kwin/effects/shadow.cpp
Luboš Luňák 5faa397849 Vertex redesign - redo the way windows are split into smaller parts
for use in effects (and not only). Now a list of window quads (=window areas)
is created at the beginning of the paint pass, prepaint calls can modify
the split itself (i.e. divide it into more parts). The actual paint calls
can then modify these quads (i.e. transform their geometry). This will allow
better control of how the split is done and also allow painting e.g. only
the decoration differently. Still work in progress, but it works.
Also pass data to prepaint functions in a struct, as there is
already quite a number of them.


svn path=/trunk/KDE/kdebase/workspace/; revision=684893
2007-07-07 14:01:32 +00:00

139 lines
5.1 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "shadow.h"
#include <kwinglutils.h>
#include <kconfiggroup.h>
#include <KStandardDirs>
namespace KWin
{
KWIN_EFFECT( shadow, ShadowEffect )
ShadowEffect::ShadowEffect()
{
KConfigGroup conf = effects->effectConfig("Shadow");
shadowXOffset = conf.readEntry( "XOffset", 10 );
shadowYOffset = conf.readEntry( "YOffset", 10 );
shadowOpacity = (float)conf.readEntry( "Opacity", 0.2 );
shadowFuzzyness = conf.readEntry( "Fuzzyness", 10 );
QString shadowtexture = KGlobal::dirs()->findResource("data", "kwin/shadow-texture.png");
mShadowTexture = new GLTexture(shadowtexture);
}
QRect ShadowEffect::shadowRectangle(const QRect& windowRectangle) const
{
return windowRectangle.adjusted( shadowXOffset - shadowFuzzyness - 20, shadowYOffset - shadowFuzzyness - 20,
shadowXOffset + shadowFuzzyness + 20, shadowYOffset + shadowFuzzyness + 20);
}
void ShadowEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
data.mask |= PAINT_WINDOW_TRANSLUCENT;
data.paint |= QRegion( shadowRectangle( ( QRegion( w->geometry()) & data.paint ).boundingRect() ));
effects->prePaintWindow( w, data, time );
}
void ShadowEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( !w->isDeleted() )
drawShadow( w, mask, region, data );
effects->paintWindow( w, mask, region, data );
}
void ShadowEffect::postPaintWindow( EffectWindow* w )
{
effects->postPaintWindow( w );
}
QRect ShadowEffect::transformWindowDamage( EffectWindow* w, const QRect& r )
{
QRect r2 = r | shadowRectangle( r );
return effects->transformWindowDamage( w, r2 );
}
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::drawShadow( EffectWindow* window, int mask, QRegion region, WindowPaintData& data )
{
if(( mask & PAINT_WINDOW_TRANSLUCENT ) == 0 )
return;
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
int fuzzy = shadowFuzzyness;
// Shadow's size must be a least 2*fuzzy in both directions (or the corners will be broken)
int w = qMax(fuzzy*2, window->width());
int h = qMax(fuzzy*2, window->height());
glPushMatrix();
if( mask & PAINT_WINDOW_TRANSFORMED )
glTranslatef( data.xTranslate, data.yTranslate, 0 );
glTranslatef( window->x() + shadowXOffset - qMax(0, w - window->width()) / 2.0,
window->y() + shadowYOffset - qMax(0, h - window->height()) / 2.0, 0 );
if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 ))
glScalef( data.xScale, data.yScale, 1 );
QVector<float> verts, texcoords;
// center
addQuadVertices(verts, 0 + fuzzy, 0 + fuzzy, w - fuzzy, h - fuzzy);
addQuadVertices(texcoords, 0.5, 0.5, 0.5, 0.5);
// sides
// left
addQuadVertices(verts, 0 - fuzzy, 0 + fuzzy, 0 + fuzzy, h - fuzzy);
addQuadVertices(texcoords, 0.0, 0.5, 0.5, 0.5);
// top
addQuadVertices(verts, 0 + fuzzy, 0 - fuzzy, w - fuzzy, 0 + fuzzy);
addQuadVertices(texcoords, 0.5, 0.0, 0.5, 0.5);
// right
addQuadVertices(verts, w - fuzzy, 0 + fuzzy, w + fuzzy, h - fuzzy);
addQuadVertices(texcoords, 0.5, 0.5, 1.0, 0.5);
// bottom
addQuadVertices(verts, 0 + fuzzy, h - fuzzy, w - fuzzy, h + fuzzy);
addQuadVertices(texcoords, 0.5, 0.5, 0.5, 1.0);
// corners
// top-left
addQuadVertices(verts, 0 - fuzzy, 0 - fuzzy, 0 + fuzzy, 0 + fuzzy);
addQuadVertices(texcoords, 0.0, 0.0, 0.5, 0.5);
// top-right
addQuadVertices(verts, w - fuzzy, 0 - fuzzy, w + fuzzy, 0 + fuzzy);
addQuadVertices(texcoords, 0.5, 0.0, 1.0, 0.5);
// bottom-left
addQuadVertices(verts, 0 - fuzzy, h - fuzzy, 0 + fuzzy, h + fuzzy);
addQuadVertices(texcoords, 0.0, 0.5, 0.5, 1.0);
// bottom-right
addQuadVertices(verts, w - fuzzy, h - fuzzy, w + fuzzy, h + fuzzy);
addQuadVertices(texcoords, 0.5, 0.5, 1.0, 1.0);
mShadowTexture->bind();
// Take the transparency settings and window's transparency into account.
// Also make the shadow more transparent if we've made it bigger
glColor4f(0, 0, 0, shadowOpacity * data.opacity * (window->width() / (float)w) * (window->height() / (float)h));
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// We have two elements per vertex in the verts array
int verticesCount = verts.count() / 2;
renderGLGeometry( mask, region, verticesCount, verts.data(), texcoords.data() );
mShadowTexture->unbind();
glPopMatrix();
glPopAttrib();
}
} // namespace