Correctly apply the shadow color when in OpenGL mode.

BUG: 180536

svn path=/trunk/KDE/kdebase/workspace/; revision=918987
This commit is contained in:
Lucas Murray 2009-01-31 09:01:32 +00:00
parent 1292a73314
commit cea8e1a286
2 changed files with 28 additions and 21 deletions

View file

@ -109,9 +109,22 @@ void ShadowEffect::reconfigure( ReconfigureFlags )
}
}
//-------------------------
// Create default textures
mDefaultShadowQuadType = effects->newWindowQuadType(); // TODO: Unregister?
QImage shadowImage( KGlobal::dirs()->findResource( "data", "kwin/shadow-texture.png" ));
QImage shadowImageSrc( KGlobal::dirs()->findResource( "data", "kwin/shadow-texture.png" ));
// Might as well process the shadow color here
QImage shadowImage( shadowImageSrc.width(), shadowImageSrc.height(), QImage::Format_ARGB32 );
QPainter painter( &shadowImage );
//painter.setCompositionMode( QPainter::CompositionMode_Multiply );
painter.setPen( Qt::NoPen );
painter.setBrush( shadowColor );
painter.drawRect( 0, 0, shadowImage.width(), shadowImage.height() );
painter.end();
shadowImage.setAlphaChannel( shadowImageSrc.alphaChannel() ); // Cheat, just use the alpha mask
int hw = shadowImage.width() / 2;
int hh = shadowImage.height() / 2;
mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( 0, 0, hw, hh )));
@ -611,12 +624,9 @@ void ShadowEffect::prepareRenderStates( GLTexture *texture, double opacity, doub
glActiveTexture(GL_TEXTURE0 );
}
else*/ if( opacity != 1.0 || brightness != 1.0 )
{
// the window is additionally configured to have its opacity adjusted,
// do it
float opacityByBrightness = opacity * brightness;
{ // The window is additionally configured to have its opacity adjusted
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity);
glColor4f( brightness, brightness, brightness, opacity );
}
#endif
}
@ -638,7 +648,7 @@ void ShadowEffect::restoreRenderStates( GLTexture *texture, double opacity, doub
glActiveTexture(GL_TEXTURE0);
}*/
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glColor4f( 0, 0, 0, 0 );
glColor4f( 0.0, 0.0, 0.0, 0.0 );
}
glPopAttrib(); // ENABLE_BIT
@ -646,15 +656,12 @@ void ShadowEffect::restoreRenderStates( GLTexture *texture, double opacity, doub
}
void ShadowEffect::drawShadowQuadOpenGL( GLTexture *texture, QVector<float> verts, QVector<float> texCoords,
QColor color, QRegion region, float opacity, float brightness, float saturation )
QRegion region, float opacity, float brightness, float saturation )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( color.isValid() )
glColor4f( color.redF(), color.greenF(), color.blueF(), 1.0 );
else
glColor4f( 1.0, 1.0, 1.0, 1.0 );
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
prepareRenderStates( texture, opacity, brightness, saturation );
glColor4f( 1.0, 1.0, 1.0, 1.0 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
prepareRenderStates( texture, opacity, brightness, saturation ); // Usually overrides the above
texture->bind();
texture->enableNormalizedTexCoords();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
@ -801,7 +808,7 @@ void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, c
{ // Decorated windows
// Active shadow
drawShadowQuadOpenGL( mShadowTextures.at( texture ).at( quad.id() ),
verts, texcoords, QColor(), region,
verts, texcoords, region,
data.opacity * window->shadowOpacity( ShadowBorderedActive ),
data.brightness * window->shadowBrightness( ShadowBorderedActive ),
data.saturation * window->shadowSaturation( ShadowBorderedActive ));
@ -809,7 +816,7 @@ void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, c
// Inactive shadow
texture = effects->shadowTextureList( ShadowBorderedInactive );
drawShadowQuadOpenGL( mShadowTextures.at( texture ).at( quad.id() ),
verts, texcoords, QColor(), region,
verts, texcoords, region,
data.opacity * window->shadowOpacity( ShadowBorderedInactive ),
data.brightness * window->shadowBrightness( ShadowBorderedInactive ),
data.saturation * window->shadowSaturation( ShadowBorderedInactive ));
@ -819,7 +826,7 @@ void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, c
if( effects->activeWindow() == window )
{
drawShadowQuadOpenGL( mShadowTextures.at( texture ).at( quad.id() ),
verts, texcoords, QColor(), region,
verts, texcoords, region,
data.opacity * window->shadowOpacity( ShadowBorderlessActive ),
data.brightness * window->shadowBrightness( ShadowBorderlessActive ),
data.saturation * window->shadowSaturation( ShadowBorderlessActive ));
@ -828,7 +835,7 @@ void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, c
{
texture = effects->shadowTextureList( ShadowBorderlessInactive );
drawShadowQuadOpenGL( mShadowTextures.at( texture ).at( quad.id() ),
verts, texcoords, QColor(), region,
verts, texcoords, region,
data.opacity * window->shadowOpacity( ShadowBorderlessInactive ),
data.brightness * window->shadowBrightness( ShadowBorderlessInactive ),
data.saturation * window->shadowSaturation( ShadowBorderlessInactive ));
@ -837,7 +844,7 @@ void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, c
else
{ // Other windows
drawShadowQuadOpenGL( mShadowTextures.at( texture ).at( quad.id() ),
verts, texcoords, QColor(), region,
verts, texcoords, region,
data.opacity * window->shadowOpacity( ShadowOther ),
data.brightness * window->shadowBrightness( ShadowOther ),
data.saturation * window->shadowSaturation( ShadowOther ));
@ -851,7 +858,7 @@ void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, c
opacity = 1 - ( 1 - shadowOpacity ) * ( 1 - shadowOpacity );
drawShadowQuadOpenGL( mDefaultShadowTextures.at( quad.id() ),
verts, texcoords, shadowColor, region,
verts, texcoords, region,
data.opacity * opacity,
data.brightness,
data.saturation );

View file

@ -54,7 +54,7 @@ class ShadowEffect
void restoreRenderStates( GLTexture *texture, double opacity, double brightness, double saturation );
void drawShadowQuadOpenGL( GLTexture *texture, QVector<float> verts, QVector<float> texCoords,
QColor color, QRegion region, float opacity, float brightness, float saturation );
QRegion region, float opacity, float brightness, float saturation );
void drawShadowQuadXRender( XRenderPicture *picture, QRect rect, float xScale, float yScale,
QColor color, float opacity, float brightness, float saturation );