kwin/effects/shadow.cpp
Lucas Murray 1a97abea6d Implement and activate shadow effect settings relating to default shadow
overrides.

svn path=/trunk/KDE/kdebase/workspace/; revision=888722
2008-11-25 09:10:52 +00:00

1005 lines
48 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2008 Lucas Murray <lmurray@undefinedfire.com>
Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "shadow.h"
#include "shadow_helper.h"
#include <kwinglutils.h>
#include <kconfiggroup.h>
#include <kdebug.h>
#include <KStandardDirs>
#include <kcolorscheme.h>
#include <KGlobalSettings>
#include <cmath>
namespace KWin
{
KWIN_EFFECT( shadow, ShadowEffect )
ShadowEffect::ShadowEffect()
: shadowSize( 0 )
{
reconfigure( ReconfigureAll );
connect(KGlobalSettings::self(), SIGNAL(kdisplayPaletteChanged()),
this, SLOT(updateShadowColor()));
}
ShadowEffect::~ShadowEffect()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
for( int i = 0; i < mShadowTextures.size(); i++ )
for( int j = 0; j < mShadowTextures.at( i ).size(); j++ )
delete mShadowTextures.at( i ).at( j );
for( int i = 0; i < mDefaultShadowTextures.size(); i++ )
delete mDefaultShadowTextures.at( i );
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
for( int i = 0; i < mShadowPics.size(); i++ )
for( int j = 0; j < mShadowPics.at( i ).size(); j++ )
delete mShadowPics.at( i ).at( j );
for( int i = 0; i < mDefaultShadowPics.size(); i++ )
delete mDefaultShadowPics.at( i );
#endif
}
void ShadowEffect::reconfigure( ReconfigureFlags )
{
KConfigGroup conf = effects->effectConfig("Shadow");
shadowXOffset = conf.readEntry( "XOffset", 0 );
shadowYOffset = conf.readEntry( "YOffset", 3 );
shadowOpacity = conf.readEntry( "Opacity", 0.25 );
shadowFuzzyness = conf.readEntry( "Fuzzyness", 10 );
shadowSize = conf.readEntry( "Size", 5 );
intensifyActiveShadow = conf.readEntry( "IntensifyActiveShadow", true );
updateShadowColor();
forceDecorated = conf.readEntry( "forceDecoratedToDefault", false );
forceUndecorated = conf.readEntry( "forceUndecoratedToDefault", false );
forceOther = conf.readEntry( "forceOtherToDefault", false );
// Load decoration shadow related things
bool reconfiguring = false;
if( mShadowQuadTypes.count() )
reconfiguring = true;
mShadowQuadTypes.clear(); // Changed decoration? TODO: Unregister?
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
{
// Delete any other textures in memory
for( int i = 0; i < mShadowTextures.size(); i++ )
for( int j = 0; j < mShadowTextures.at( i ).size(); j++ )
delete mShadowTextures.at( i ).at( j );
mShadowTextures.clear();
for( int i = 0; i < mDefaultShadowTextures.size(); i++ )
delete mDefaultShadowTextures.at( i );
mDefaultShadowTextures.clear();
// Create decoration shadows
if( effects->hasDecorationShadows() )
{
QList< QList<QImage> > shadowImages = effects->shadowTextures();
for( int i = 0; i < shadowImages.size(); i++ )
{
mShadowQuadTypes.append( effects->newWindowQuadType() );
QList<GLTexture*> textures;
for( int j = 0; j < shadowImages.at( i ).size(); j++ )
textures.append( new GLTexture( shadowImages.at( i ).at( j )));
mShadowTextures.append( textures );
}
}
// Create default textures
mDefaultShadowQuadType = effects->newWindowQuadType(); // TODO: Unregister?
