kwin/effects/backgroundcontrast/contrast.cpp

403 lines
12 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
* Copyright © 2011 Philipp Knechtges <philipp-dev@knechtges.com>
* Copyright 2014 Marco Martin <mart@kde.org>
*
* 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 "contrast.h"
#include "contrastshader.h"
// KConfigSkeleton
#include <QMatrix4x4>
#include <QLinkedList>
namespace KWin
{
static const QByteArray s_contrastAtomName = QByteArrayLiteral("_KDE_NET_WM_BACKGROUND_CONTRAST_REGION");
ContrastEffect::ContrastEffect()
{
shader = ContrastShader::create();
reconfigure(ReconfigureAll);
// ### Hackish way to announce support.
// Should be included in _NET_SUPPORTED instead.
if (shader && shader->isValid()) {
net_wm_contrast_region = effects->announceSupportProperty(s_contrastAtomName, this);
} else {
net_wm_contrast_region = 0;
}
connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long)));
connect(effects, SIGNAL(screenGeometryChanged(QSize)), this, SLOT(slotScreenGeometryChanged()));
// Fetch the contrast regions for all windows
foreach (EffectWindow *window, effects->stackingOrder())
updateContrastRegion(window);
}
ContrastEffect::~ContrastEffect()
{
delete shader;
}
void ContrastEffect::slotScreenGeometryChanged()
{
effects->reloadEffect(this);
}
void ContrastEffect::reconfigure(ReconfigureFlags flags)
{
Q_UNUSED(flags)
if (shader)
shader->init();
if (!shader || !shader->isValid())
effects->removeSupportProperty(s_contrastAtomName, this);
}
void ContrastEffect::updateContrastRegion(EffectWindow *w) const
{
QRegion region;
float colorTransform[16];
const QByteArray value = w->readProperty(net_wm_contrast_region, net_wm_contrast_region, 32);
if (value.size() > 0 && !((value.size() - (16 * sizeof(uint32_t))) % ((4 * sizeof(uint32_t))))) {
const uint32_t *cardinals = reinterpret_cast<const uint32_t*>(value.constData());
const float *floatCardinals = reinterpret_cast<const float*>(value.constData());
unsigned int i = 0;
for (; i < ((value.size() - (16 * sizeof(uint32_t)))) / sizeof(uint32_t);) {
int x = cardinals[i++];
int y = cardinals[i++];
int w = cardinals[i++];
int h = cardinals[i++];
region += QRect(x, y, w, h);
}
for (unsigned int j = 0; j < 16; ++j) {
colorTransform[j] = floatCardinals[i + j];
}
QMatrix4x4 colorMatrix(colorTransform);
shader->setColorMatrix(colorMatrix);
}
if (region.isEmpty() && !value.isNull()) {
// Set the data to a dummy value.
// This is needed to be able to distinguish between the value not
// being set, and being set to an empty region.
w->setData(WindowBackgroundContrastRole, 1);
} else
w->setData(WindowBackgroundContrastRole, region);
}
void ContrastEffect::slotWindowAdded(EffectWindow *w)
{
updateContrastRegion(w);
}
void ContrastEffect::slotPropertyNotify(EffectWindow *w, long atom)
{
if (w && atom == net_wm_contrast_region) {
updateContrastRegion(w);
}
}
QMatrix4x4 ContrastEffect::colorMatrix(qreal contrast, qreal intensity, qreal saturation)
{
QMatrix4x4 satMatrix; //saturation
QMatrix4x4 intMatrix; //intensity
QMatrix4x4 contMatrix; //contrast
//Saturation matrix
if (!qFuzzyCompare(saturation, 1.0)) {
const qreal rval = (1.0 - saturation) * .2126;
const qreal gval = (1.0 - saturation) * .7152;
const qreal bval = (1.0 - saturation) * .0722;
satMatrix = QMatrix4x4(rval + saturation, rval, rval, 0.0,
gval, gval + saturation, gval, 0.0,
bval, bval, bval + saturation, 0.0,
0, 0, 0, 1.0);
}
//IntensityMatrix
if (!qFuzzyCompare(intensity, 1.0)) {
intMatrix.scale(intensity, intensity, intensity);
}
//Contrast Matrix
if (!qFuzzyCompare(contrast, 1.0)) {
const float transl = (1.0 - contrast) / 2.0;
contMatrix = QMatrix4x4(contrast, 0, 0, 0.0,
0, contrast, 0, 0.0,
0, 0, contrast, 0.0,
transl, transl, transl, 1.0);
}
QMatrix4x4 colorMatrix = contMatrix * satMatrix * intMatrix;
//colorMatrix = colorMatrix.transposed();
return colorMatrix;
}
bool ContrastEffect::enabledByDefault()
{
GLPlatform *gl = GLPlatform::instance();
if (gl->isIntel() && gl->chipClass() < SandyBridge)
return false;
return true;
}
bool ContrastEffect::supported()
{
bool supported = effects->isOpenGLCompositing() && GLRenderTarget::supported();
if (supported) {
int maxTexSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
const QSize screenSize = effects->virtualScreenSize();
if (screenSize.width() > maxTexSize || screenSize.height() > maxTexSize)
supported = false;
}
return supported;
}
QRegion ContrastEffect::contrastRegion(const EffectWindow *w) const
{
QRegion region;
const QVariant value = w->data(WindowBackgroundContrastRole);
if (value.isValid()) {
const QRegion appRegion = qvariant_cast<QRegion>(value);
if (!appRegion.isEmpty()) {
region |= appRegion.translated(w->contentsRect().topLeft()) &
w->decorationInnerRect();
} else {
// An empty region means that the blur effect should be enabled
// for the whole window.
