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https://gitgud.io/wackyideas/aerothemeplasma.git
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661 lines
22 KiB
C++
661 lines
22 KiB
C++
/*
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SPDX-FileCopyrightText: 2010 Fredrik Höglund <fredrik@kde.org>
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SPDX-FileCopyrightText: 2011 Philipp Knechtges <philipp-dev@knechtges.com>
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SPDX-FileCopyrightText: 2018 Alex Nemeth <alex.nemeth329@gmail.com>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#include "blur.h"
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#include "blurshader.h"
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// KConfigSkeleton
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#include "blurconfig.h"
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#include <QGuiApplication>
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#include <QMatrix4x4>
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#include <QScreen>
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#include <QTime>
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#include <QTimer>
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#include <QWindow>
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#include <cmath> // for ceil()
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#include <cstdlib>
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#include <QFile>
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#include <QBuffer>
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#include <QDataStream>
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#include <QColor>
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#include <QPair>
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#include <KConfigGroup>
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#include <KSharedConfig>
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#include <KDecoration2/Decoration>
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namespace KWin
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{
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static const QByteArray s_blurAtomName = QByteArrayLiteral("_KDE_NET_WM_BLUR_BEHIND_REGION");
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BlurEffect::BlurEffect() : m_sharedMemory("kwinreflect")
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{
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initConfig<BlurConfig>();
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m_shader = new BlurShader(this);
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m_reflectionTexture = nullptr;
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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 (m_shader && m_shader->isValid()) {
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if (effects->xcbConnection()) {
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net_wm_blur_region = effects->announceSupportProperty(s_blurAtomName, this);
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}
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}
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connect(effects, &EffectsHandler::windowAdded, this, &BlurEffect::slotWindowAdded);
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connect(effects, &EffectsHandler::windowDeleted, this, &BlurEffect::slotWindowDeleted);
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connect(effects, &EffectsHandler::windowDecorationChanged, this, &BlurEffect::setupDecorationConnections);
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connect(effects, &EffectsHandler::propertyNotify, this, &BlurEffect::slotPropertyNotify);
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connect(effects, &EffectsHandler::virtualScreenGeometryChanged, this, &BlurEffect::slotScreenGeometryChanged);
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connect(effects, &EffectsHandler::xcbConnectionChanged, this, [this]() {
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if (m_shader && m_shader->isValid()) {
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net_wm_blur_region = effects->announceSupportProperty(s_blurAtomName, this);
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}
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});
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// Fetch the blur regions for all windows
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const auto stackingOrder = effects->stackingOrder();
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for (EffectWindow *window : stackingOrder) {
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slotWindowAdded(window);
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}
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}
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void BlurEffect::updateTexture()
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{
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if(m_texturePath == "" || !QFile::exists(m_texturePath))
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{
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m_texturePath = QStringLiteral(":/effects/blur/reflection.png");
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}
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if(m_reflectionTexture != nullptr)
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{
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delete m_reflectionTexture;
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}
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m_reflectionTexture = new GLTexture(m_texturePath);
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m_reflectionTexture->setFilter(GL_LINEAR);
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m_reflectionTexture->setWrapMode(GL_REPEAT);
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if(m_reflectionTexture != nullptr)
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{
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printf("Texture successfully loaded.\n");
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}
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}
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bool BlurEffect::isWindowValid(KWin::EffectWindow *w)
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{
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QString windowclass = w->windowClass().split(' ')[0];
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return !(w->isDesktop() || w->isToolbar() || w->isMenu() ||
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w->isSplash() || w->isDropdownMenu() || w->isPopupMenu() ||
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w->isTooltip() || w->isNotification() || w->isCriticalNotification() ||
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w->isOnScreenDisplay() || w->isComboBox() || w->isDNDIcon() || w->isHidden() || /*(w->isDialog() && !w->isAppletPopup()) ||*/
