Merge branch 'KDE/4.7'
Conflicts: kwin/libkwineffects/kwinglutils.cpp kwin/libkwineffects/kwinglutils.h
This commit is contained in:
commit
08b2aebd30
7 changed files with 211 additions and 89 deletions
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@ -426,6 +426,11 @@ QImage GLTexture::convertToGLFormat(const QImage& img) const
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return res;
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}
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bool GLTexture::isYInverted() const
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{
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return y_inverted;
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}
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} // namespace KWin
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#endif
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@ -60,6 +60,10 @@ public:
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int height() const {
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return mSize.height(); /// @since 4.5
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}
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/**
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* @since 4.7
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**/
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bool isYInverted() const;
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virtual bool load(const QImage& image, GLenum target = GL_TEXTURE_2D);
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virtual bool load(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D);
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242
scene_opengl.cpp
242
scene_opengl.cpp
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@ -513,14 +513,7 @@ void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData
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// shadow
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if (m_shadow) {
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paintShadow(WindowQuadShadowTop, region, data);
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paintShadow(WindowQuadShadowTopRight, region, data);
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paintShadow(WindowQuadShadowRight, region, data);
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paintShadow(WindowQuadShadowBottomRight, region, data);
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paintShadow(WindowQuadShadowBottom, region, data);
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paintShadow(WindowQuadShadowBottomLeft, region, data);
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paintShadow(WindowQuadShadowLeft, region, data);
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paintShadow(WindowQuadShadowTopLeft, region, data);
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paintShadow(region, data);
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}
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// decorations
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Client *client = dynamic_cast<Client*>(toplevel);
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@ -659,10 +652,17 @@ void SceneOpenGL::Window::paintDecoration(const QPixmap* decoration, TextureType
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#endif
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}
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void SceneOpenGL::Window::paintShadow(WindowQuadType type, const QRegion ®ion, const WindowPaintData &data)
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void SceneOpenGL::Window::paintShadow(const QRegion ®ion, const WindowPaintData &data)
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{
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WindowQuadList quads = data.quads.select(type);
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Texture *texture = static_cast<SceneOpenGLShadow*>(m_shadow)->textureForQuadType(type);
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WindowQuadList quads = data.quads.select(WindowQuadShadowTopLeft);
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quads.append(data.quads.select(WindowQuadShadowTop));
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quads.append(data.quads.select(WindowQuadShadowTopRight));
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quads.append(data.quads.select(WindowQuadShadowRight));
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quads.append(data.quads.select(WindowQuadShadowBottomRight));
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quads.append(data.quads.select(WindowQuadShadowBottom));
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quads.append(data.quads.select(WindowQuadShadowBottomLeft));
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quads.append(data.quads.select(WindowQuadShadowLeft));
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GLTexture *texture = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture();
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if (!texture) {
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return;
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}
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@ -744,7 +744,7 @@ void SceneOpenGL::Window::makeDecorationArrays(const WindowQuadList& quads, cons
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GLVertexBuffer::streamingBuffer()->setData(quads.count() * 6, 2, vertices.data(), texcoords.data());
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}
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void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads, Texture *tex, bool normalized)
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void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture *tex, bool normalized)
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{
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if (quads.isEmpty())
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return;
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@ -762,7 +762,7 @@ void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQu
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size.setHeight(1.0);
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}
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#endif
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quads.makeArrays(&vertices, &texcoords, size, tex->getYInverted());
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quads.makeArrays(&vertices, &texcoords, size, tex->isYInverted());
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GLVertexBuffer::streamingBuffer()->setData(quads.count() * 6, 2, vertices, texcoords);
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GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES);
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delete[] vertices;
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@ -798,7 +798,7 @@ void SceneOpenGL::Window::prepareStates(TextureType type, double opacity, double
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}
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}
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void SceneOpenGL::Window::prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture)
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void SceneOpenGL::Window::prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture)
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{
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if (shader) {
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prepareShaderRenderStates(type, opacity, brightness, saturation, shader);
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@ -835,7 +835,7 @@ void SceneOpenGL::Window::prepareShaderRenderStates(TextureType type, double opa
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shader->setUniform(GLShader::AlphaToOne, opaque ? 1 : 0);
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}
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void SceneOpenGL::Window::prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex)
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void SceneOpenGL::Window::prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex)
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{
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#ifdef KWIN_HAVE_OPENGLES
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Q_UNUSED(type)
