1a97abea6d
overrides. svn path=/trunk/KDE/kdebase/workspace/; revision=888722
1005 lines
48 KiB
C++
1005 lines
48 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2008 Lucas Murray <lmurray@undefinedfire.com>
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Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "shadow.h"
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#include "shadow_helper.h"
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#include <kwinglutils.h>
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#include <kconfiggroup.h>
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#include <kdebug.h>
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#include <KStandardDirs>
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#include <kcolorscheme.h>
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#include <KGlobalSettings>
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#include <cmath>
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namespace KWin
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{
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KWIN_EFFECT( shadow, ShadowEffect )
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ShadowEffect::ShadowEffect()
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: shadowSize( 0 )
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{
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reconfigure( ReconfigureAll );
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connect(KGlobalSettings::self(), SIGNAL(kdisplayPaletteChanged()),
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this, SLOT(updateShadowColor()));
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}
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ShadowEffect::~ShadowEffect()
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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for( int i = 0; i < mShadowTextures.size(); i++ )
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for( int j = 0; j < mShadowTextures.at( i ).size(); j++ )
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delete mShadowTextures.at( i ).at( j );
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for( int i = 0; i < mDefaultShadowTextures.size(); i++ )
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delete mDefaultShadowTextures.at( i );
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#endif
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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for( int i = 0; i < mShadowPics.size(); i++ )
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for( int j = 0; j < mShadowPics.at( i ).size(); j++ )
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delete mShadowPics.at( i ).at( j );
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for( int i = 0; i < mDefaultShadowPics.size(); i++ )
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delete mDefaultShadowPics.at( i );
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#endif
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}
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void ShadowEffect::reconfigure( ReconfigureFlags )
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{
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KConfigGroup conf = effects->effectConfig("Shadow");
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shadowXOffset = conf.readEntry( "XOffset", 0 );
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shadowYOffset = conf.readEntry( "YOffset", 3 );
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shadowOpacity = conf.readEntry( "Opacity", 0.25 );
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shadowFuzzyness = conf.readEntry( "Fuzzyness", 10 );
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shadowSize = conf.readEntry( "Size", 5 );
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intensifyActiveShadow = conf.readEntry( "IntensifyActiveShadow", true );
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updateShadowColor();
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forceDecorated = conf.readEntry( "forceDecoratedToDefault", false );
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forceUndecorated = conf.readEntry( "forceUndecoratedToDefault", false );
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forceOther = conf.readEntry( "forceOtherToDefault", false );
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// Load decoration shadow related things
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bool reconfiguring = false;
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if( mShadowQuadTypes.count() )
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reconfiguring = true;
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mShadowQuadTypes.clear(); // Changed decoration? TODO: Unregister?
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if( effects->compositingType() == OpenGLCompositing )
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{
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// Delete any other textures in memory
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for( int i = 0; i < mShadowTextures.size(); i++ )
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for( int j = 0; j < mShadowTextures.at( i ).size(); j++ )
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delete mShadowTextures.at( i ).at( j );
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mShadowTextures.clear();
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for( int i = 0; i < mDefaultShadowTextures.size(); i++ )
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delete mDefaultShadowTextures.at( i );
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mDefaultShadowTextures.clear();
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// Create decoration shadows
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if( effects->hasDecorationShadows() )
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{
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QList< QList<QImage> > shadowImages = effects->shadowTextures();
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for( int i = 0; i < shadowImages.size(); i++ )
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{
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mShadowQuadTypes.append( effects->newWindowQuadType() );
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QList<GLTexture*> textures;
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for( int j = 0; j < shadowImages.at( i ).size(); j++ )
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textures.append( new GLTexture( shadowImages.at( i ).at( j )));
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mShadowTextures.append( textures );
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}
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}
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// Create default textures
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mDefaultShadowQuadType = effects->newWindowQuadType(); // TODO: Unregister?
