaussian(float x, float sigma) const { return (1.0 / std::sqrt(2.0 * M_PI) * sigma) * std::exp(-((x * x) / (2.0 * sigma * sigma))); } QList BlurShader::gaussianKernel() const { int size = qMin(mRadius | 1, maxKernelSize()); if (!(size & 0x1)) size -= 1; QList kernel; const int center = size / 2; const qreal sigma = (size - 1) / 2.5; kernel << KernelValue(0.0, gaussian(0.0, sigma)); float total = kernel[0].g; for (int x = 1; x <= center; x++) { const float fx = (x - 1) * 2 + 1.5; const float g1 = gaussian(fx - 0.5, sigma); const float g2 = gaussian(fx + 0.5, sigma); // Offset taking the contribution of both pixels into account const float offset = .5 - g1 / (g1 + g2); kernel << KernelValue(fx + offset, g1 + g2); kernel << KernelValue(-(fx + offset), g1 + g2); total += (g1 + g2) * 2; } qSort(kernel); // Normalize the kernel for (int i = 0; i < kernel.count(); i++) kernel[i].g /= total; return kernel; } // ---------------------------------------------------------------------------- GLSLBlurShader::GLSLBlurShader() : BlurShader(), shader(NULL) { } GLSLBlurShader::~GLSLBlurShader() { reset(); } void GLSLBlurShader::reset() { delete shader; shader = NULL; setIsValid(false); } void GLSLBlurShader::setPixelDistance(float val) { if (!isValid()) return; QVector2D pixelSize(0.0, 0.0); if (direction() == Qt::Horizontal) pixelSize.setX(val); else pixelSize.setY(val); shader->setUniform(pixelSizeLocation, pixelSize); } void GLSLBlurShader::setTextureMatrix(const QMatrix4x4 &matrix) { if (!isValid()) return; shader->setUniform(textureMatrixLocation, matrix); } void GLSLBlurShader::setModelViewProjectionMatrix(const QMatrix4x4 &matrix) { if (!isValid()) return; shader->setUniform(mvpMatrixLocation, matrix); } void GLSLBlurShader::bind() { if (!isValid()) return; ShaderManager::instance()->pushShader(shader); } void GLSLBlurShader::unbind() { ShaderManager::instance()->popShader(); } int GLSLBlurShader::maxKernelSize() const { if (GLPlatform::instance()->isGLES()) { // GL_MAX_VARYING_FLOATS not available in GLES // querying for GL_MAX_VARYING_VECTORS crashes on nouveau // using the minimum value of 8 return 8 * 2; } else { int value; glGetIntegerv(GL_MAX_VARYING_FLOATS, &value); // Maximum number of vec4 varyings * 2 // The code generator will pack two vec2's into each vec4. return value / 2; } } void GLSLBlurShader::init() { QList kernel = gaussianKernel(); const int size = kernel.size(); const int center = size / 2; QList offsets; for (int i = 0; i < kernel.size(); i += 2) { QVector4D vec4(0, 0, 0, 0); vec4.setX(kernel[i].x); vec4.setY(kernel[i].x); if (i < kernel.size() - 1) { vec4.setZ(kernel[i + 1].x); vec4.setW(kernel[i + 1].x); } offsets << vec4; } const bool gles = GLPlatform::instance()->isGLES(); const bool glsl_140 = !gles && GLPlatform::instance()->glslVersion() >= kVersionNumber(1, 40); const bool core = glsl_140 || (gles && GLPlatform::instance()->glslVersion() >= kVersionNumber(3, 0)); QByteArray vertexSource; QByteArray fragmentSource; const QByteArray attribute = core ? "in" : "attribute"; const QByteArray varying_in = core ? (gles ? "in" : "noperspective in") : "varying"; const QByteArray varying_out = core ? (gles ? "out" : "noperspective out") : "varying"; const QByteArray texture2D = core ? "texture" : "texture2D"; const QByteArray fragColor = core ? "fragColor" : "gl_FragColor"; // Vertex shader // =================================================================== QTextStream stream(&vertexSource); if (gles) { if (core) { stream << "#version 300 es\n\n"; } stream << "precision highp float;\n"; } else if (glsl_140) { stream << "#version 140\n\n"; } stream << "uniform mat4 modelViewProjectionMatrix;\n"; stream << "uniform mat4 textureMatrix;\n"; stream << "uniform vec2 pixelSize;\n\n"; stream << attribute << " vec4 vertex;\n\n"; stream << varying_out << " vec4 samplePos[" << std::ceil(size / 2.0) << "];\n"; stream << "\n"; stream << "void main(void)\n"; stream << "{\n"; stream << " vec4 center = vec4(textureMatrix * vertex).stst;\n"; stream << " vec4 ps = pixelSize.stst;\n\n"; for (int i = 0; i < offsets.size(); i++) { stream << " samplePos[" << i << "] = center + ps * vec4(" << offsets[i].x() << ", " << offsets[i].y() << ", " << offsets[i].z() << ", " << offsets[i].w() << ");\n"; } stream << "\n"; stream << " gl_Position = modelViewProjectionMatrix * vertex;\n"; stream << "}\n"; stream.flush(); // Fragment shader // =================================================================== QTextStream stream2(&fragmentSource); if (gles) { if (core) { stream2 << "#version 300 es\n\n"; } stream2 << "precision highp float;\n"; } else if (glsl_140) { stream2 << "#version 140\n\n"; } stream2 << "uniform sampler2D texUnit;\n"; stream2 << varying_in << " vec4 samplePos[" << std::ceil(size / 2.0) << "];\n\n"; for (int i = 0; i <= center; i++) stream2 << "const float kernel" << i << " = " << kernel[i].g << ";\n"; stream2 << "\n"; if (core) stream2 << "out vec4 fragColor;\n\n"; stream2 << "void main(void)\n"; stream2 << "{\n"; stream2 << " vec4 sum = " << texture2D << "(texUnit, samplePos[0].st) * kernel0;\n"; for (int i = 1, j = -center + 1; i < size; i++, j++) stream2 << " sum = sum + " << texture2D << "(texUnit, samplePos[" << i / 2 << ((i % 2) ? "].pq)" : "].st)") << " * kernel" << center - qAbs(j) << ";\n"; stream2 << " " << fragColor << " = sum;\n"; stream2 << "}\n"; stream2.flush(); shader = ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentSource); if (shader->isValid()) { pixelSizeLocation = shader->uniformLocation("pixelSize"); textureMatrixLocation = shader->uniformLocation("textureMatrix"); mvpMatrixLocation = shader->uniformLocation("modelViewProjectionMatrix"); QMatrix4x4 modelViewProjection; const QSize screenSize = effects->virtualScreenSize(); modelViewProjection.ortho(0, screenSize.width(), screenSize.height(), 0, 0, 65535); ShaderManager::instance()->pushShader(shader); shader->setUniform(textureMatrixLocation, QMatrix4x4()); shader->setUniform(mvpMatrixLocation, modelViewProjection); ShaderManager::instance()->popShader(); } setIsValid(shader->isValid()); }