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w->isMinimized() || m_excludedWindows.contains(windowclass) /*|| (w->isSpecialWindow() && !w->isDock())*/);
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}
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bool BlurEffect::shouldColorize(KWin::EffectWindow *w)
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{
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QString windowclass = w->windowClass().split(' ')[0];
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return !(w->isDesktop() || w->isSplash() || /*w->isHidden() || w->isMinimized() ||*/ m_excludedWindowsColorization.contains(windowclass));
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}
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BlurEffect::~BlurEffect()
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{
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if(m_reflectionTexture) delete m_reflectionTexture;
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}
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void BlurEffect::slotScreenGeometryChanged()
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{
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effects->makeOpenGLContextCurrent();
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// Fetch the blur regions for all windows
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const auto stackingOrder = effects->stackingOrder();
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for (EffectWindow *window : stackingOrder) {
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updateBlurRegion(window);
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}
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effects->doneOpenGLContextCurrent();
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}
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bool BlurEffect::readMemory(bool* skipFunc)
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{
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if(!m_sharedMemory.attach())
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{
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printf("Couldn't access shared memory! %s %d\n", m_sharedMemory.nativeKey().toStdString().c_str(), m_sharedMemory.error());
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if(m_sharedMemory.error())
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return false;
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}
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QBuffer buffer;
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QDataStream in(&buffer);
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QPair<QColor, QPair<bool,bool>> result;
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//QString result;
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m_sharedMemory.lock();
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buffer.setData((char*)m_sharedMemory.constData(), m_sharedMemory.size());
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buffer.open(QBuffer::ReadOnly);
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in >> result;
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m_sharedMemory.unlock();
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m_sharedMemory.detach();
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m_accentColor = result.first;
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m_transparencyEnabled = result.second.first;
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*skipFunc = result.second.second;
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m_accentColorInactive = m_accentColor;
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int saturation = m_accentColorInactive.hslSaturation() / 2;
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m_accentColorInactive.setHsl(m_accentColorInactive.hslHue(), saturation, m_accentColorInactive.lightness());
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return true;
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}
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void BlurEffect::reconfigure(ReconfigureFlags flags)
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{
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bool skip = false;
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bool readColor = readMemory(&skip) && m_firstTimeReconfigure;
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if(skip && m_firstTimeReconfigure)
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return;
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BlurConfig::self()->read();
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if(!readColor)
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{
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m_accentColor = BlurConfig::accentColor();
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m_accentColorInactive = m_accentColor;
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int saturation = m_accentColorInactive.hslSaturation() / 2;
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m_accentColorInactive.setHsl(m_accentColorInactive.hslHue(), saturation, m_accentColorInactive.lightness());
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m_transparencyEnabled = BlurConfig::enableTransparency();
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}
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int blurStrength = BlurConfig::blurStrength() - 1;
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m_offset = blurStrengthValues[blurStrength].offset;
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m_expandSize = blurOffsets[m_downSampleIterations - 1].expandSize;
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m_scalingFactor = std::max(1.0, QGuiApplication::primaryScreen()->logicalDotsPerInch() / 96.0);
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m_translateTexture = BlurConfig::translateTexture();
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m_enableColorization = BlurConfig::enableColorization();
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m_texturePath = BlurConfig::textureLocation();
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updateTexture();
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m_excludedWindows = BlurConfig::excludedWindows().split(';');
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m_excludedWindowsColorization = BlurConfig::excludedColorization().split(';');
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m_firstTimeReconfigure = true;
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// Update all windows for the blur to take effect
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effects->addRepaintFull();
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}
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void BlurEffect::updateBlurRegion(EffectWindow *w)
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{
