kwin/effects/shadow.cpp
Lucas Murray 6aad669e71 Clamp shadow textures, prevents faint lines from appearing around windows.
Reimplement default shadow colours.

svn path=/trunk/KDE/kdebase/workspace/; revision=878640
2008-11-01 14:41:42 +00:00

918 lines
42 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>
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include <QRadialGradient>
#endif
#include <cmath>
namespace KWin
{
KWIN_EFFECT( shadow, ShadowEffect )
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
ShadowTiles::ShadowTiles(const QPixmap& shadow)
{
int w = shadow.width() / 2, h = shadow.height() / 2;
cornerSize = QSize(w, h);
#define DUMP_CNR(_TILE_, _W_, _H_, _XOFF_, _YOFF_)\
dump = QPixmap(_W_, _H_);\
dump.fill(Qt::transparent);\
p.begin(&dump);\
p.drawPixmap( 0, 0, shadow, _XOFF_, _YOFF_, _W_, _H_ );\
p.end();\
_TILE_ = dump
QPixmap dump; QPainter p;
DUMP_CNR(topLeft, w, h, 0, 0);
DUMP_CNR(topRight, w, h, w, 0);
DUMP_CNR(btmLeft, w, h, 0, h);
DUMP_CNR(btmRight, w, h, w, h);
XRenderPictureAttributes pa; pa.repeat = True;
#define DUMP_TILE(_TILE_, _W_, _H_, _XOFF_, _YOFF_)\
DUMP_CNR(_TILE_, _W_, _H_, _XOFF_, _YOFF_);\
XRenderChangePicture (display(), _TILE_, CPRepeat, &pa)
DUMP_TILE(top, 1, h, w, 0);
DUMP_TILE(btm, 1, h, w, h);
DUMP_TILE(left, w, 1, 0, h);
DUMP_TILE(right, w, 1, w, h);
DUMP_TILE(center, 1, 1, w, h);
}
#undef DUMP_CNR
#undef DUMP_TILE
#endif
ShadowEffect::ShadowEffect()
: shadowSize( 0 )
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
, mShadowPics( NULL )
#endif
{
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 );
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
delete mShadowPics;
#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 );
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
delete mShadowPics;
mShadowPics = NULL;
if ( effects->compositingType() == XRenderCompositing)
{
qreal size = 2*(shadowFuzzyness+shadowSize)+1;
QPixmap *shadow = new QPixmap(size, size); shadow->fill(Qt::transparent);
size /= 2.0;
QRadialGradient rg(size, size, size);
QColor c(0,0,0,255);
rg.setColorAt(0, c);
c.setAlpha(0.3*c.alpha());
if (shadowSize > 0)
rg.setColorAt(((float)shadowSize)/(shadowFuzzyness+shadowSize), c);
c.setAlpha(0); rg.setColorAt(0.8, c);
QPainter p(shadow);
p.setRenderHint(QPainter::Antialiasing);
p.setPen(Qt::NoPen); p.setBrush(rg);
p.drawRect(shadow->rect());
p.end();
mShadowPics = new ShadowTiles(*shadow);
delete shadow;
}
#endif
updateShadowColor();
// 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 )
{
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();
if( effects->hasDecorationShadows() )
{
QList< QList<QImage> > shadowTextures = effects->shadowTextures();
for( int i = 0; i < shadowTextures.size(); i++ )
{
mShadowQuadTypes.append( effects->newWindowQuadType() );
QList<GLTexture*> textures;
for( int j = 0; j < shadowTextures.at( i ).size(); j++ )
textures.append( new GLTexture( shadowTextures.at( i ).at( j )));
mShadowTextures.append( textures );
}
}
mDefaultShadowQuadType = effects->newWindowQuadType(); // TODO: Unregister?