QImage shadowImage( KGlobal::dirs()->findResource( "data", "kwin/shadow-texture.png" ));
int hw = shadowImage.width() / 2;
int hh = shadowImage.height() / 2;
mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( 0, 0, hw, hh )));
mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, 0, 1, hh )));
mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, 0, hw, hh )));
mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( 0, hh, hw, 1 )));
mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, hh, 1, 1 )));
mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, hh, hw, 1 )));
mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( 0, hh, hw, hh )));
mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, hh, 1, hh )));
mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, hh, hw, hh )));
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
{
// Delete any other pictures in memory
for( int i = 0; i < mShadowPics.size(); i++ )
for( int j = 0; j < mShadowPics.at( i ).size(); j++ )
delete mShadowPics.at( i ).at( j );
mShadowPics.clear();
for( int i = 0; i < mDefaultShadowPics.size(); i++ )
delete mDefaultShadowPics.at( i );
mDefaultShadowPics.clear();
// Create decoration pictures
if( effects->hasDecorationShadows() )
{
QList< QList<QImage> > shadowImages = effects->shadowTextures();
for( int i = 0; i < shadowImages.size(); i++ )
{
mShadowQuadTypes.append( effects->newWindowQuadType() );
QList<XRenderPicture*> pictures;
for( int j = 0; j < shadowImages.at( i ).size(); j++ )
pictures.append( new XRenderPicture( QPixmap::fromImage( shadowImages.at( i ).at( j ))));
mShadowPics.append( pictures );
}
}
// Create default pictures
mDefaultShadowQuadType = effects->newWindowQuadType(); // TODO: Unregister?
QPixmap shadowPixmap( KGlobal::dirs()->findResource( "data", "kwin/shadow-texture.png" ));
shadowPixmap = shadowPixmap.scaled( QSize( shadowFuzzyness * 4, shadowFuzzyness * 4 ),
Qt::IgnoreAspectRatio, Qt::SmoothTransformation );
int hw = shadowPixmap.width() / 2;
int hh = shadowPixmap.height() / 2;
mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( 0, 0, hw, hh )));
mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, 0, 1, hh )));
mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, 0, hw, hh )));
mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( 0, hh, hw, 1 )));
mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, hh, 1, 1 )));
mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, hh, hw, 1 )));
mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( 0, hh, hw, hh )));
mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, hh, 1, hh )));
mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, hh, hw, hh )));
// Apply repeat attribute to all pictures
XRenderPictureAttributes pa;
pa.repeat = true;
for( int i = 0; i < mShadowPics.size(); i++ )
for( int j = 0; j < mShadowPics.at( i ).size(); j++ )
XRenderChangePicture( display(), *mShadowPics.at( i ).at( j ), CPRepeat, &pa );
for( int i = 0; i < mDefaultShadowPics.size(); i++ )
XRenderChangePicture( display(), *mDefaultShadowPics.at( i ), CPRepeat, &pa );
}
#endif
if( reconfiguring )
{ // Force rebuild of all quads to clear their caches
foreach( EffectWindow *w, effects->stackingOrder() )
w->buildQuads( true );
}
}
void ShadowEffect::updateShadowColor()
{
KConfigGroup conf = effects->effectConfig("Shadow");
shadowColor = conf.readEntry( "Color", schemeShadowColor() );
}
QRect ShadowEffect::shadowRectangle(const QRect& windowRectangle) const
{
int shadowGrow = shadowFuzzyness + shadowSize;
return windowRectangle.adjusted( shadowXOffset - shadowGrow, shadowYOffset - shadowGrow,
shadowXOffset + shadowGrow, shadowYOffset + shadowGrow);
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
static ScreenPaintData gScreenData;
#endif
void ShadowEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
shadowDatas.clear();
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if ((mask & PAINT_SCREEN_TRANSFORMED) &&
(effects->compositingType() == XRenderCompositing)) // TODO: copy constructor?