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QRegion region;
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bool valid = false;
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if (net_wm_blur_region != XCB_ATOM_NONE) {
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const QByteArray value = w->readProperty(net_wm_blur_region, XCB_ATOM_CARDINAL, 32);
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if (value.size() > 0 && !(value.size() % (4 * sizeof(uint32_t)))) {
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const uint32_t *cardinals = reinterpret_cast<const uint32_t *>(value.constData());
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for (unsigned int i = 0; i < value.size() / sizeof(uint32_t);) {
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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);//fromXNative(QRect(x, y, w, h)).toRect();
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}
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}
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valid = !value.isNull();
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}
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if (auto internal = w->internalWindow()) {
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const auto property = internal->property("kwin_blur");
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if (property.isValid()) {
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region = property.value<QRegion>();
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valid = true;
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}
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}
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if (valid) {
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blurRegions[w] = region;
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} else {
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blurRegions.remove(w);
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}
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}
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void BlurEffect::slotWindowAdded(EffectWindow *w)
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{
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if (auto internal = w->internalWindow()) {
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internal->installEventFilter(this);
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}
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setupDecorationConnections(w);
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updateBlurRegion(w);
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}
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void BlurEffect::slotWindowDeleted(EffectWindow *w)
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{
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blurRegions.remove(w);
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auto it = windowBlurChangedConnections.find(w);
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if (it == windowBlurChangedConnections.end()) {
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return;
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}
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disconnect(*it);
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windowBlurChangedConnections.erase(it);
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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 && net_wm_blur_region != XCB_ATOM_NONE) {
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updateBlurRegion(w);
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}
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}
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void BlurEffect::setupDecorationConnections(EffectWindow *w)
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{
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if (!w->decoration()) {
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return;
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}
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connect(w->decoration(), &KDecoration2::Decoration::blurRegionChanged, this, [this, w]() {
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updateBlurRegion(w);
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});
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}
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bool BlurEffect::eventFilter(QObject *watched, QEvent *event)
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{
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auto internal = qobject_cast<QWindow *>(watched);
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if (internal && event->type() == QEvent::DynamicPropertyChange) {
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QDynamicPropertyChangeEvent *pe = static_cast<QDynamicPropertyChangeEvent *>(event);
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if (pe->propertyName() == "kwin_blur") {
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if (auto w = effects->findWindow(internal)) {
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updateBlurRegion(w);
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}
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}
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}
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return false;
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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() && gl->chipClass() < SandyBridge) {
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return false;
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}
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if (gl->isPanfrost() && gl->chipClass() <= MaliT8XX) {
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return false;
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}
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// The blur effect works, but is painfully slow (FPS < 5) on Mali and VideoCore
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if (gl->isLima() || gl->isVideoCore4() || gl->isVideoCore3D()) {
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return false;
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}
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if (gl->isSoftwareEmulation()) {
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return false;
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}
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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 = effects->isOpenGLCompositing() && GLFramebuffer::supported() && GLFramebuffer::blitSupported();
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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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const QSize screenSize = effects->virtualScreenSize();
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if (screenSize.width() > maxTexSize || screenSize.height() > maxTexSize) {