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QImage shadowImage( KGlobal::dirs()->findResource( "data", "kwin/shadow-texture.png" ));
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int hw = shadowImage.width() / 2;
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int hh = shadowImage.height() / 2;
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mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( 0, 0, hw, hh )));
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mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, 0, 1, hh )));
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mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, 0, hw, hh )));
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mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( 0, hh, hw, 1 )));
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mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, hh, 1, 1 )));
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mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, hh, hw, 1 )));
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mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( 0, hh, hw, hh )));
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mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, hh, 1, hh )));
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mDefaultShadowTextures.append( new GLTexture( shadowImage.copy( hw, hh, hw, hh )));
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}
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#endif
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if( effects->compositingType() == XRenderCompositing )
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{
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// Delete any other pictures in memory
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for( int i = 0; i < mShadowPics.size(); i++ )
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for( int j = 0; j < mShadowPics.at( i ).size(); j++ )
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delete mShadowPics.at( i ).at( j );
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mShadowPics.clear();
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for( int i = 0; i < mDefaultShadowPics.size(); i++ )
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delete mDefaultShadowPics.at( i );
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mDefaultShadowPics.clear();
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// Create decoration pictures
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if( effects->hasDecorationShadows() )
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{
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QList< QList<QImage> > shadowImages = effects->shadowTextures();
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for( int i = 0; i < shadowImages.size(); i++ )
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{
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mShadowQuadTypes.append( effects->newWindowQuadType() );
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QList<XRenderPicture*> pictures;
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for( int j = 0; j < shadowImages.at( i ).size(); j++ )
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pictures.append( new XRenderPicture( QPixmap::fromImage( shadowImages.at( i ).at( j ))));
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mShadowPics.append( pictures );
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}
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}
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// Create default pictures
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mDefaultShadowQuadType = effects->newWindowQuadType(); // TODO: Unregister?
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QPixmap shadowPixmap( KGlobal::dirs()->findResource( "data", "kwin/shadow-texture.png" ));
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shadowPixmap = shadowPixmap.scaled( QSize( shadowFuzzyness * 4, shadowFuzzyness * 4 ),
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Qt::IgnoreAspectRatio, Qt::SmoothTransformation );
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int hw = shadowPixmap.width() / 2;
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int hh = shadowPixmap.height() / 2;
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mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( 0, 0, hw, hh )));
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mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, 0, 1, hh )));
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mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, 0, hw, hh )));
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mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( 0, hh, hw, 1 )));
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mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, hh, 1, 1 )));
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mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, hh, hw, 1 )));
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mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( 0, hh, hw, hh )));
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mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, hh, 1, hh )));
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mDefaultShadowPics.append( new XRenderPicture( shadowPixmap.copy( hw, hh, hw, hh )));
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// Apply repeat attribute to all pictures
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XRenderPictureAttributes pa;
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pa.repeat = true;
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for( int i = 0; i < mShadowPics.size(); i++ )
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for( int j = 0; j < mShadowPics.at( i ).size(); j++ )
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XRenderChangePicture( display(), *mShadowPics.at( i ).at( j ), CPRepeat, &pa );
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for( int i = 0; i < mDefaultShadowPics.size(); i++ )
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XRenderChangePicture( display(), *mDefaultShadowPics.at( i ), CPRepeat, &pa );
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}
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#endif
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if( reconfiguring )
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{ // Force rebuild of all quads to clear their caches
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foreach( EffectWindow *w, effects->stackingOrder() )
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w->buildQuads( true );
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}
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}
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void ShadowEffect::updateShadowColor()
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{
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KConfigGroup conf = effects->effectConfig("Shadow");
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shadowColor = conf.readEntry( "Color", schemeShadowColor() );
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}
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QRect ShadowEffect::shadowRectangle(const QRect& windowRectangle) const
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{
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int shadowGrow = shadowFuzzyness + shadowSize;
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return windowRectangle.adjusted( shadowXOffset - shadowGrow, shadowYOffset - shadowGrow,
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shadowXOffset + shadowGrow, shadowYOffset + shadowGrow);
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}
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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static ScreenPaintData gScreenData;
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#endif
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void ShadowEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
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{
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shadowDatas.clear();
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if ((mask & PAINT_SCREEN_TRANSFORMED) &&
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(effects->compositingType() == XRenderCompositing)) // TODO: copy constructor?