{
gScreenData.xTranslate = data.xTranslate;
gScreenData.yTranslate = data.yTranslate;
gScreenData.xScale = data.xScale;
gScreenData.yScale = data.yScale;
}
#endif
// Draw windows
effects->paintScreen( mask, region, data );
// Draw shadows
drawQueuedShadows( 0 );
}
void ShadowEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( useShadow( w ))
{
data.paint |= shadowRectangle( data.paint.boundingRect() );
}
effects->prePaintWindow( w, data, time );
}
void ShadowEffect::drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
// Whether the shadow drawing can be delayed or not.
bool optimize = !( mask & ( PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED |
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS | PAINT_WINDOW_TRANSLUCENT ));
if( !optimize )
{
// Transformed or translucent windows are drawn bottom-to-top, so
// first we need to draw all queued shadows.
drawQueuedShadows( w );
}
if( useShadow( w ))
{
if( !optimize )
{
// For translucent windows, shadow needs to be drawn before the
// window itself.
drawShadow( w, mask, region, data );
}
else
{
// For opaque windows, just schedule the shadow to be drawn later
ShadowData d(w, data);
d.clip = w->shape().translated( w->x(), w->y());
if( !shadowDatas.isEmpty())
d.clip |= shadowDatas.last().clip;
d.mask = mask;
foreach(const QRect &r, region.rects())
d.region |= shadowRectangle(r);
d.region &= region;
shadowDatas.append(d);
}
}
effects->drawWindow( w, mask, region, data );
}
void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList )
{
bool shadowDefined = false;
if( effects->hasDecorationShadows() )
{
// TODO: shadowQuads() is allowed to return different quads for
// active and inactive shadows. Is implementing it worth
// the performance drop?
int id = 0;
if( w->hasDecoration() && !forceDecorated )
{ // 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 );
quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 1 );
quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 1 );
quadList.append( quad );
}
}
else if( w->isNormalWindow() && !forceUndecorated )
{ // 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 );
quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 1 );
quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 1 );
quadList.append( quad );
}
}
else if( !forceOther )
{ // 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 );
quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 1 );
quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 1 );
quadList.append( quad );
}
}
}
if( !shadowDefined )
{
//TODO: add config option to not have shadows for menus, etc.
// Make our own shadow as the decoration doesn't support it
int fuzzy = shadowFuzzyness;
// Shadow's size must be a least 2*fuzzy in both directions (or the corners will be broken)
int width = qMax( fuzzy * 2, w->width() + 2 * shadowSize );
int height = qMax( fuzzy * 2, w->height() + 2 * shadowSize );
double x1, y1, x2, y2;
int id = 0;
// top-left
x1 = shadowXOffset - shadowSize + 0 - fuzzy;
y1 = shadowYOffset - shadowSize + 0 - fuzzy;
x2 = shadowXOffset - shadowSize + 0 + fuzzy;
y2 = shadowYOffset - shadowSize + 0 + fuzzy;
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 );
topLeftQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
quadList.append( topLeftQuad );
// top
x1 = shadowXOffset - shadowSize + 0 + fuzzy;
y1 = shadowYOffset - shadowSize + 0 - fuzzy;
x2 = shadowXOffset - shadowSize + width - fuzzy;
y2 = shadowYOffset - shadowSize + 0 + fuzzy;
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 );
topQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
quadList.append( topQuad );
// top-right
x1 = shadowXOffset - shadowSize + width - fuzzy;
y1 = shadowYOffset - shadowSize + 0 - fuzzy;
x2 = shadowXOffset - shadowSize + width + fuzzy;
y2 = shadowYOffset - shadowSize + 0 + fuzzy;
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 );
topRightQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
quadList.append( topRightQuad );
// left
x1 = shadowXOffset - shadowSize + 0 - fuzzy;
y1 = shadowYOffset - shadowSize + 0 + fuzzy;
x2 = shadowXOffset - shadowSize + 0 + fuzzy;
y2 = shadowYOffset - shadowSize + height - fuzzy;
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 );
leftQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
quadList.append( leftQuad );
// center
x1 = shadowXOffset - shadowSize + 0 + fuzzy;
y1 = shadowYOffset - shadowSize + 0 + fuzzy;
x2 = shadowXOffset - shadowSize + width - fuzzy;
y2 = shadowYOffset - shadowSize + height - fuzzy;
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 );
contentsQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
quadList.append( contentsQuad );
// right
x1 = shadowXOffset - shadowSize + width - fuzzy;
y1 = shadowYOffset - shadowSize + 0 + fuzzy;
x2 = shadowXOffset - shadowSize + width + fuzzy;
y2 = shadowYOffset - shadowSize + height - fuzzy;
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 );
rightQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
quadList.append( rightQuad );
// bottom-left
x1 = shadowXOffset - shadowSize + 0 - fuzzy;
y1 = shadowYOffset - shadowSize + height - fuzzy;
x2 = shadowXOffset - shadowSize + 0 + fuzzy;
y2 = shadowYOffset - shadowSize + height + fuzzy;
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 );
bottomLeftQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
quadList.append( bottomLeftQuad );
// bottom
x1 = shadowXOffset - shadowSize + 0 + fuzzy;
y1 = shadowYOffset - shadowSize + height - fuzzy;
x2 = shadowXOffset - shadowSize + width - fuzzy;
y2 = shadowYOffset - shadowSize + height + fuzzy;
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 );
bottomQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
quadList.append( bottomQuad );
// bottom-right
x1 = shadowXOffset - shadowSize + width - fuzzy;
y1 = shadowYOffset - shadowSize + height - fuzzy;
x2 = shadowXOffset - shadowSize + width + fuzzy;
y2 = shadowYOffset - shadowSize + height + fuzzy;
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 );
bottomRightQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
quadList.append( bottomRightQuad );
} // This is called for menus, tooltips, windows where the user has disabled borders and shaped windows
effects->buildQuads( w, quadList );
}
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 );
}
void ShadowEffect::windowClosed( EffectWindow* c )
{
effects->addRepaint( shadowRectangle( c->geometry() ));
}
bool ShadowEffect::useShadow( EffectWindow* w ) const
{
return !w->isDeleted() && !w->isDesktop() && !w->isDock()
// popups may have shadow even if shaped, their shape is almost rectangular
&& ( !w->hasOwnShape() || w->isDropdownMenu() || w->isPopupMenu() || w->isComboBox());
}
void ShadowEffect::addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2) const
{
verts << x1 << y1;
verts << x1 << y2;
verts << x2 << y2;
verts << x2 << y1;
}
void ShadowEffect::drawQueuedShadows( EffectWindow* behindWindow )
{
QList<ShadowData> newShadowDatas;
QList<ShadowData> thisTime;
EffectWindowList stack = effects->stackingOrder();
foreach( const ShadowData &d, shadowDatas )
{
// If behindWindow is given then only render shadows of the windows
// that are behind that window.
if( !behindWindow || stack.indexOf(d.w) < stack.indexOf(behindWindow))
thisTime.append(d);
else
newShadowDatas.append(d);
}
if( thisTime.count() )
{ // Render them in stacking order
foreach( EffectWindow *w, stack )
for( int i = 0; i < thisTime.size(); i++ )
{ // Cannot use foreach() due to thisTime.removeOne()
const ShadowData d = thisTime.at(i);
if( d.w == w )
{
drawShadow( d.w, d.mask,
d.region.subtracted( d.clip ), d.data );
thisTime.removeAt( i );
break;
}
}
}
// Render the rest on the top (For menus, etc.)