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supported = false;
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}
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}
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return supported;
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}
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bool BlurEffect::decorationSupportsBlurBehind(const EffectWindow *w) const
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{
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return w->decoration() && !w->decoration()->blurRegion().isNull();
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}
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QRegion BlurEffect::decorationBlurRegion(const EffectWindow *w) const
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{
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if (!decorationSupportsBlurBehind(w)) {
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return QRegion();
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}
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QRegion decorationRegion = QRegion(w->decoration()->rect()) - w->decorationInnerRect().toRect();
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//! we return only blurred regions that belong to decoration region
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return decorationRegion.intersected(w->decoration()->blurRegion());
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}
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QRect BlurEffect::expand(const QRect &rect) const
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{
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return rect.adjusted(-m_expandSize, -m_expandSize, m_expandSize, m_expandSize);
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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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for (const QRect &rect : region) {
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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, bool internal) const
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{
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QRegion region;
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if (auto it = blurRegions.find(w); it != blurRegions.end() && internal) {
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const QRegion &appRegion = *it;
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if (!appRegion.isEmpty()) {
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QRegion temp = appRegion.translated(w->contentsRect().topLeft().toPoint());
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if (w->decorationHasAlpha() && decorationSupportsBlurBehind(w)) {
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region = decorationBlurRegion(w);
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}
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region |= temp & w->decorationInnerRect().toRect();
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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->rect().toRect();
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if (w->decorationHasAlpha() && decorationSupportsBlurBehind(w)) {
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region &= w->decorationInnerRect().toRect();
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}
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}
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}
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if (w->decorationHasAlpha() && decorationSupportsBlurBehind(w)) {
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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 |= decorationBlurRegion(w);
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}
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return region;
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}
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void BlurEffect::uploadRegion(QVector2D *&map, const QRegion ®ion, const int downSampleIterations)
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{
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Q_ASSERT(map);
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for (int i = 0; i <= downSampleIterations; i++) {
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const int divisionRatio = (1 << i);
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for (const QRect &r : region) {
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const QVector2D topLeft(r.x() / divisionRatio, r.y() / divisionRatio);
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const QVector2D topRight((r.x() + r.width()) / divisionRatio, r.y() / divisionRatio);
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const QVector2D bottomLeft(r.x() / divisionRatio, (r.y() + r.height()) / divisionRatio);
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const QVector2D bottomRight((r.x() + r.width()) / divisionRatio, (r.y() + r.height()) / divisionRatio);
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// First triangle
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*(map++) = topRight;
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*(map++) = topLeft;
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*(map++) = bottomLeft;
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// Second triangle
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*(map++) = bottomLeft;
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*(map++) = bottomRight;
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*(map++) = topRight;
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}
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}
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}
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bool BlurEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion &blurRegion, const QRegion &windowRegion)
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{
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const int vertexCount = ((blurRegion.rectCount() * (m_downSampleIterations + 1)) + windowRegion.rectCount()) * 6;
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if (!vertexCount) {
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return false;
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}
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QVector2D *map = (QVector2D *)vbo->map(vertexCount * sizeof(QVector2D));
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if (!map) {
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return false;
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}
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uploadRegion(map, blurRegion, m_downSampleIterations);
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uploadRegion(map, windowRegion, 0);
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vbo->unmap();
