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@ -28,12 +28,51 @@ along with this program. If not, see <http://www.gnu.org/licenses/>. |
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#include <KStandardDirs> |
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#include <kcolorscheme.h> |
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#include <KGlobalSettings> |
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING |
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#include <QRadialGradient> |
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#endif |
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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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ShadowTiles::ShadowTiles(const QPixmap& shadow) |
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{ |
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int w = shadow.width() / 2, h = shadow.height() / 2; |
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cornerSize = QSize(w, h); |
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#define DUMP_CNR(_TILE_, _W_, _H_, _XOFF_, _YOFF_)\ |
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dump = QPixmap(_W_, _H_);\
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dump.fill(Qt::transparent);\
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p.begin(&dump);\
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p.drawPixmap( 0, 0, shadow, _XOFF_, _YOFF_, _W_, _H_ );\
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p.end();\
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_TILE_ = dump |
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QPixmap dump; QPainter p; |
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DUMP_CNR(topLeft, w, h, 0, 0); |
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DUMP_CNR(topRight, w, h, w, 0); |
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DUMP_CNR(btmLeft, w, h, 0, h); |
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DUMP_CNR(btmRight, w, h, w, h); |
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XRenderPictureAttributes pa; pa.repeat = True; |
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#define DUMP_TILE(_TILE_, _W_, _H_, _XOFF_, _YOFF_)\ |
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DUMP_CNR(_TILE_, _W_, _H_, _XOFF_, _YOFF_);\
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XRenderChangePicture (display(), _TILE_, CPRepeat, &pa) |
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DUMP_TILE(top, 1, h, w, 0); |
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DUMP_TILE(btm, 1, h, w, h); |
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DUMP_TILE(left, w, 1, 0, h); |
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DUMP_TILE(right, w, 1, w, h); |
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DUMP_TILE(center, 1, 1, w, h); |
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} |
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#undef DUMP_CNR |
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#undef DUMP_TILE |
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ShadowEffect::ShadowEffect() |
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{ |
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KConfigGroup conf = effects->effectConfig("Shadow"); |
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@ -43,9 +82,40 @@ ShadowEffect::ShadowEffect() |
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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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QString shadowtexture = KGlobal::dirs()->findResource("data", "kwin/shadow-texture.png"); |
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mShadowTexture = new GLTexture(shadowtexture); |
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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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QString shadowtexture = KGlobal::dirs()->findResource("data", "kwin/shadow-texture.png"); |
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mShadowTexture = new GLTexture(shadowtexture); |
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} |
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else |
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mShadowTexture = NULL; |
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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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qreal size = 2*(shadowFuzzyness+shadowSize)+1; |
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QPixmap *shadow = new QPixmap(size, size); shadow->fill(Qt::transparent); |
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size /= 2.0; |
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QRadialGradient rg(size, size, size); |
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QColor c(0,0,0,255); |
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rg.setColorAt(0, c); |
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c.setAlpha(0.3*c.alpha()); |
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if (shadowSize > 0) |
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rg.setColorAt(((float)shadowSize)/(shadowFuzzyness+shadowSize), c); |
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c.setAlpha(0); rg.setColorAt(0.8, c); |
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QPainter p(shadow); |
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p.setRenderHint(QPainter::Antialiasing); |
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p.setPen(Qt::NoPen); p.setBrush(rg); |
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p.drawRect(shadow->rect()); |
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p.end(); |
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mShadowPics = new ShadowTiles(*shadow); |
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delete shadow; |
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} |
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else |
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mShadowPics = NULL; |
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#endif |
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updateShadowColor(); |
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connect(KGlobalSettings::self(), SIGNAL(kdisplayPaletteChanged()), |
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@ -54,7 +124,12 @@ ShadowEffect::ShadowEffect() |
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ShadowEffect::~ShadowEffect() |
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{ |
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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delete mShadowTexture; |
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#endif |
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING |
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delete mShadowPics; |
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#endif |
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} |
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void ShadowEffect::updateShadowColor() |
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@ -70,10 +145,23 @@ QRect ShadowEffect::shadowRectangle(const QRect& windowRectangle) const |
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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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@ -177,73 +265,149 @@ void ShadowEffect::drawQueuedShadows( EffectWindow* behindWindow ) |
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void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, WindowPaintData& data ) |
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{ |
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glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT ); |
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glEnable( GL_BLEND ); |
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
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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 w = qMax(fuzzy*2, window->width() + 2*shadowSize); |
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int h = qMax(fuzzy*2, window->height() + 2*shadowSize); |
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glPushMatrix(); |
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if( mask & PAINT_WINDOW_TRANSFORMED ) |
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glTranslatef( data.xTranslate, data.yTranslate, 0 ); |
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glTranslatef( window->x() + shadowXOffset - qMax(0, w - window->width()) / 2.0, |
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window->y() + shadowYOffset - qMax(0, h - window->height()) / 2.0, 0 ); |