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@ -1000,7 +1000,7 @@ void SceneOpenGL::Window::restoreStates(TextureType type, double opacity, double
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}
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}
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void SceneOpenGL::Window::restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture)
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void SceneOpenGL::Window::restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture)
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{
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if (shader) {
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restoreShaderRenderStates(type, opacity, brightness, saturation, shader);
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@ -1026,7 +1026,7 @@ void SceneOpenGL::Window::restoreShaderRenderStates(TextureType type, double opa
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#endif
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}
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void SceneOpenGL::Window::restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex)
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void SceneOpenGL::Window::restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex)
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{
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Q_UNUSED(type)
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#ifdef KWIN_HAVE_OPENGLES
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@ -1535,71 +1535,169 @@ void SceneOpenGL::EffectFrame::cleanup()
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//****************************************
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SceneOpenGLShadow::SceneOpenGLShadow(Toplevel *toplevel)
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: Shadow(toplevel)
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, m_texture(NULL)
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{
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}
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SceneOpenGLShadow::~SceneOpenGLShadow()
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{
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for (int i=0; i<ShadowElementsCount; ++i) {
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m_shadowTextures[i].discard();
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}
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delete m_texture;
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}
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SceneOpenGL::Texture *SceneOpenGLShadow::textureForQuadType(WindowQuadType type)
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void SceneOpenGLShadow::buildQuads()
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{
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SceneOpenGL::Texture *texture = NULL;
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QPixmap pixmap;
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switch (type) {
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case WindowQuadShadowTop:
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texture = &m_shadowTextures[ShadowElementTop];
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pixmap = shadowPixmap(ShadowElementTop);
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break;
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case WindowQuadShadowTopRight:
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texture = &m_shadowTextures[ShadowElementTopRight];
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pixmap = shadowPixmap(ShadowElementTopRight);
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break;
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case WindowQuadShadowRight:
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texture = &m_shadowTextures[ShadowElementRight];
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pixmap = shadowPixmap(ShadowElementRight);
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break;
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case WindowQuadShadowBottomRight:
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texture = &m_shadowTextures[ShadowElementBottomRight];
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pixmap = shadowPixmap(ShadowElementBottomRight);
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break;
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case WindowQuadShadowBottom:
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texture = &m_shadowTextures[ShadowElementBottom];
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pixmap = shadowPixmap(ShadowElementBottom);
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break;
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case WindowQuadShadowBottomLeft:
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texture = &m_shadowTextures[ShadowElementBottomLeft];
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pixmap = shadowPixmap(ShadowElementBottomLeft);
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break;
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case WindowQuadShadowLeft:
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texture = &m_shadowTextures[ShadowElementLeft];
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pixmap = shadowPixmap(ShadowElementLeft);
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break;
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case WindowQuadShadowTopLeft:
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texture = &m_shadowTextures[ShadowElementTopLeft];
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pixmap = shadowPixmap(ShadowElementTopLeft);
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break;
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default:
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// nothing
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break;
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// prepare window quads
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WindowQuadList quads = shadowQuads();
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quads.clear();
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const QRectF topRect(QPoint(0, 0), shadowPixmap(ShadowElementTop).size());
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const QRectF topRightRect(QPoint(0, 0), shadowPixmap(ShadowElementTopRight).size());
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const QRectF rightRect(QPoint(0, 0), shadowPixmap(ShadowElementRight).size());
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const QRectF bottomRightRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomRight).size());
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const QRectF bottomRect(QPoint(0, 0), shadowPixmap(ShadowElementBottom).size());
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const QRectF bottomLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomLeft).size());
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const QRectF leftRect(QPoint(0, 0), shadowPixmap(ShadowElementLeft).size());
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const QRectF topLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementTopLeft).size());
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if ((leftRect.width() - leftOffset() > topLevel()->width()) ||
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(rightRect.width() - rightOffset() > topLevel()->width()) ||
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(topRect.height() - topOffset() > topLevel()->height()) ||
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(bottomRect.height() - bottomOffset() > topLevel()->height())) {
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// if our shadow is bigger than the window, we don't render the shadow
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setShadowRegion(QRegion());
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return;
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}
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if (texture) {
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if (texture->texture() != None) {
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glBindTexture(texture->target(), texture->texture());
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} else if (!pixmap.isNull()) {
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const bool success = texture->load(pixmap);