QImage shadowTexture( KGlobal::dirs()->findResource( "data", "kwin/shadow-texture.png" ));
int hw = shadowTexture.width() / 2;
int hh = shadowTexture.height() / 2;
mDefaultShadowTextures.clear();
mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( 0, 0, hw, hh )));
mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, 0, 1, hh )));
mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, 0, hw, hh )));
mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, 1 )));
mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, 1 )));
mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, 1 )));
mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, hh )));
mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, hh )));
mDefaultShadowTextures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, hh )));
}
#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 )
{
if( effects->compositingType() == XRenderCompositing )
return; // TODO: Disable quad-based shadows in XRender mode for the moment
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() )
{ // 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() )
{ // 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
{ // 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 )
{
// 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);
}
}
// Modified version of SceneOpenGL::Window::restoreRenderStates() from scene_opengl.cpp
void ShadowEffect::restoreRenderStates( GLTexture *texture, double opacity, double brightness, double saturation )
{
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
}
void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, const WindowPaintData& data )
{
#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)
{
// calculate opacity =================================================
float opacity;
if( intensifyActiveShadow && window == effects->activeWindow() )
{
opacity = (1 - (1 - shadowOpacity)*(1 - shadowOpacity)) * data.opacity;
}
else
{
opacity = data.opacity * shadowOpacity;
}
// query rect and translate in case (may have impact on opacity)===========================
QRect r = window->geometry();
if ( mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED))
{
float xScale = 1.0, yScale = 1.0, xTranslate = 0.0, yTranslate = 0.0;
if ( mask & PAINT_SCREEN_TRANSFORMED)
{
xScale = gScreenData.xScale; yScale = gScreenData.yScale;
xTranslate += (xScale-1.0)*r.x() + gScreenData.xTranslate;
yTranslate += (yScale-1.0)*r.y() + gScreenData.yTranslate;
}
if ( mask & PAINT_WINDOW_TRANSFORMED)
{
xTranslate += xScale*data.xTranslate;
yTranslate += yScale*data.yTranslate;
xScale *= data.xScale; yScale *= data.yScale;
}
r.translate(xTranslate, yTranslate);
if (xScale != 1.0 || yScale != 1.0)
{
r.setWidth(xScale * r.width());
r.setHeight(yScale * r.height());
// opacity *= 2.0/(2 - (2 - (xScale + yScale))*(2 - (xScale + yScale)));
}
}
r = shadowRectangle(r);
// create render mask ==================================================================
XRenderColor xc = preMultiply(shadowColor, opacity);
XRenderPicture fill = xRenderFill(&xc);
// clip, then paint shadow tiles ========================================================
XRenderSetPictureClipRegion (display(), effects->xrenderBufferPicture(), region.handle());
#define DRAW_CORNER(_CNR_, _X_, _Y_)\
XRenderComposite( display(), PictOpOver, fill, mShadowPics->_CNR_, effects->xrenderBufferPicture(), 0, 0, 0, 0, _X_, _Y_, w, h )
#define DRAW_TILE(_TILE_, _X_, _Y_, _W_, _H_)\
XRenderComposite( display(), PictOpOver, fill, mShadowPics->_TILE_, effects->xrenderBufferPicture(), 0, 0, 0, 0, _X_, _Y_, _W_, _H_ )
int w = qMin(mShadowPics->cornerSize.width(), r.width()/2);
int h = qMin(mShadowPics->cornerSize.height(), r.height()/2);
DRAW_CORNER(topLeft, r.x(), r.y());
DRAW_CORNER(topRight, r.right()-w, r.y());
DRAW_CORNER(btmLeft, r.x(), r.bottom()-h);
DRAW_CORNER(btmRight, r.right()-w, r.bottom()-h);
int w2 = r.width()-2*w-1, h2 = r.height()-2*h-1;
DRAW_TILE(top, r.x()+w, r.y(), w2, h);
DRAW_TILE(btm, r.x()+w, r.bottom()-h, w2, h);
DRAW_TILE(left, r.x(), r.y()+h, w, h2);
DRAW_TILE(right, r.right()-w, r.y()+h, w, h2);
DRAW_TILE(center, r.x()+w, r.y()+h, w2, h2);
#undef DRAW_CORNER
#undef DRAW_TILE
}
#endif
}
} // namespace
#include "shadow.h"