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{
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gScreenData.xTranslate = data.xTranslate;
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gScreenData.yTranslate = data.yTranslate;
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gScreenData.xScale = data.xScale;
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gScreenData.yScale = data.yScale;
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}
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#endif
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// Draw windows
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effects->paintScreen( mask, region, data );
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// Draw shadows
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drawQueuedShadows( 0 );
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}
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void ShadowEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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if( useShadow( w ))
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{
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data.paint |= shadowRectangle( data.paint.boundingRect() );
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}
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effects->prePaintWindow( w, data, time );
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}
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void ShadowEffect::drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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// Whether the shadow drawing can be delayed or not.
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bool optimize = !( mask & ( PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED |
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS | PAINT_WINDOW_TRANSLUCENT ));
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if( !optimize )
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{
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// Transformed or translucent windows are drawn bottom-to-top, so
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// first we need to draw all queued shadows.
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drawQueuedShadows( w );
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}
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if( useShadow( w ))
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{
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if( !optimize )
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{
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// For translucent windows, shadow needs to be drawn before the
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// window itself.
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drawShadow( w, mask, region, data );
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}
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else
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{
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// For opaque windows, just schedule the shadow to be drawn later
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ShadowData d(w, data);
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d.clip = w->shape().translated( w->x(), w->y());
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if( !shadowDatas.isEmpty())
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d.clip |= shadowDatas.last().clip;
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d.mask = mask;
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foreach(const QRect &r, region.rects())
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d.region |= shadowRectangle(r);
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d.region &= region;
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shadowDatas.append(d);
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}
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}
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effects->drawWindow( w, mask, region, data );
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}
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void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList )
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{
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bool shadowDefined = false;
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if( effects->hasDecorationShadows() )
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{
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// TODO: shadowQuads() is allowed to return different quads for
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// active and inactive shadows. Is implementing it worth
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// the performance drop?
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int id = 0;
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if( w->hasDecoration() && !forceDecorated )
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{ // Decorated windows must be normal windows
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foreach( const QRect &r, w->shadowQuads( ShadowBorderedActive ))
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{
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shadowDefined = true;
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WindowQuad quad( mShadowQuadTypes.at( effects->shadowTextureList( ShadowBorderedActive )), id++ );
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quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 0 );
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quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 0 );
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quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 1 );
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quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 1 );
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quadList.append( quad );
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}
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}
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else if( w->isNormalWindow() && !forceUndecorated )
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{ // No decoration on a normal window
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foreach( const QRect &r, w->shadowQuads( ShadowBorderlessActive ))
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{
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shadowDefined = true;
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WindowQuad quad( mShadowQuadTypes.at( effects->shadowTextureList( ShadowBorderlessActive )), id++ );
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quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 0 );
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quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 0 );
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quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 1 );
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quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 1 );
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quadList.append( quad );
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}
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}
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else if( !forceOther )
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{ // All other undecorated windows
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foreach( const QRect &r, w->shadowQuads( ShadowOther ))
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{
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shadowDefined = true;
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WindowQuad quad( mShadowQuadTypes.at( effects->shadowTextureList( ShadowOther )), id++ );
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quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 0 );
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quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 0 );
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quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 1 );
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quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 1 );
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quadList.append( quad );
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}
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}
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}
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if( !shadowDefined )
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{
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//TODO: add config option to not have shadows for menus, etc.