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if (!success) {
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kDebug(1212) << "Failed to bind shadow pixmap";
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return NULL;
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}
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} else {
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return NULL;
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}
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// calculate the width
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const qreal cornerWidth = topLeftRect.width() + topRightRect.width() + bottomLeftRect.width() + bottomRightRect.width();
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const qreal leftRightWidth = leftRect.width() + rightRect.width();
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const qreal topBottomWidth = topRect.width() + bottomRect.width();
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// calculate the height
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const qreal cornerHeight = qMax<int>(topLeftRect.height(), qMax<int>(topRightRect.height(), qMax<int>(bottomLeftRect.height(), bottomRightRect.height())));
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const qreal leftRightHeight = qMax<int>(leftRect.height(), rightRect.height());
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const qreal width = m_texture->width();
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const qreal height = m_texture->height();
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qreal tx1, tx2, ty1, ty2;
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tx1 = tx2 = ty1 = ty2 = 0.0;
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tx2 = topLeftRect.width()/width;
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ty2 = topLeftRect.height()/height;
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WindowQuad topLeftQuad(WindowQuadShadowTopLeft);
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topLeftQuad[ 0 ] = WindowVertex(-leftOffset(), -topOffset(), tx1, ty1);
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topLeftQuad[ 1 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset(), tx2, ty1);
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topLeftQuad[ 2 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset() + topLeftRect.height(), tx2, ty2);
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topLeftQuad[ 3 ] = WindowVertex(-leftOffset(), -topOffset() + topLeftRect.height(), tx1, ty2);
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quads.append(topLeftQuad);
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tx2 = topRect.width()/width;
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ty1 = (cornerHeight + leftRightHeight)/height;
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ty2 = (cornerHeight + leftRightHeight + topRect.height())/height;
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WindowQuad topQuad(WindowQuadShadowTop);
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topQuad[ 0 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset(), tx1, ty1);
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topQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset(), tx2, ty1);
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topQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset() + topRect.height(),tx2, ty2);
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topQuad[ 3 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset() + topRect.height(), tx1, ty2);
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quads.append(topQuad);
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tx1 = topLeftRect.width()/width;
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tx2 = (topLeftRect.width() + topRightRect.width())/width;
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ty1 = 0.0;
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ty2 = topRightRect.height()/height;
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WindowQuad topRightQuad(WindowQuadShadowTopRight);
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topRightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset(), tx1, ty1);
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topRightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset(), tx2, ty1);
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topRightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset() + topRightRect.height(), tx2, ty2);
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topRightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset() + topRightRect.height(), tx1, ty2);
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quads.append(topRightQuad);
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tx1 = leftRect.width()/width;
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tx2 = leftRightWidth/width;
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ty1 = cornerHeight/height;
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ty2 = (cornerHeight+rightRect.height())/height;
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WindowQuad rightQuad(WindowQuadShadowRight);
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rightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - rightRect.width(), -topOffset() + topRightRect.height(), tx1, ty1);
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rightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset() + topRightRect.height(), tx2, ty1);
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rightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx2, ty2);
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rightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - rightRect.width(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx1, ty2);
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quads.append(rightQuad);
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tx1 = (topLeftRect.width() + topRightRect.width() + bottomLeftRect.width())/width;
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tx2 = cornerWidth/width;
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ty1 = 0.0;
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ty2 = bottomRightRect.height()/height;
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WindowQuad bottomRightQuad(WindowQuadShadowBottomRight);
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bottomRightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx1, ty1);
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bottomRightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx2, ty1);
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bottomRightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset(), tx2, ty2);
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bottomRightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset(), tx1, ty2);
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quads.append(bottomRightQuad);
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tx1 = topRect.width()/width;
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tx2 = topBottomWidth/width;
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ty1 = (cornerHeight + leftRightHeight)/height;
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ty2 = (cornerHeight + leftRightHeight + bottomRect.height())/height;
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WindowQuad bottomQuad(WindowQuadShadowBottom);
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bottomQuad[ 0 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset() - bottomRect.height(), tx1, ty1);
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bottomQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset() - bottomRect.height(), tx2, ty1);
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bottomQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset(), tx2, ty2);
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bottomQuad[ 3 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset(), tx1, ty2);
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quads.append(bottomQuad);
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tx1 = (topLeftRect.width() + topRightRect.width())/width;
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tx2 = (topLeftRect.width() + topRightRect.width() + bottomLeftRect.width())/width;
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ty1 = 0.0;
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ty2 = bottomLeftRect.height()/height;