foreach( const ShadowData &d, thisTime )
drawShadow( d.w, d.mask, d.region.subtracted( d.clip ), d.data );
shadowDatas = newShadowDatas;
}
// Modified version of SceneOpenGL::Window::prepareRenderStates() from scene_opengl.cpp
void ShadowEffect::prepareRenderStates( GLTexture *texture, double opacity, double brightness, double saturation )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
// setup blending of transparent windows
glPushAttrib( GL_ENABLE_BIT );
/*if( saturation != 1.0 && texture->saturationSupported() )
{
// First we need to get the color from [0; 1] range to [0.5; 1] range
glActiveTexture( GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5 };
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant );
texture->bind();
// Then we take dot product of the result of previous pass and
// saturation_constant. This gives us completely unsaturated
// (greyscale) image
// Note that both operands have to be in range [0.5; 1] since opengl
// automatically substracts 0.5 from them
glActiveTexture( GL_TEXTURE1 );
float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, saturation };
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
texture->bind();
// Finally we need to interpolate between the original image and the
// greyscale image to get wanted level of saturation
glActiveTexture( GL_TEXTURE2 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
// Also replace alpha by primary color's alpha here
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
// And make primary color contain the wanted opacity
glColor4f( opacity, opacity, opacity, opacity );
texture->bind();
if( brightness != 1.0 )
{
glActiveTexture( GL_TEXTURE3 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
// The color has to be multiplied by both opacity and brightness
float opacityByBrightness = opacity * brightness;
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
texture->bind();
}
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;
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity);
}
#endif
}
// Modified version of SceneOpenGL::Window::restoreRenderStates() from scene_opengl.cpp
void ShadowEffect::restoreRenderStates( GLTexture *texture, double opacity, double brightness, double saturation )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0 )
{
/*if( saturation != 1.0 && texture->saturationSupported())
{
glActiveTexture(GL_TEXTURE3);
glDisable( texture->target() );
glActiveTexture(GL_TEXTURE2);
glDisable( texture->target() );
glActiveTexture(GL_TEXTURE1);
glDisable( texture->target() );
glActiveTexture(GL_TEXTURE0);
}*/
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glColor4f( 0, 0, 0, 0 );
}
glPopAttrib(); // ENABLE_BIT
#endif
}
void ShadowEffect::drawShadowQuadXRender( XRenderPicture *picture, QRect rect, float xScale, float yScale,
QColor color, float opacity, float brightness, float saturation )
{
XRenderColor xc;
if( color.isValid() )
xc = preMultiply( color, opacity );
else
xc = preMultiply( QColor( 255, 255, 255 ), opacity );
XRenderPicture fill = xRenderFill( &xc );
// Scale if required
if( xScale != 1.0 || yScale != 1.0 )
{
XTransform xform = {{
{ XDoubleToFixed( 1.0 / xScale ), XDoubleToFixed( 0.0 ), XDoubleToFixed( 0.0 ) },
{ XDoubleToFixed( 0.0 ), XDoubleToFixed( 1.0 / yScale ), XDoubleToFixed( 0.0 ) },
{ XDoubleToFixed( 0.0 ), XDoubleToFixed( 0.0 ), XDoubleToFixed( 1.0 ) }
}};
XRenderSetPictureTransform( display(), *picture, &xform );
}
// Render it
// TODO: This always uses the fast filter, detect when to use smooth instead
if( color.isValid() )
XRenderComposite( display(), PictOpOver, fill, *picture, effects->xrenderBufferPicture(), 0, 0, 0, 0,
rect.x(), rect.y(), rect.width(), rect.height() );
else
XRenderComposite( display(), PictOpOver, *picture, fill, effects->xrenderBufferPicture(), 0, 0, 0, 0,
rect.x(), rect.y(), rect.width(), rect.height() );
// Return to scale to 1.0
if( xScale != 1.0 || yScale != 1.0 )
{
XTransform xform = {{
{ XDoubleToFixed( 1.0 ), XDoubleToFixed( 0.0 ), XDoubleToFixed( 0.0 ) },
{ XDoubleToFixed( 0.0 ), XDoubleToFixed( 1.0 ), XDoubleToFixed( 0.0 ) },