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// Make our own shadow as the decoration doesn't support it
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int fuzzy = shadowFuzzyness;
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// Shadow's size must be a least 2*fuzzy in both directions (or the corners will be broken)
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int width = qMax( fuzzy * 2, w->width() + 2 * shadowSize );
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int height = qMax( fuzzy * 2, w->height() + 2 * shadowSize );
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double x1, y1, x2, y2;
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int id = 0;
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// top-left
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x1 = shadowXOffset - shadowSize + 0 - fuzzy;
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y1 = shadowYOffset - shadowSize + 0 - fuzzy;
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x2 = shadowXOffset - shadowSize + 0 + fuzzy;
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y2 = shadowYOffset - shadowSize + 0 + fuzzy;
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WindowQuad topLeftQuad( mDefaultShadowQuadType, id++ );
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topLeftQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 );
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topLeftQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 );
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topLeftQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 );
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topLeftQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
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quadList.append( topLeftQuad );
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// top
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x1 = shadowXOffset - shadowSize + 0 + fuzzy;
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y1 = shadowYOffset - shadowSize + 0 - fuzzy;
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x2 = shadowXOffset - shadowSize + width - fuzzy;
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y2 = shadowYOffset - shadowSize + 0 + fuzzy;
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WindowQuad topQuad( mDefaultShadowQuadType, id++ );
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topQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 );
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topQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 );
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topQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 );
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topQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
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quadList.append( topQuad );
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// top-right
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x1 = shadowXOffset - shadowSize + width - fuzzy;
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y1 = shadowYOffset - shadowSize + 0 - fuzzy;
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x2 = shadowXOffset - shadowSize + width + fuzzy;
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y2 = shadowYOffset - shadowSize + 0 + fuzzy;
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WindowQuad topRightQuad( mDefaultShadowQuadType, id++ );
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topRightQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 );
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topRightQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 );
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topRightQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 );
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topRightQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
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quadList.append( topRightQuad );
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// left
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x1 = shadowXOffset - shadowSize + 0 - fuzzy;
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y1 = shadowYOffset - shadowSize + 0 + fuzzy;
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x2 = shadowXOffset - shadowSize + 0 + fuzzy;
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y2 = shadowYOffset - shadowSize + height - fuzzy;
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WindowQuad leftQuad( mDefaultShadowQuadType, id++ );
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leftQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 );
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leftQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 );
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leftQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 );
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leftQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
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quadList.append( leftQuad );
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// center
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x1 = shadowXOffset - shadowSize + 0 + fuzzy;
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y1 = shadowYOffset - shadowSize + 0 + fuzzy;
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x2 = shadowXOffset - shadowSize + width - fuzzy;
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y2 = shadowYOffset - shadowSize + height - fuzzy;
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WindowQuad contentsQuad( mDefaultShadowQuadType, id++ );
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contentsQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 );
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contentsQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 );
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contentsQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 );
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contentsQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
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quadList.append( contentsQuad );
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// right
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x1 = shadowXOffset - shadowSize + width - fuzzy;
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y1 = shadowYOffset - shadowSize + 0 + fuzzy;
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x2 = shadowXOffset - shadowSize + width + fuzzy;
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y2 = shadowYOffset - shadowSize + height - fuzzy;
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WindowQuad rightQuad( mDefaultShadowQuadType, id++ );
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rightQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 );
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rightQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 );
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rightQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 );
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rightQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
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quadList.append( rightQuad );
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// bottom-left
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x1 = shadowXOffset - shadowSize + 0 - fuzzy;
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y1 = shadowYOffset - shadowSize + height - fuzzy;
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x2 = shadowXOffset - shadowSize + 0 + fuzzy;
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y2 = shadowYOffset - shadowSize + height + fuzzy;
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WindowQuad bottomLeftQuad( mDefaultShadowQuadType, id++ );
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bottomLeftQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 );
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bottomLeftQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 );
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bottomLeftQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 );
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bottomLeftQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 );
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quadList.append( bottomLeftQuad );
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// bottom
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x1 = shadowXOffset - shadowSize + 0 + fuzzy;
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y1 = shadowYOffset - shadowSize + height - fuzzy;
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x2 = shadowXOffset - shadowSize + width - fuzzy;
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y2 = shadowYOffset - shadowSize + height + fuzzy;
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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"
|