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WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft);
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bottomLeftQuad[ 0 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx1, ty1);
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bottomLeftQuad[ 1 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx2, ty1);
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bottomLeftQuad[ 2 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset(), tx2, ty2);
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bottomLeftQuad[ 3 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset(), tx1, ty2);
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quads.append(bottomLeftQuad);
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tx1 = 0.0;
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tx2 = leftRect.width()/width;
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ty1 = cornerHeight/height;
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ty2 = (cornerHeight+leftRect.height())/height;
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WindowQuad leftQuad(WindowQuadShadowLeft);
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leftQuad[ 0 ] = WindowVertex(-leftOffset(), -topOffset() + topLeftRect.height(), tx1, ty1);
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leftQuad[ 1 ] = WindowVertex(-leftOffset() + leftRect.width(), -topOffset() + topLeftRect.height(), tx2, ty1);
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leftQuad[ 2 ] = WindowVertex(-leftOffset() + leftRect.width(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx2, ty2);
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leftQuad[ 3 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx1, ty2);
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quads.append(leftQuad);
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m_shadowQuads = quads;
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}
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bool SceneOpenGLShadow::prepareBackend()
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{
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const QRect topRect(QPoint(0, 0), shadowPixmap(ShadowElementTop).size());
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const QRect topRightRect(QPoint(0, 0), shadowPixmap(ShadowElementTopRight).size());
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const QRect rightRect(QPoint(0, 0), shadowPixmap(ShadowElementRight).size());
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const QRect bottomRightRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomRight).size());
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const QRect bottomRect(QPoint(0, 0), shadowPixmap(ShadowElementBottom).size());
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const QRect bottomLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomLeft).size());
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const QRect leftRect(QPoint(0, 0), shadowPixmap(ShadowElementLeft).size());
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const QRect topLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementTopLeft).size());
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// calculate the width
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const int cornerWidth = topLeftRect.width() + topRightRect.width() + bottomLeftRect.width() + bottomRightRect.width();
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const int leftRightWidth = leftRect.width() + rightRect.width();
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const int topBottomWidth = topRect.width() + bottomRect.width();
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const int width = qMax<int>(cornerWidth, qMax<int>(leftRightWidth, topBottomWidth));
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// calculate the height
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const int cornerHeight = qMax<int>(topLeftRect.height(), qMax<int>(topRightRect.height(), qMax<int>(bottomLeftRect.height(), bottomRightRect.height())));
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const int leftRightHeight = qMax<int>(leftRect.height(), rightRect.height());
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const int topBottomHeight = qMax<int>(topRect.height(), bottomRect.height());
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const int height = cornerHeight + leftRightHeight + topBottomHeight;
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QImage image(width, height, QImage::Format_ARGB32);
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image.fill(Qt::transparent);
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QPainter p;
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p.begin(&image);
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p.drawPixmap(0, 0, shadowPixmap(ShadowElementTopLeft));
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p.drawPixmap(topLeftRect.width(), 0, shadowPixmap(ShadowElementTopRight));
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p.drawPixmap(topLeftRect.width() + topRightRect.width(), 0, shadowPixmap(ShadowElementBottomLeft));
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p.drawPixmap(topLeftRect.width() + topRightRect.width() + bottomLeftRect.width(), 0, shadowPixmap(ShadowElementBottomRight));
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p.drawPixmap(0, cornerHeight, shadowPixmap(ShadowElementLeft));
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p.drawPixmap(leftRect.width(), cornerHeight, shadowPixmap(ShadowElementRight));
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p.drawPixmap(0, cornerHeight + leftRightHeight, shadowPixmap(ShadowElementTop));
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p.drawPixmap(topRect.width(), cornerHeight + leftRightHeight, shadowPixmap(ShadowElementBottom));
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p.end();
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if (m_texture) {
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delete m_texture;
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m_texture = NULL;
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}
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return texture;
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m_texture = new GLTexture(image);
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return true;
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}
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} // namespace
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|
|
|
@ -167,16 +167,16 @@ protected:
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|||
|
||||
QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
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void paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco);
|
||||
void paintShadow(WindowQuadType type, const QRegion ®ion, const WindowPaintData &data);
|
||||
void paintShadow(const QRegion ®ion, const WindowPaintData &data);
|
||||
void makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const;
|
||||
void renderQuads(int, const QRegion& region, const WindowQuadList& quads, Texture* tex, bool normalized = false);
|
||||
void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized = false);
|
||||
void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
|
||||
void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture);
|
||||
void prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex);
|
||||
void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture);
|
||||
void prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex);
|
||||
void prepareShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
|
||||
void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
|
||||
void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture);
|
||||
void restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex);
|
||||
void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture);
|
||||
void restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex);
|
||||
void restoreShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
|
||||
|
||||
private:
|
||||
|
@ -237,16 +237,14 @@ public:
|
|||
SceneOpenGLShadow(Toplevel *toplevel);
|
||||
virtual ~SceneOpenGLShadow();
|
||||
|
||||
/**
|
||||
* Returns the Texture for a specific ShadowQuad. The method takes care of performing
|
||||
* the Texture from Pixmap operation. The calling method can use the returned Texture
|
||||
* directly.