{ XDoubleToFixed( 0.0 ), XDoubleToFixed( 0.0 ), XDoubleToFixed( 1.0 ) }
}};
XRenderSetPictureTransform( display(), *picture, &xform );
}
}
void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, const WindowPaintData& data )
{
// Don't allow windows to cast shadows on other displays
QRegion clipperGeom;
for( int screen = 0; screen < effects->numScreens(); screen++ )
{
QRect screenGeom = effects->clientArea( ScreenArea, screen, 0 );
if( !( window->geometry() & screenGeom ).isNull() )
clipperGeom |= screenGeom;
}
PaintClipper pc( clipperGeom );
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
{
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
foreach( const WindowQuad &quad, data.quads )
{
if( !mShadowQuadTypes.contains( quad.type() ) && quad.type() != mDefaultShadowQuadType )
continue; // Not a shadow quad
glPushMatrix();
// Use the window's top-left as the origin
glTranslatef( window->x(), window->y(), 0 );
if( mask & PAINT_WINDOW_TRANSFORMED )
glTranslatef( data.xTranslate, data.yTranslate, data.zTranslate );
if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 ))
glScalef( data.xScale, data.yScale, data.zScale );
if(( mask & PAINT_WINDOW_TRANSFORMED ) && data.rotation )
{
glTranslatef( data.rotation->xRotationPoint,
data.rotation->yRotationPoint,
data.rotation->zRotationPoint );
float xAxis = 0.0;
float yAxis = 0.0;
float zAxis = 0.0;
switch( data.rotation->axis )
{
case RotationData::XAxis:
xAxis = 1.0;
break;
case RotationData::YAxis:
yAxis = 1.0;
break;
case RotationData::ZAxis:
zAxis = 1.0;
break;
}
glRotatef( data.rotation->angle, xAxis, yAxis, zAxis );
glTranslatef( -data.rotation->xRotationPoint,
-data.rotation->yRotationPoint,
-data.rotation->zRotationPoint );
}
// Create our polygon
QVector<float> verts, texcoords;
verts.reserve(8);
texcoords.reserve(8);
verts << quad[0].x() << quad[0].y();
verts << quad[1].x() << quad[1].y();
verts << quad[2].x() << quad[2].y();
verts << quad[3].x() << quad[3].y();
texcoords << quad[3].textureX() << quad[3].textureY();
texcoords << quad[2].textureX() << quad[2].textureY();
texcoords << quad[1].textureX() << quad[1].textureY();
texcoords << quad[0].textureX() << quad[0].textureY();
// Work out which texture to use
int texture = mShadowQuadTypes.indexOf( quad.type() );
if( texture != -1 && texture < mShadowTextures.size() ) // TODO: Needed?
{
// Render it!
// Cheat a little, assume the active and inactive shadows have identical quads
if( effects->hasDecorationShadows() )
{
if( window->hasDecoration() &&
effects->shadowTextureList( ShadowBorderedActive ) == texture )
{ // Decorated windows
// Active shadow
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 * window->shadowOpacity( ShadowBorderedActive ),
data.brightness * window->shadowBrightness( ShadowBorderedActive ),
data.saturation * window->shadowSaturation( ShadowBorderedActive )
);
mShadowTextures.at( texture ).at( quad.id() )->bind();
mShadowTextures.at( texture ).at( quad.id() )->enableNormalizedTexCoords();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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 * window->shadowOpacity( ShadowBorderedActive ),
data.brightness * window->shadowBrightness( ShadowBorderedActive ),
data.saturation * window->shadowSaturation( ShadowBorderedActive )
);
// Inactive shadow
texture = effects->shadowTextureList( ShadowBorderedInactive );
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 * window->shadowOpacity( ShadowBorderedInactive ),
data.brightness * window->shadowBrightness( ShadowBorderedInactive ),
data.saturation * window->shadowSaturation( ShadowBorderedInactive )
);
mShadowTextures.at( texture ).at( quad.id() )->bind();
mShadowTextures.at( texture ).at( quad.id() )->enableNormalizedTexCoords();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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 * window->shadowOpacity( ShadowBorderedInactive ),
data.brightness * window->shadowBrightness( ShadowBorderedInactive ),
data.saturation * window->shadowSaturation( ShadowBorderedInactive )
);
}
else if( effects->shadowTextureList( ShadowBorderlessActive ) == texture )
{ // Decoration-less normal windows
