diff --git a/clients/oxygen/oxygen.cpp b/clients/oxygen/oxygen.cpp index ea5eef697e..efe533c846 100644 --- a/clients/oxygen/oxygen.cpp +++ b/clients/oxygen/oxygen.cpp @@ -341,11 +341,8 @@ int OxygenFactory::shadowTextureList( ShadowType type ) const { switch( type ) { case ShadowBorderedActive: - case ShadowBorderlessActive: return 0; case ShadowBorderedInactive: - case ShadowBorderlessInactive: - case ShadowOther: return 1; } abort(); // Should never be reached @@ -356,14 +353,14 @@ QList OxygenFactory::shadowQuads( ShadowType type, QSize size ) const int outside=20, underlap=5, cornersize=25; // These are underlap under the decoration so the corners look nicer 10px on the outside QList quads; - quads.append(QRect(-outside, size.height()-underlap, cornersize, cornersize)); + /*quads.append(QRect(-outside, size.height()-underlap, cornersize, cornersize)); quads.append(QRect(underlap, size.height()-underlap, size.width()-2*underlap, cornersize)); quads.append(QRect(size.width()-underlap, size.height()-underlap, cornersize, cornersize)); quads.append(QRect(-outside, underlap, cornersize, size.height()-2*underlap)); quads.append(QRect(size.width()-underlap, underlap, cornersize, size.height()-2*underlap)); quads.append(QRect(-outside, -outside, cornersize, cornersize)); quads.append(QRect(underlap, -outside, size.width()-2*underlap, cornersize)); - quads.append(QRect(size.width()-underlap, -outside, cornersize, cornersize)); + quads.append(QRect(size.width()-underlap, -outside, cornersize, cornersize));*/ return quads; } diff --git a/clients/ozone/oxygen.cpp b/clients/ozone/oxygen.cpp index 7c6ab8a420..99154db3c5 100644 --- a/clients/ozone/oxygen.cpp +++ b/clients/ozone/oxygen.cpp @@ -347,11 +347,8 @@ int OxygenFactory::shadowTextureList( ShadowType type ) const { switch( type ) { case ShadowBorderedActive: - case ShadowBorderlessActive: return 0; case ShadowBorderedInactive: - case ShadowBorderlessInactive: - case ShadowOther: return 1; } abort(); // Should never be reached @@ -362,14 +359,14 @@ QList OxygenFactory::shadowQuads( ShadowType type, QSize size ) const int outside=20, underlap=5, cornersize=25; // These are underlap under the decoration so the corners look nicer 10px on the outside QList quads; - quads.append(QRect(-outside, size.height()-underlap, cornersize, cornersize)); + /*quads.append(QRect(-outside, size.height()-underlap, cornersize, cornersize)); quads.append(QRect(underlap, size.height()-underlap, size.width()-2*underlap, cornersize)); quads.append(QRect(size.width()-underlap, size.height()-underlap, cornersize, cornersize)); quads.append(QRect(-outside, underlap, cornersize, size.height()-2*underlap)); quads.append(QRect(size.width()-underlap, underlap, cornersize, size.height()-2*underlap)); quads.append(QRect(-outside, -outside, cornersize, cornersize)); quads.append(QRect(underlap, -outside, size.width()-2*underlap, cornersize)); - quads.append(QRect(size.width()-underlap, -outside, cornersize, cornersize)); + quads.append(QRect(size.width()-underlap, -outside, cornersize, cornersize));*/ return quads; } diff --git a/effects/shadow.cpp b/effects/shadow.cpp index 66d2a6ec4c..059b097ea0 100644 --- a/effects/shadow.cpp +++ b/effects/shadow.cpp @@ -161,24 +161,21 @@ void ShadowEffect::reconfigure( ReconfigureFlags ) mShadowTextures.append( textures ); } } - else - { - mShadowQuadTypes.append( effects->newWindowQuadType() ); - QImage shadowTexture( KGlobal::dirs()->findResource( "data", "kwin/shadow-texture.png" )); - int hw = shadowTexture.width() / 2; - int hh = shadowTexture.height() / 2; - QList textures; - textures.append( new GLTexture( shadowTexture.copy( 0, 0, hw, hh ))); - textures.append( new GLTexture( shadowTexture.copy( hw, 0, 1, hh ))); - textures.append( new GLTexture( shadowTexture.copy( hw, 0, hw, hh ))); - textures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, 1 ))); - textures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, 1 ))); - textures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, 1 ))); - textures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, hh ))); - textures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, hh ))); - textures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, hh ))); - mShadowTextures.append( textures ); - } + + mDefaultShadowQuadType = effects->newWindowQuadType(); // TODO: Unregister? + QImage shadowTexture( KGlobal::dirs()->findResource( "data", "kwin/shadow-texture.png" )); + int hw = shadowTexture.width() / 2; + int hh = shadowTexture.height() / 2; + mDefaultShadowTextures.clear(); + mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( 0, 0, hw, hh ))); + mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, 0, 1, hh ))); + mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, 0, hw, hh ))); + mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, 1 ))); + mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, 1 ))); + mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, 