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const GLVertexAttrib layout[] = {
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{VA_Position, 2, GL_FLOAT, 0},
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{VA_TexCoord, 2, GL_FLOAT, 0}};
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vbo->setAttribLayout(layout, 2, sizeof(QVector2D));
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return true;
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}
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void BlurEffect::prePaintScreen(ScreenPrePaintData &data, std::chrono::milliseconds presentTime)
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{
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m_paintedArea = QRegion();
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m_currentBlur = QRegion();
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effects->prePaintScreen(data, presentTime);
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}
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void BlurEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, std::chrono::milliseconds presentTime)
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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, presentTime);
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if (!m_shader || !m_shader->isValid()) {
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return;
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}
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const QRegion oldOpaque = data.opaque;
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if (data.opaque.intersects(m_currentBlur)) {
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// to blur an area partially we have to shrink the opaque area of a window
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QRegion newOpaque;
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for (const QRect &rect : data.opaque) {
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newOpaque |= rect.adjusted(m_expandSize, m_expandSize, -m_expandSize, -m_expandSize);
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}
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data.opaque = newOpaque;
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// we don't have to blur a region we don't see
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m_currentBlur -= newOpaque;
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}
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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 - oldOpaque).intersects(m_currentBlur)) {
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data.paint |= m_currentBlur;
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}
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// in case this window has regions to be blurred
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const QRect screen = effects->virtualScreenGeometry();
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const QRegion blurArea = blurRegion(w).translated(w->pos().toPoint()) & screen;
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const QRegion expandedBlur = (w->isDock() ? blurArea : expand(blurArea)) & screen;
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// if this window or a window underneath the blurred area is painted again we have to
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// blur everything
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if (m_paintedArea.intersects(expandedBlur) || 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 a blurred area
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// of a window
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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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m_paintedArea -= data.opaque;
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m_paintedArea |= 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(m_reflectionTexture == nullptr) return false;
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if (!m_shader || !m_shader->isValid()) {
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return false;
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}
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if (effects->activeFullScreenEffect() && !w->data(WindowForceBlurRole).toBool()) {
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return false;
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}
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if (w->isDesktop()) {
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return false;
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}
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bool scaled = !qFuzzyCompare(data.xScale(), 1.0) && !qFuzzyCompare(data.yScale(), 1.0);
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bool translated = data.xTranslation() || data.yTranslation();
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|
|
|
if ((scaled || (translated || (mask & PAINT_WINDOW_TRANSFORMED))) && !w->data(WindowForceBlurRole).toBool()) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void BlurEffect::drawWindow(EffectWindow *w, int mask, const QRegion ®ion, WindowPaintData &data)
|
|
{
|
|
/*if(!isWindowValid(w)) {
|
|
|
|
effects->drawWindow(w, mask, region, data);
|
|
return;
|
|
}*/
|
|
if(shouldBlur(w, mask, data)) {
|
|
const QRect screen = effects->renderTargetRect();
|
|
QRegion shape = blurRegion(w, isWindowValid(w)).translated(w->pos().toPoint());
|
|
QRegion colorizationShape = blurRegion(w, shouldColorize(w)).translated(w->pos().toPoint());
|
|
auto handleShape = [&](QRegion shape) {
|
|
// let's do the evil parts - someone wants to blur behind a transformed window
|
|
const bool translated = data.xTranslation() || data.yTranslation();
|
|
const bool scaled = data.xScale() != 1 || data.yScale() != 1;
|
|
if (scaled) {
|
|
QPoint pt = shape.boundingRect().topLeft();
|
|
QRegion scaledShape;
|
|
for (QRect r : shape) {
|
|
r.moveTo(pt.x() + (r.x() - pt.x()) * data.xScale() + data.xTranslation(),
|
|
pt.y() + (r.y() - pt.y()) * data.yScale() + data.yTranslation());
|
|
r.setWidth(std::ceil(r.width() * data.xScale()));
|
|
r.setHeight(std::ceil(r.height() * data.yScale()));
|
|
scaledShape |= r;
|
|
}
|
|
shape = scaledShape;
|
|
|
|
// Only translated, not scaled
|
|
} else if (translated) {
|
|
shape = shape.translated(data.xTranslation(), data.yTranslation());
|
|
}
|
|
|
|
shape &= region;
|
|
return shape;
|
|
};
|
|
shape = handleShape(shape);
|
|
colorizationShape = handleShape(colorizationShape);
|
|
EffectWindow *modal = w->transientFor();
|
|
const bool transientForIsDock = (modal ? modal->isDock() : false);
|
|
|
|
|
|
// Note that we render blurring in logical coordinates since the
|
|
// textures used are of all screens. This means we need to ensure all
|
|
// rendering takes care of that, starting with the projection matrix
|
|
// here that we reset to a simple unscaled orthographic projection.