glColor4f( 1.0, 1.0, 1.0, 1.0 );
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if( effects->activeWindow() == window )
{
prepareRenderStates(
mShadowTextures.at( texture ).at( quad.id() ),
data.opacity * window->shadowOpacity( ShadowBorderlessActive ),
data.brightness * window->shadowBrightness( ShadowBorderlessActive ),
data.saturation * window->shadowSaturation( ShadowBorderlessActive )
);
}
else
{
texture = effects->shadowTextureList( ShadowBorderlessInactive );
prepareRenderStates(
mShadowTextures.at( texture ).at( quad.id() ),
data.opacity * window->shadowOpacity( ShadowBorderlessInactive ),
data.brightness * window->shadowBrightness( ShadowBorderlessInactive ),
data.saturation * window->shadowSaturation( ShadowBorderlessInactive )
);
}
mShadowTextures.at( texture ).at( quad.id() )->bind();
mShadowTextures.at( texture ).at( quad.id() )->enableNormalizedTexCoords();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
renderGLGeometry( region, 4, verts.data(), texcoords.data() );
mShadowTextures.at( texture ).at( quad.id() )->disableNormalizedTexCoords();
mShadowTextures.at( texture ).at( quad.id() )->unbind();
if( effects->activeWindow() == window )
{
restoreRenderStates(
mShadowTextures.at( texture ).at( quad.id() ),
data.opacity * window->shadowOpacity( ShadowBorderlessActive ),
data.brightness * window->shadowBrightness( ShadowBorderlessActive ),
data.saturation * window->shadowSaturation( ShadowBorderlessActive )
);
}
else
{
restoreRenderStates(
mShadowTextures.at( texture ).at( quad.id() ),
data.opacity * window->shadowOpacity( ShadowBorderlessInactive ),
data.brightness * window->shadowBrightness( ShadowBorderlessInactive ),
data.saturation * window->shadowSaturation( ShadowBorderlessInactive )
);
}
}
else
{ // Other windows
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 * window->shadowOpacity( ShadowOther ),
data.brightness * window->shadowBrightness( ShadowOther ),
data.saturation * window->shadowSaturation( ShadowOther )
);
mShadowTextures.at( texture ).at( quad.id() )->bind();
mShadowTextures.at( texture ).at( quad.id() )->enableNormalizedTexCoords();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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 * window->shadowOpacity( ShadowOther ),
data.brightness * window->shadowBrightness( ShadowOther ),
data.saturation * window->shadowSaturation( ShadowOther )
);
}
}
}
if( quad.type() == mDefaultShadowQuadType )
{ // Default shadow
float opacity = shadowOpacity;
if( intensifyActiveShadow && window == effects->activeWindow() )
opacity = 1 - ( 1 - shadowOpacity ) * ( 1 - shadowOpacity );
glColor4f( shadowColor.redF(), shadowColor.greenF(), shadowColor.blueF(), opacity * data.opacity );
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();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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();
}
glPopAttrib();
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
{
XRenderSetPictureClipRegion( display(), effects->xrenderBufferPicture(), region.handle() );
foreach( const WindowQuad &quad, data.quads )
{
if( !mShadowQuadTypes.contains( quad.type() ) && quad.type() != mDefaultShadowQuadType )
continue; // Not a shadow quad
// Determine transformed quad position
QRect windowRect = window->geometry();
float xScale = 1.0;
float yScale = 1.0;
float xTranslate = 0.0;
float yTranslate = 0.0;
if( mask & PAINT_SCREEN_TRANSFORMED)
{
xScale = gScreenData.xScale;
yScale = gScreenData.yScale;
xTranslate += ( xScale - 1.0 ) * windowRect.x() + gScreenData.xTranslate;
yTranslate += ( yScale - 1.0 ) * windowRect.y() + gScreenData.yTranslate;
}
if( mask & PAINT_WINDOW_TRANSFORMED)
{
xTranslate += xScale * data.xTranslate;
yTranslate += yScale * data.yTranslate;
xScale *= data.xScale;
yScale *= data.yScale;
}
QRect quadRect(
window->x() + quad[0].x() * xScale + xTranslate,
window->y() + quad[0].y() * yScale + yTranslate,
( quad[2].x() - quad[0].x() ) * xScale,
( quad[2].y() - quad[0].y() ) * yScale );
// Work out which texture to use
int texture = mShadowQuadTypes.indexOf( quad.type() );
if( texture != -1 )
{
// Render it!