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if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 )) |
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glScalef( data.xScale, data.yScale, 1 ); |
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QVector<float> verts, texcoords; |
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verts.reserve(80); |
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texcoords.reserve(80); |
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// center
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addQuadVertices(verts, 0 + fuzzy, 0 + fuzzy, w - fuzzy, h - fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.5, 0.5, 0.5); |
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// sides
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// left
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addQuadVertices(verts, 0 - fuzzy, 0 + fuzzy, 0 + fuzzy, h - fuzzy); |
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addQuadVertices(texcoords, 0.0, 0.5, 0.5, 0.5); |
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// top
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addQuadVertices(verts, 0 + fuzzy, 0 - fuzzy, w - fuzzy, 0 + fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.0, 0.5, 0.5); |
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// right
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addQuadVertices(verts, w - fuzzy, 0 + fuzzy, w + fuzzy, h - fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.5, 1.0, 0.5); |
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// bottom
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addQuadVertices(verts, 0 + fuzzy, h - fuzzy, w - fuzzy, h + fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.5, 0.5, 1.0); |
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// corners
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// top-left
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addQuadVertices(verts, 0 - fuzzy, 0 - fuzzy, 0 + fuzzy, 0 + fuzzy); |
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addQuadVertices(texcoords, 0.0, 0.0, 0.5, 0.5); |
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// top-right
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addQuadVertices(verts, w - fuzzy, 0 - fuzzy, w + fuzzy, 0 + fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.0, 1.0, 0.5); |
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// bottom-left
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addQuadVertices(verts, 0 - fuzzy, h - fuzzy, 0 + fuzzy, h + fuzzy); |
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addQuadVertices(texcoords, 0.0, 0.5, 0.5, 1.0); |
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// bottom-right
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addQuadVertices(verts, w - fuzzy, h - fuzzy, w + fuzzy, h + fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.5, 1.0, 1.0); |
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mShadowTexture->bind(); |
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// Take the transparency settings and window's transparency into account.
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// Also make the shadow more transparent if we've made it bigger
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float opacity = shadowOpacity; |
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if( intensifyActiveShadow && window == effects->activeWindow() ) |
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{ |
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opacity = 1 - (1 - shadowOpacity)*(1 - shadowOpacity); |
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} |
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glColor4f(shadowColor.redF(), shadowColor.greenF(), shadowColor.blueF(), opacity * data.opacity * (window->width() / (double)w) * (window->height() / (double)h)); |
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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// We have two elements per vertex in the verts array
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int verticesCount = verts.count() / 2; |
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renderGLGeometry( region, verticesCount, verts.data(), texcoords.data() ); |
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mShadowTexture->unbind(); |
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glPopMatrix(); |
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glPopAttrib(); |
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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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glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT ); |
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glEnable( GL_BLEND ); |
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
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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 w = qMax(fuzzy*2, window->width() + 2*shadowSize); |
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int h = qMax(fuzzy*2, window->height() + 2*shadowSize); |
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glPushMatrix(); |
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if( mask & PAINT_WINDOW_TRANSFORMED ) |
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glTranslatef( data.xTranslate, data.yTranslate, 0 ); |
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glTranslatef( window->x() + shadowXOffset - qMax(0, w - window->width()) / 2.0, |
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window->y() + shadowYOffset - qMax(0, h - window->height()) / 2.0, 0 ); |
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if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 )) |
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glScalef( data.xScale, data.yScale, 1 ); |
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QVector<float> verts, texcoords; |
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verts.reserve(80); |
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texcoords.reserve(80); |
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// center
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addQuadVertices(verts, 0 + fuzzy, 0 + fuzzy, w - fuzzy, h - fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.5, 0.5, 0.5); |
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// sides
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// left
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addQuadVertices(verts, 0 - fuzzy, 0 + fuzzy, 0 + fuzzy, h - fuzzy); |
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addQuadVertices(texcoords, 0.0, 0.5, 0.5, 0.5); |
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// top
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addQuadVertices(verts, 0 + fuzzy, 0 - fuzzy, w - fuzzy, 0 + fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.0, 0.5, 0.5); |
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// right
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addQuadVertices(verts, w - fuzzy, 0 + fuzzy, w + fuzzy, h - fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.5, 1.0, 0.5); |
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// bottom
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addQuadVertices(verts, 0 + fuzzy, h - fuzzy, w - fuzzy, h + fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.5, 0.5, 1.0); |
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// corners
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// top-left
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addQuadVertices(verts, 0 - fuzzy, 0 - fuzzy, 0 + fuzzy, 0 + fuzzy); |
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addQuadVertices(texcoords, 0.0, 0.0, 0.5, 0.5); |
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// top-right
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addQuadVertices(verts, w - fuzzy, 0 - fuzzy, w + fuzzy, 0 + fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.0, 1.0, 0.5); |
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// bottom-left
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addQuadVertices(verts, 0 - fuzzy, h - fuzzy, 0 + fuzzy, h + fuzzy); |
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addQuadVertices(texcoords, 0.0, 0.5, 0.5, 1.0); |
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// bottom-right
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addQuadVertices(verts, w - fuzzy, h - fuzzy, w + fuzzy, h + fuzzy); |
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addQuadVertices(texcoords, 0.5, 0.5, 1.0, 1.0); |
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mShadowTexture->bind(); |
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// Take the transparency settings and window's transparency into account.
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// Also make the shadow more transparent if we've made it bigger
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float opacity = shadowOpacity; |
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if( intensifyActiveShadow && window == effects->activeWindow() ) |
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{ |
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opacity = 1 - (1 - shadowOpacity)*(1 - shadowOpacity); |
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} |
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glColor4f(shadowColor.redF(), shadowColor.greenF(), shadowColor.blueF(), opacity * data.opacity * (window->width() / (double)w) * (window->height() / (double)h)); |
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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// We have two elements per vertex in the verts array
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int verticesCount = verts.count() / 2; |
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renderGLGeometry( region, verticesCount, verts.data(), texcoords.data() ); |
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mShadowTexture->unbind(); |
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glPopMatrix(); |
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glPopAttrib(); |
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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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// calculate opacity =================================================
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float opacity; |
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if( intensifyActiveShadow && window == effects->activeWindow() ) |
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{ |
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opacity = (1 - (1 - shadowOpacity)*(1 - shadowOpacity)) * data.opacity; |
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} |
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else |
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{ |
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opacity = data.opacity * shadowOpacity; |
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} |
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// query rect and translate in case (may have impact on opacity)===========================
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QRect r = window->geometry(); |
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if ( mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)) |
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{ |
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float xScale = 1.0, yScale = 1.0, xTranslate = 0.0, yTranslate = 0.0; |
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if ( mask & PAINT_SCREEN_TRANSFORMED) |
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{ |
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xScale = gScreenData.xScale; yScale = gScreenData.yScale; |
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xTranslate += (xScale-1.0)*r.x() + gScreenData.xTranslate; |
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yTranslate += (yScale-1.0)*r.y() + gScreenData.yTranslate; |
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} |
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if ( mask & PAINT_WINDOW_TRANSFORMED) |
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{ |
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xTranslate += xScale*data.xTranslate; |
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yTranslate += yScale*data.yTranslate; |
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xScale *= data.xScale; yScale *= data.yScale; |
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} |
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r.translate(xTranslate, yTranslate); |
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if (xScale != 1.0 || yScale != 1.0) |
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{ |
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r.setWidth(xScale * r.width()); |
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r.setHeight(yScale * r.height()); |
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// opacity *= 2.0/(2 - (2 - (xScale + yScale))*(2 - (xScale + yScale)));
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} |
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} |
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r = shadowRectangle(r); |
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// create render mask ==================================================================
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XRenderColor xc = preMultiply(shadowColor, opacity); |
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XRenderPicture fill = xRenderFill(&xc); |
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// clip, then paint shadow tiles ========================================================
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XRenderSetPictureClipRegion (display(), effects->xrenderBufferPicture(), region.handle()); |
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#define DRAW_CORNER(_CNR_, _X_, _Y_)\ |
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XRenderComposite( display(), PictOpOver, fill, mShadowPics->_CNR_, effects->xrenderBufferPicture(), 0, 0, 0, 0, _X_, _Y_, w, h ) |
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#define DRAW_TILE(_TILE_, _X_, _Y_, _W_, _H_)\ |
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XRenderComposite( display(), PictOpOver, fill, mShadowPics->_TILE_, effects->xrenderBufferPicture(), 0, 0, 0, 0, _X_, _Y_, _W_, _H_ ) |
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int w = qMin(mShadowPics->cornerSize.width(), r.width()/2); |
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int h = qMin(mShadowPics->cornerSize.height(), r.height()/2); |
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DRAW_CORNER(topLeft, r.x(), r.y()); |
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DRAW_CORNER(topRight, r.right()-w, r.y()); |
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DRAW_CORNER(btmLeft, r.x(), r.bottom()-h); |
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DRAW_CORNER(btmRight, r.right()-w, r.bottom()-h); |
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int w2 = r.width()-2*w-1, h2 = r.height()-2*h-1; |
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DRAW_TILE(top, r.x()+w, r.y(), w2, h); |
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DRAW_TILE(btm, r.x()+w, r.bottom()-h, w2, h); |
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DRAW_TILE(left, r.x(), r.y()+h, w, h2); |
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DRAW_TILE(right, r.right()-w, r.y()+h, w, h2); |
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DRAW_TILE(center, r.x()+w, r.y()+h, w2, h2); |
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#undef DRAW_CORNER |
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#undef DRAW_TILE |
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} |
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#endif |
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} |
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} // namespace
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