region = w->decorationInnerRect();
}
}
return region;
}
void ContrastEffect::uploadRegion(QVector2D *&map, const QRegion &region)
{
foreach (const QRect &r, region.rects()) {
const QVector2D topLeft(r.x(), r.y());
const QVector2D topRight(r.x() + r.width(), r.y());
const QVector2D bottomLeft(r.x(), r.y() + r.height());
const QVector2D bottomRight(r.x() + r.width(), r.y() + r.height());
// First triangle
*(map++) = topRight;
*(map++) = topLeft;
*(map++) = bottomLeft;
// Second triangle
*(map++) = bottomLeft;
*(map++) = bottomRight;
*(map++) = topRight;
}
}
void ContrastEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion &region)
{
const int vertexCount = region.rectCount() * 6;
QVector2D *map = (QVector2D *) vbo->map(vertexCount * sizeof(QVector2D));
uploadRegion(map, region);
vbo->unmap();
const GLVertexAttrib layout[] = {
{ VA_Position, 2, GL_FLOAT, 0 },
{ VA_TexCoord, 2, GL_FLOAT, 0 }
};
vbo->setAttribLayout(layout, 2, sizeof(QVector2D));
}
void ContrastEffect::prePaintScreen(ScreenPrePaintData &data, int time)
{
m_paintedArea = QRegion();
m_currentContrast = QRegion();
effects->prePaintScreen(data, time);
}
void ContrastEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
// this effect relies on prePaintWindow being called in the bottom to top order
effects->prePaintWindow(w, data, time);
if (!w->isPaintingEnabled()) {
return;
}
if (!shader || !shader->isValid()) {
return;
}
const QRegion oldPaint = data.paint;
// we don't have to blur a region we don't see
m_currentContrast -= data.clip;
// if we have to paint a non-opaque part of this window that intersects with the
// currently blurred region (which is not cached) we have to redraw the whole region
if ((data.paint-data.clip).intersects(m_currentContrast)) {
data.paint |= m_currentContrast;
}
// in case this window has regions to be blurred
const QRect screen = effects->virtualScreenGeometry();
const QRegion contrastArea = contrastRegion(w).translated(w->pos()) & screen;
// we are not caching the window
// if this window or an window underneath the modified area is painted again we have to
// do everything
if (m_paintedArea.intersects(contrastArea) || data.paint.intersects(contrastArea)) {
data.paint |= contrastArea;
// we have to check again whether we do not damage a blurred area
// of a window we do not cache
if (contrastArea.intersects(m_currentContrast)) {
data.paint |= m_currentContrast;
}
}
m_currentContrast |= contrastArea;
// m_paintedArea keep track of all repainted areas
m_paintedArea -= data.clip;
m_paintedArea |= data.paint;
}
bool ContrastEffect::shouldContrast(const EffectWindow *w, int mask, const WindowPaintData &data) const
{
if (!shader || !shader->isValid())
return false;
if (effects->activeFullScreenEffect() && !w->data(WindowForceBackgroundContrastRole).toBool())
return false;
if (w->isDesktop())
return false;
bool scaled = !qFuzzyCompare(data.xScale(), 1.0) && !qFuzzyCompare(data.yScale(), 1.0);
bool translated = data.xTranslation() || data.yTranslation();
if (scaled || ((translated || (mask & PAINT_WINDOW_TRANSFORMED)) && !w->data(WindowForceBackgroundContrastRole).toBool()))
return false;
if (!w->hasAlpha())
return false;
return true;
}
void ContrastEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
const QRect screen = effects->virtualScreenGeometry();
if (shouldContrast(w, mask, data)) {
QRegion shape = region & contrastRegion(w).translated(w->pos()) & screen;
const bool translated = data.xTranslation() || data.yTranslation();
// let's do the evil parts - someone wants to blur behind a transformed window
if (translated) {
shape = shape.translated(data.xTranslation(), data.yTranslation());
shape = shape & region;
}
if (!shape.isEmpty()) {
doContrast(shape, screen, data.opacity());
}
}
// Draw the window over the contrast area
effects->drawWindow(w, mask, region, data);
}
void ContrastEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity)
{
//FIXME: this is a no-op for now, it should figure out the right contrast, intensity, saturation
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
}
void ContrastEffect::doContrast(const QRegion& shape, const QRect& screen, const float opacity)
{
const QRegion actualShape = shape & screen;
const QRect r = actualShape.boundingRect();
// Upload geometry for the horizontal and vertical passes
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
uploadGeometry(vbo, actualShape);
vbo->bindArrays();
// Create a scratch texture and copy the area in the back buffer that we're
// going to blur into it
GLTexture scratch(GL_RGBA8, 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(), effects->virtualScreenSize().height() - r.y() - r.height(),
r.width(), r.height());
// Draw the texture on the offscreen framebuffer object, while blurring it horizontally
shader->bind();
shader->setOpacity(opacity);
// Set up the texture matrix to transform from screen coordinates
// to texture coordinates.
QMatrix4x4 textureMatrix;
textureMatrix.scale(1.0 / scratch.width(), -1.0 / scratch.height(), 1);
textureMatrix.translate(-r.x(), -scratch.height() - r.y(), 0);
shader->setTextureMatrix(textureMatrix);
vbo->draw(GL_TRIANGLES, 0, actualShape.rectCount() * 6);
scratch.unbind();
scratch.discard();
vbo->unbindArrays();
if (opacity < 1.0) {
glDisable(GL_BLEND);
}
shader->unbind();
}
} // namespace KWin