// Cheat a little, assume the active and inactive shadows have identical quads
if( effects->hasDecorationShadows() )
{
if( window->hasDecoration() &&
effects->shadowTextureList( ShadowBorderedActive ) == texture )
{ // Decorated windows
// Active shadow
drawShadowQuadXRender( mShadowPics.at( texture ).at( quad.id() ), quadRect,
xScale, yScale, QColor(),
data.opacity * window->shadowOpacity( ShadowBorderedActive ),
data.brightness * window->shadowBrightness( ShadowBorderedActive ),
data.saturation * window->shadowSaturation( ShadowBorderedActive ));
// Inactive shadow
texture = effects->shadowTextureList( ShadowBorderedInactive );
drawShadowQuadXRender( mShadowPics.at( texture ).at( quad.id() ), quadRect,
xScale, yScale, QColor(),
data.opacity * window->shadowOpacity( ShadowBorderedInactive ),
data.brightness * window->shadowBrightness( ShadowBorderedInactive ),
data.saturation * window->shadowSaturation( ShadowBorderedInactive ));
}
else if( effects->shadowTextureList( ShadowBorderlessActive ) == texture )
{ // Decoration-less normal windows
if( effects->activeWindow() == window )
{ // Active shadow
drawShadowQuadXRender( mShadowPics.at( texture ).at( quad.id() ), quadRect,
xScale, yScale, QColor(),
data.opacity * window->shadowOpacity( ShadowBorderlessActive ),
data.brightness * window->shadowBrightness( ShadowBorderlessActive ),
data.saturation * window->shadowSaturation( ShadowBorderlessActive ));
}
else
{ // Inactive shadow
texture = effects->shadowTextureList( ShadowBorderedInactive );
drawShadowQuadXRender( mShadowPics.at( texture ).at( quad.id() ), quadRect,
xScale, yScale, QColor(),
data.opacity * window->shadowOpacity( ShadowBorderlessInactive ),
data.brightness * window->shadowBrightness( ShadowBorderlessInactive ),
data.saturation * window->shadowSaturation( ShadowBorderlessInactive ));
}
}
else
{ // Other windows
drawShadowQuadXRender( mShadowPics.at( texture ).at( quad.id() ), quadRect,
xScale, yScale, QColor(),
data.opacity * window->shadowOpacity( ShadowOther ),
data.brightness * window->shadowBrightness( ShadowOther ),
data.saturation * window->shadowSaturation( ShadowOther ));
}
}
}
if( quad.type() == mDefaultShadowQuadType )
{ // Default shadow
float opacity = shadowOpacity;
if( intensifyActiveShadow && window == effects->activeWindow() )
opacity = 1 - ( 1 - shadowOpacity ) * ( 1 - shadowOpacity );
drawShadowQuadXRender( mDefaultShadowPics.at( quad.id() ), quadRect, xScale, yScale,
shadowColor, opacity * data.opacity, data.brightness, data.saturation );
}
}
}
#endif
}
} // namespace
#include "shadow.h"