1 ))); + mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, hh ))); + mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, hh ))); + mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, hh ))); } #endif @@ -276,6 +273,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) { if( effects->compositingType() == XRenderCompositing ) return; // TODO: Disable quad-based shadows in XRender mode for the moment + bool shadowDefined = false; if( effects->hasDecorationShadows() ) { // TODO: shadowQuads() is allowed to return different quads for @@ -286,6 +284,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) { // Decorated windows must be normal windows foreach( const QRect &r, w->shadowQuads( ShadowBorderedActive )) { + shadowDefined = true; WindowQuad quad( mShadowQuadTypes.at( effects->shadowTextureList( ShadowBorderedActive )), id++ ); quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 0 ); quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 0 ); @@ -298,6 +297,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) { // No decoration on a normal window foreach( const QRect &r, w->shadowQuads( ShadowBorderlessActive )) { + shadowDefined = true; WindowQuad quad( mShadowQuadTypes.at( effects->shadowTextureList( ShadowBorderlessActive )), id++ ); quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 0 ); quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 0 ); @@ -310,6 +310,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) { // All other undecorated windows foreach( const QRect &r, w->shadowQuads( ShadowOther )) { + shadowDefined = true; WindowQuad quad( mShadowQuadTypes.at( effects->shadowTextureList( ShadowOther )), id++ ); quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 0 ); quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 0 ); @@ -319,7 +320,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) } } } - else + if( !shadowDefined ) { //TODO: add config option to not have shadows for menus, etc. // Make our own shadow as the decoration doesn't support it @@ -334,7 +335,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) y1 = shadowYOffset - shadowSize + 0 - fuzzy; x2 = shadowXOffset - shadowSize + 0 + fuzzy; y2 = shadowYOffset - shadowSize + 0 + fuzzy; - WindowQuad topLeftQuad( mShadowQuadTypes.at( 0 ), id++ ); + WindowQuad topLeftQuad( mDefaultShadowQuadType, id++ ); topLeftQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); topLeftQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); topLeftQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); @@ -345,7 +346,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) y1 = shadowYOffset - shadowSize + 0 - fuzzy; x2 = shadowXOffset - shadowSize + width - fuzzy; y2 = shadowYOffset - shadowSize + 0 + fuzzy; - WindowQuad topQuad( mShadowQuadTypes.at( 0 ), id++ ); + WindowQuad topQuad( mDefaultShadowQuadType, id++ ); topQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); topQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); topQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); @@ -356,7 +357,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) y1 = shadowYOffset - shadowSize + 0 - fuzzy; x2 = shadowXOffset - shadowSize + width + fuzzy; y2 = shadowYOffset - shadowSize + 0 + fuzzy; - WindowQuad topRightQuad( mShadowQuadTypes.at( 0 ), id++ ); + WindowQuad topRightQuad( mDefaultShadowQuadType, id++ ); topRightQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); topRightQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); topRightQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); @@ -367,7 +368,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) y1 = shadowYOffset - shadowSize + 0 + fuzzy; x2 = shadowXOffset - shadowSize + 0 + fuzzy; y2 = shadowYOffset - shadowSize + height - fuzzy; - WindowQuad leftQuad( mShadowQuadTypes.at( 0 ), id++ ); + WindowQuad leftQuad( mDefaultShadowQuadType, id++ ); leftQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); leftQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); leftQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); @@ -378,7 +379,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) y1 = shadowYOffset - shadowSize + 0 + fuzzy; x2 = shadowXOffset - shadowSize + width - fuzzy; y2 = shadowYOffset - shadowSize + height - fuzzy; - WindowQuad contentsQuad( mShadowQuadTypes.at( 0 ), id++ ); + WindowQuad contentsQuad( mDefaultShadowQuadType, id++ ); contentsQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); contentsQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); contentsQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); @@ -389,7 +390,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) y1 = shadowYOffset - shadowSize + 0 + fuzzy; x2 = shadowXOffset - shadowSize + width + fuzzy; y2 = shadowYOffset - shadowSize + height - fuzzy; - WindowQuad rightQuad( mShadowQuadTypes.at( 0 ), id++ ); + WindowQuad rightQuad( mDefaultShadowQuadType, id++ ); rightQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); rightQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); rightQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); @@ -400,7 +401,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) y1 = shadowYOffset - shadowSize + height - fuzzy; x2 = shadowXOffset - shadowSize + 0 + fuzzy; y2 = shadowYOffset - shadowSize + height + fuzzy; - WindowQuad bottomLeftQuad( mShadowQuadTypes.at( 0 ), id++ ); + WindowQuad bottomLeftQuad( mDefaultShadowQuadType, id++ ); bottomLeftQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); bottomLeftQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); bottomLeftQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); @@ -411,7 +412,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) y1 = shadowYOffset - shadowSize + height - fuzzy; x2 = shadowXOffset - shadowSize + width - fuzzy; y2 = shadowYOffset - shadowSize + height + fuzzy; - WindowQuad bottomQuad( mShadowQuadTypes.at( 0 ), id++ ); + WindowQuad bottomQuad( mDefaultShadowQuadType, id++ ); bottomQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); bottomQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); bottomQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); @@ -422,7 +423,7 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) y1 = shadowYOffset - shadowSize + height - fuzzy; x2 = shadowXOffset - shadowSize + width + fuzzy; y2 = shadowYOffset - shadowSize + height + fuzzy; - WindowQuad bottomRightQuad( mShadowQuadTypes.at( 0 ), id++ ); + WindowQuad bottomRightQuad( mDefaultShadowQuadType, id++ ); bottomRightQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); bottomRightQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); bottomRightQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); @@ -437,6 +438,10 @@ QRect ShadowEffect::transformWindowDamage( EffectWindow* w, const QRect& r ) { if( !useShadow( w )) return effects->transformWindowDamage( w, r ); + if( effects->hasDecorationShadows() ) + // TODO, HACK: We need to get the quads + // TODO: It looks like this isn't called on resize + return effects->transformWindowDamage( w, r.adjusted( -100, -100, 100, 100 )); QRect r2 = r | shadowRectangle( r ); return effects->transformWindowDamage( w, r2 ); } @@ -616,7 +621,7 @@ void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, c foreach( const WindowQuad &quad, data.quads ) { - if( !mShadowQuadTypes.contains( quad.type() )) + if( !mShadowQuadTypes.contains( quad.type() ) && quad.type() != mDefaultShadowQuadType ) continue; // Not a shadow quad glPushMatrix(); @@ -791,32 +796,33 @@ void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, c ); } } - else - { // Default shadow - float opacity = shadowOpacity; - if( intensifyActiveShadow && window == effects->activeWindow() ) - opacity = 1 - ( 1 - shadowOpacity ) * ( 1 - shadowOpacity ); + } + if( quad.type() == mDefaultShadowQuadType ) + { // Default shadow + float opacity = shadowOpacity; + if( intensifyActiveShadow && window == effects->activeWindow() ) + opacity = 1 - ( 1 - shadowOpacity ) * ( 1 - shadowOpacity ); - glColor4f( 1.0, 1.0, 1.0, 1.0 ); - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - prepareRenderStates( - mShadowTextures.at( texture ).at( quad.id() ), - data.opacity * opacity, - data.brightness, - data.saturation - ); - mShadowTextures.at( texture ).at( quad.id() )->bind(); - mShadowTextures.at( texture ).at( quad.id() )->enableNormalizedTexCoords(); - renderGLGeometry( region, 4, verts.data(), texcoords.data() ); - mShadowTextures.at( texture ).at( quad.id() )->disableNormalizedTexCoords(); - mShadowTextures.at( texture ).at( quad.id() )->unbind(); - restoreRenderStates( - mShadowTextures.at( texture ).at( quad.id() ), - data.opacity * opacity, - data.brightness, - data.saturation - ); - } + //glColor4f( shadowColor.redF(), shadowColor.greenF(), shadowColor.blueF(), 1.0 ); + glColor4f( 1.0, 1.0, 1.0, 1.0 ); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + prepareRenderStates( + mDefaultShadowTextures.at( quad.id() ), + data.opacity * opacity, + data.brightness, + data.saturation + ); + mDefaultShadowTextures.at( quad.id() )->bind(); + mDefaultShadowTextures.at( quad.id() )->enableNormalizedTexCoords(); + renderGLGeometry( region, 4, verts.data(), texcoords.data() ); + mDefaultShadowTextures.at( quad.id() )->disableNormalizedTexCoords(); + mDefaultShadowTextures.at( quad.id() )->unbind(); + restoreRenderStates( + mDefaultShadowTextures.at( quad.id() ), + data.opacity * opacity, + data.brightness, + data.saturation + ); } glPopMatrix(); diff --git a/effects/shadow.h b/effects/shadow.h index 3a59468356..6caabba1f6 100644 --- a/effects/shadow.h +++ b/effects/shadow.h @@ -80,12 +80,14 @@ class ShadowEffect QColor shadowColor; #ifdef KWIN_HAVE_OPENGL_COMPOSITING QList< QList > mShadowTextures; + QList mDefaultShadowTextures; #endif #ifdef KWIN_HAVE_XRENDER_COMPOSITING ShadowTiles *mShadowPics; #endif QList mShadowQuadTypes; + WindowQuadType mDefaultShadowQuadType; struct ShadowData {