/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Lubos Lunak You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #include "shadow.h" #include #include namespace KWin { KWIN_EFFECT( shadow, ShadowEffect ) ShadowEffect::ShadowEffect() { KConfigGroup conf = effects->effectConfig("Shadow"); shadowXOffset = conf.readEntry( "XOffset", 10 ); shadowYOffset = conf.readEntry( "YOffset", 10 ); shadowOpacity = (float)conf.readEntry( "Opacity", 0.2 ); shadowFuzzyness = conf.readEntry( "Fuzzyness", 10 ); } void ShadowEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* paint, QRegion* clip, int time ) { *mask |= PAINT_WINDOW_TRANSLUCENT; *paint |= ( QRegion( w->geometry()) & *paint ).translated( shadowXOffset, shadowYOffset ); effects->prePaintWindow( w, mask, paint, clip, time ); } void ShadowEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { if( !w->isDeleted() ) drawShadow( w, mask, region, data ); effects->paintWindow( w, mask, region, data ); } void ShadowEffect::postPaintWindow( EffectWindow* w ) { effects->postPaintWindow( w ); } QRect ShadowEffect::transformWindowDamage( EffectWindow* w, const QRect& r ) { QRect r2 = r | r.adjusted( shadowXOffset - shadowFuzzyness, shadowYOffset - shadowFuzzyness, shadowXOffset + shadowFuzzyness, shadowYOffset + shadowFuzzyness); return effects->transformWindowDamage( w, r2 ); } void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, WindowPaintData& data ) { if(( mask & PAINT_WINDOW_TRANSLUCENT ) == 0 ) return; glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glPushMatrix(); if( mask & PAINT_WINDOW_TRANSFORMED ) glTranslatef( data.xTranslate, data.yTranslate, 0 ); glTranslatef( window->x() + shadowXOffset, window->y() + shadowYOffset, 0 ); if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 )) glScalef( data.xScale, data.yScale, 1 ); int w = window->width(); int h = window->height(); int fuzzy = shadowFuzzyness; const float verts[ 5 * 4 * 2 ] = { // center piece (100% opacity) 0 + fuzzy, 0 + fuzzy, 0 + fuzzy, h - fuzzy, w - fuzzy, h - fuzzy, w - fuzzy, 0 + fuzzy, // left 0 - fuzzy, 0 - fuzzy, 0 - fuzzy, h + fuzzy, 0 + fuzzy, h - fuzzy, 0 + fuzzy, 0 + fuzzy, // top 0 - fuzzy, 0 - fuzzy, 0 + fuzzy, 0 + fuzzy, w - fuzzy, 0 + fuzzy, w + fuzzy, 0 - fuzzy, // right piece w - fuzzy, 0 + fuzzy, w - fuzzy, h - fuzzy, w + fuzzy, h + fuzzy, w + fuzzy, 0 - fuzzy, // bottom 0 + fuzzy, h - fuzzy, 0 - fuzzy, h + fuzzy, w + fuzzy, h + fuzzy, w - fuzzy, h - fuzzy, }; float opacity = shadowOpacity * data.opacity; const float colors[ 5 * 4 * 4 ] = { // center 0, 0, 0, opacity, 0, 0, 0, opacity, 0, 0, 0, opacity, 0, 0, 0, opacity, // left 0, 0, 0, 0 , 0, 0, 0, 0 , 0, 0, 0, opacity, 0, 0, 0, opacity, // top 0, 0, 0, 0 , 0, 0, 0, opacity, 0, 0, 0, opacity, 0, 0, 0, 0 , // right 0, 0, 0, opacity, 0, 0, 0, opacity, 0, 0, 0, 0 , 0, 0, 0, 0 , // bottom 0, 0, 0, opacity, 0, 0, 0, 0 , 0, 0, 0, 0 , 0, 0, 0, opacity, }; renderGLGeometry( mask, region, 5 * 4, verts, 0, colors ); glPopMatrix(); glPopAttrib(); } } // namespace