|
|
QMatrix4x4 projectionMatrix;
|
|
projectionMatrix.ortho(screen);
|
|
|
|
if(!colorizationShape.isEmpty() && m_enableColorization) {
|
|
doBlur(colorizationShape, screen, data.opacity(), projectionMatrix, w->isDock() || transientForIsDock, w->frameGeometry().toRect(), w->isFullScreen() || !w->isNormalWindow() || w == effects->activeWindow(), false);
|
|
}
|
|
if (!shape.isEmpty()) {
|
|
doBlur(shape, screen, data.opacity(), projectionMatrix, w->isDock() || transientForIsDock, w->frameGeometry().toRect());
|
|
}
|
|
}
|
|
// Draw the window over the blurred area
|
|
effects->drawWindow(w, mask, region, data);
|
|
}
|
|
|
|
void BlurEffect::doBlur(const QRegion &shape, const QRect &screen, const float opacity, const QMatrix4x4 &screenProjection, bool isDock, QRect windowRect, bool active, bool reflect)
|
|
{
|
|
// Blur would not render correctly on a secondary monitor because of wrong coordinates
|
|
// BUG: 393723
|
|
|
|
const int xTranslate = -screen.x();
|
|
const int yTranslate = effects->virtualScreenSize().height() - screen.height() - screen.y();
|
|
|
|
const QRegion expandedBlurRegion = expand(shape) & expand(screen);
|
|
|
|
// Upload geometry for the down and upsample iterations
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
|
|
if (!uploadGeometry(vbo, expandedBlurRegion.translated(xTranslate, yTranslate), shape)) {
|
|
return;
|
|
}
|
|
vbo->bindArrays();
|
|
|
|
const QRect logicalSourceRect = (expandedBlurRegion.boundingRect() & screen).translated(xTranslate, -screen.y());
|
|
const QRect deviceSourceRect = scaledRect(logicalSourceRect, effects->renderTargetScale()).toRect();
|
|
const QRect destRect = logicalSourceRect.translated(0, yTranslate + screen.y());
|
|
int blurRectCount = expandedBlurRegion.rectCount() * 6;
|
|
|
|
glEnable(GL_BLEND);
|
|
if(reflect)
|
|
{
|
|
if(opacity < 1.0) {
|
|
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
renderReflection(vbo, blurRectCount * (m_downSampleIterations + 1), shape.rectCount() * 6, screenProjection, windowRect.topLeft(), windowRect.size(), opacity);
|
|
}
|
|
else
|
|
{
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
renderColorization(vbo, blurRectCount * (m_downSampleIterations + 1), shape.rectCount() * 6, screenProjection, opacity, active);
|
|
|
|
}
|
|
glDisable(GL_BLEND);
|
|
|
|
vbo->unbindArrays();
|
|
}
|
|
|
|
void BlurEffect::renderColorization(GLVertexBuffer *vbo, int vboStart, int blurRectCount, const QMatrix4x4 &screenProjection, float opacity, bool active)
|
|
{
|
|
m_shader->bind(true);
|
|
|
|
if(active || m_transparencyEnabled)
|
|
m_shader->setColor(m_accentColor);
|
|
else
|
|
m_shader->setColor(m_accentColorInactive);
|
|
|
|
if(!active && m_transparencyEnabled)
|
|
m_shader->setOpacity(opacity * 0.5f, true);
|
|
else
|
|
m_shader->setOpacity(opacity, true);
|
|
|
|
m_shader->setModelViewProjectionMatrix(screenProjection, true);
|
|
vbo->draw(GL_TRIANGLES, vboStart, blurRectCount);
|
|
m_shader->unbind();
|
|
}
|
|
|
|
void BlurEffect::renderReflection(GLVertexBuffer *vbo, int vboStart, int blurRectCount, const QMatrix4x4 &screenProjection, QPoint windowPosition, QSize windowSize, float opacity)
|
|
{
|
|
m_shader->bind();
|
|
m_shader->setScreenResolution(KWin::effects->virtualScreenSize()); //Screen resolution
|
|
m_shader->setWindowPosition(windowPosition); //Window position
|
|
m_shader->setWindowSize(windowSize); //Window size
|
|
m_shader->setTranslateTexture(m_translateTexture);
|
|
m_reflectionTexture->bind();
|
|
|
|
m_shader->setOpacity(opacity); //Window opacity
|
|
m_shader->setModelViewProjectionMatrix(screenProjection);
|
|
|
|
vbo->draw(GL_TRIANGLES, vboStart, blurRectCount);
|
|
m_shader->unbind();
|
|
}
|
|
|
|
bool BlurEffect::isActive() const
|
|
{
|
|
return !effects->isScreenLocked();
|
|
}
|
|
|
|
bool BlurEffect::blocksDirectScanout() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
} // namespace KWin
|