|
||||
* In error case the method returns @c NULL.
|
||||
* @return OpenGL Texture for the Shadow Quad. May be @c NULL.
|
||||
**/
|
||||
SceneOpenGL::Texture *textureForQuadType(WindowQuadType type);
|
||||
GLTexture *shadowTexture() {
|
||||
return m_texture;
|
||||
}
|
||||
protected:
|
||||
virtual void buildQuads();
|
||||
virtual bool prepareBackend();
|
||||
private:
|
||||
SceneOpenGL::Texture m_shadowTextures[ShadowElementsCount];
|
||||
GLTexture *m_texture;
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
|
|
@ -162,6 +162,9 @@ public:
|
|||
|
||||
protected:
|
||||
virtual void buildQuads();
|
||||
virtual bool prepareBackend() {
|
||||
return true;
|
||||
};
|
||||
|
||||
private:
|
||||
QPixmap m_resizedElements[ShadowElementsCount];
|
||||
|
|
|
@ -110,6 +110,9 @@ bool Shadow::init(const QVector< long > &data)
|
|||
m_bottomOffset = data[ShadowElementsCount+2];
|
||||
m_leftOffset = data[ShadowElementsCount+3];
|
||||
updateShadowRegion();
|
||||
if (!prepareBackend()) {
|
||||
return false;
|
||||
}
|
||||
buildQuads();
|
||||
return true;
|
||||
}
|
||||
|
|
15
shadow.h
15
shadow.h
|
@ -23,6 +23,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|||
#include <QtCore/QObject>
|
||||
#include <QtGui/QPixmap>
|
||||
#include <kwineffects.h>
|
||||
#include <qvarlengtharray.h>
|
||||
|
||||
namespace KWin {
|
||||
|
||||
|
@ -58,7 +59,10 @@ public:
|
|||
/**
|
||||
* @return Cached Shadow Quads
|
||||
**/
|
||||
const WindowQuadList &shadowQuads() {
|
||||
const WindowQuadList &shadowQuads() const {
|
||||
return m_shadowQuads;
|
||||
};
|
||||
WindowQuadList &shadowQuads() {
|
||||
return m_shadowQuads;
|
||||
};
|
||||
|
||||
|
@ -125,6 +129,14 @@ protected:
|
|||
};
|
||||
virtual void buildQuads();
|
||||
void updateShadowRegion();
|
||||
Toplevel *topLevel() {
|
||||
return m_topLevel;
|
||||
};
|
||||
void setShadowRegion(const QRegion ®ion) {
|
||||
m_shadowRegion = region;
|
||||
};
|
||||
virtual bool prepareBackend() = 0;
|
||||
WindowQuadList m_shadowQuads;
|
||||
|
||||
private:
|
||||
static QVector<long> readX11ShadowProperty(WId id);
|
||||
|
@ -139,7 +151,6 @@ private:
|
|||
int m_leftOffset;
|
||||
// caches
|
||||
QRegion m_shadowRegion;
|
||||
WindowQuadList m_shadowQuads;
|
||||
QSize m_cachedSize;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue