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244 lines
8.5 KiB
244 lines
8.5 KiB
/******************************************************************** |
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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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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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namespace KWin |
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{ |
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KWIN_EFFECT( shadow, ShadowEffect ) |
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ShadowEffect::ShadowEffect() |
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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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QString shadowtexture = KGlobal::dirs()->findResource("data", "kwin/shadow-texture.png"); |
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mShadowTexture = new GLTexture(shadowtexture); |
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updateShadowColor(); |
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connect(KGlobalSettings::self(), SIGNAL(kdisplayPaletteChanged()), |
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this, SLOT(updateShadowColor())); |
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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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void ShadowEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data ) |
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{ |
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shadowDatas.clear(); |
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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(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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QRect ShadowEffect::transformWindowDamage( EffectWindow* w, const QRect& r ) |
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{ |
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if( !useShadow( w )) |
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return effects->transformWindowDamage( w, r ); |
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QRect r2 = r | shadowRectangle( r ); |
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return effects->transformWindowDamage( w, r2 ); |
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} |
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void ShadowEffect::windowClosed( EffectWindow* c ) |
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{ |
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effects->addRepaint( shadowRectangle( c->geometry() )); |
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} |
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bool ShadowEffect::useShadow( EffectWindow* w ) const |
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{ |
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return !w->isDeleted() && !w->isDesktop() && !w->isDock() && !w->hasOwnShape(); |
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} |
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void ShadowEffect::addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2) const |
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{ |
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verts << x1 << y1; |
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verts << x1 << y2; |
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verts << x2 << y2; |
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verts << x2 << y1; |
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} |
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void ShadowEffect::drawQueuedShadows( EffectWindow* behindWindow ) |
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{ |
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QList<ShadowData> newShadowDatas; |
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EffectWindowList stack = effects->stackingOrder(); |
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foreach( ShadowData d, shadowDatas ) |
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{ |
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// If behindWindow is given then only render shadows of the windows |
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// that are behind that window. |
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if( !behindWindow || stack.indexOf(d.w) < stack.indexOf(behindWindow)) |
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{ |
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drawShadow( d.w, d.mask, d.region.subtracted( d.clip ), d.data ); |
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} |
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else |
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{ |
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newShadowDatas.append(d); |
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} |
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} |
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shadowDatas = newShadowDatas; |
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} |
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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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} |
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} // namespace |
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#include "shadow.h"
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