Hotfix GL crossfading

Not correct crossfading
Purpose of the hotfix is to manipulate opacities of the "semi-crossfaded™"
pixmaps so that on a quick animation and sloppy check it looks somehow
believable (instead of bumping the window to full opacity)

REVIEW: 111888
This commit is contained in:
Thomas Lübking 2013-08-05 15:12:08 +02:00
parent 76f7ee6bff
commit fbac18a635

View file

@ -50,7 +50,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "screens.h"
#include "workspace.h"
#include <math.h>
#include <cmath>
#include <unistd.h>
#include <stddef.h>
@ -1357,26 +1357,33 @@ void SceneOpenGL2Window::setupLeafNodes(LeafNode *nodes, const WindowQuadList *q
getDecorationTextures(textures);
nodes[LeftRightLeaf].texture = textures[0];
nodes[LeftRightLeaf].opacity = data.opacity() * data.decorationOpacity();
nodes[LeftRightLeaf].opacity = data.opacity();
nodes[LeftRightLeaf].hasAlpha = true;
nodes[LeftRightLeaf].coordinateType = UnnormalizedCoordinates;
nodes[TopBottomLeaf].texture = textures[1];
nodes[TopBottomLeaf].opacity = data.opacity() * data.decorationOpacity();
nodes[TopBottomLeaf].opacity = data.opacity();
nodes[TopBottomLeaf].hasAlpha = true;
nodes[TopBottomLeaf].coordinateType = UnnormalizedCoordinates;
}
nodes[ContentLeaf].texture = s_frameTexture;
nodes[ContentLeaf].hasAlpha = !isOpaque();
nodes[ContentLeaf].opacity = data.opacity();
// TODO: ARGB crsoofading is atm. a hack, playing on opacities for two dumb SrcOver operations
// Should be a shader
if (data.crossFadeProgress() != 1.0 && (data.opacity() < 0.95 || toplevel->hasAlpha())) {
const float opacity = 1.0 - data.crossFadeProgress();
nodes[ContentLeaf].opacity = data.opacity() * (1 - pow(opacity, 1.0f + 2.0f * data.opacity()));
} else {
nodes[ContentLeaf].opacity = data.opacity();
}
nodes[ContentLeaf].coordinateType = UnnormalizedCoordinates;
if (data.crossFadeProgress() != 1.0) {
OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>();
nodes[PreviousContentLeaf].texture = previous ? previous->texture() : NULL;
nodes[PreviousContentLeaf].hasAlpha = !isOpaque();
nodes[PreviousContentLeaf].opacity = 1.0 - data.crossFadeProgress();
nodes[PreviousContentLeaf].opacity = data.opacity() * (1.0 - data.crossFadeProgress());
nodes[PreviousContentLeaf].coordinateType = NormalizedCoordinates;
}
}
@ -1607,7 +1614,14 @@ void SceneOpenGL1Window::performPaint(int mask, QRegion region, WindowPaintData
OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>();
const WindowQuadList contentQuads = data.quads.select(WindowQuadContents);
if (previous && data.crossFadeProgress() != 1.0) {
paintContent(s_frameTexture, region, mask, data.opacity(), data, contentQuads, false);
// TODO: ARGB crsoofading is atm. a hack, playing on opacities for two dumb SrcOver operations
// Will require a caching texture or sth. else 1.2 compliant
float opacity = data.opacity();
if (opacity < 0.95f || toplevel->hasAlpha()) {
opacity = 1 - data.crossFadeProgress();
opacity = data.opacity() * (1 - pow(opacity, 1.0f + 2.0f * data.opacity()));
}
paintContent(s_frameTexture, region, mask, opacity, data, contentQuads, false);
previous->texture()->setFilter(filter == Scene::ImageFilterGood ? GL_LINEAR : GL_NEAREST);
WindowQuadList oldContents;
const QRect &oldGeometry = previous->contentsRect();
@ -1628,7 +1642,8 @@ void SceneOpenGL1Window::performPaint(int mask, QRegion region, WindowPaintData
}
oldContents.append(newQuad);
}
paintContent(previous->texture(), region, mask, 1.0 - data.crossFadeProgress(), data, oldContents, true);
opacity = data.opacity() * (1.0 - data.crossFadeProgress());
paintContent(previous->texture(), region, mask, opacity, data, oldContents, true);
} else {
paintContent(s_frameTexture, region, mask, data.opacity(), data, contentQuads, false);
}