[StThemeNode] Make shadows respect paint opacity
Currently shadows disregard the overall opacity, so e.g. setting an ancestor's opacity does not effect the shadow. Fix this by deferring the setting of the shadow's color until it is painted. Also move duplicated drawing code from st_theme_node_paint() into its own function. https://bugzilla.gnome.org/show_bug.cgi?id=619083
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@ -76,7 +76,6 @@ static CoglHandle
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create_shadow_material (StThemeNode *node,
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CoglHandle src_texture)
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{
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CoglColor color;
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CoglHandle material;
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CoglHandle texture;
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StShadow *shadow_spec;
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@ -199,19 +198,11 @@ create_shadow_material (StThemeNode *node,
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material = cogl_material_new ();
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cogl_color_set_from_4ub (&color,
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shadow_spec->color.red, shadow_spec->color.green,
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shadow_spec->color.blue, shadow_spec->color.alpha);
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cogl_color_premultiply (&color);
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cogl_material_set_layer_combine_constant (material, 0, &color);
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cogl_material_set_layer (material, 0, texture);
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/* We ignore the material color, which encodes the overall opacity of the
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* actor, so setting an ancestor of the shadow to partially opaque won't
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* work. The easiest way to fix this would be to not set the combine or constant color
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* here, then in paint set the material color to the shadow_spec_color *
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* paint_opacity.*/
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/* We set up the material to blend the shadow texture with the combine
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* constant, but defer setting the latter until painting, so that we can
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* take the actor's overall opacity into account. */
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cogl_material_set_layer_combine (material, 0,
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"RGBA = MODULATE (CONSTANT, TEXTURE[A])",
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NULL);
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@ -822,6 +813,39 @@ paint_texture_with_opacity (CoglHandle texture,
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cogl_handle_unref (material);
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}
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static void
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paint_shadow_with_opacity (CoglHandle shadow_material,
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StShadow *shadow_spec,
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ClutterActorBox *box,
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guint8 paint_opacity)
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{
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ClutterActorBox shadow_box;
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CoglColor color;
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shadow_box.x1 = box->x1 + shadow_spec->xoffset
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- shadow_spec->blur - shadow_spec->spread;
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shadow_box.y1 = box->y1 + shadow_spec->yoffset
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- shadow_spec->blur - shadow_spec->spread;
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shadow_box.x2 = box->x2 + shadow_spec->xoffset
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+ shadow_spec->blur + shadow_spec->spread;
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shadow_box.y2 = box->y2 + shadow_spec->yoffset
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+ shadow_spec->blur + shadow_spec->spread;
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cogl_color_set_from_4ub (&color,
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shadow_spec->color.red * paint_opacity / 255,
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shadow_spec->color.green * paint_opacity / 255,
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shadow_spec->color.blue * paint_opacity / 255,
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shadow_spec->color.alpha * paint_opacity / 255);
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cogl_color_premultiply (&color);
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cogl_material_set_layer_combine_constant (shadow_material, 0, &color);
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cogl_set_source (shadow_material);
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cogl_rectangle_with_texture_coords (shadow_box.x1, shadow_box.y1,
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shadow_box.x2, shadow_box.y2,
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0, 0, 1, 1);
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}
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static void
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st_theme_node_paint_borders (StThemeNode *node,
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const ClutterActorBox *box,
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@ -1087,28 +1111,10 @@ st_theme_node_paint (StThemeNode *node,
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*/
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if (node->border_shadow_material)
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{
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StShadow *shadow_spec;
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ClutterActorBox shadow_box;
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shadow_spec = node->shadow;
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shadow_box.x1 = allocation.x1 + shadow_spec->xoffset
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- shadow_spec->blur - shadow_spec->spread;
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shadow_box.y1 = allocation.y1 + shadow_spec->yoffset
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- shadow_spec->blur - shadow_spec->spread;
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shadow_box.x2 = allocation.x2 + shadow_spec->xoffset
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+ shadow_spec->blur + shadow_spec->spread;
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shadow_box.y2 = allocation.y2 + shadow_spec->yoffset
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+ shadow_spec->blur + shadow_spec->spread;
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cogl_material_set_color4ub (node->border_shadow_material,
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paint_opacity, paint_opacity, paint_opacity, paint_opacity);
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cogl_set_source (node->border_shadow_material);
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cogl_rectangle_with_texture_coords (shadow_box.x1, shadow_box.y1, shadow_box.x2, shadow_box.y2,
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0, 0, 1, 1);
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}
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paint_shadow_with_opacity (node->border_shadow_material,
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node->shadow,
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&allocation,
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paint_opacity);
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if (node->border_texture != COGL_INVALID_HANDLE)
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{
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@ -1140,28 +1146,10 @@ st_theme_node_paint (StThemeNode *node,
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* like boder and background color into account).
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*/
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if (node->background_shadow_material != COGL_INVALID_HANDLE)
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{
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StShadow *shadow_spec;
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ClutterActorBox shadow_box;
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shadow_spec = node->shadow;
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shadow_box.x1 = background_box.x1 + shadow_spec->xoffset
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- shadow_spec->blur - shadow_spec->spread;
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shadow_box.y1 = background_box.y1 + shadow_spec->yoffset
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- shadow_spec->blur - shadow_spec->spread;
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shadow_box.x2 = background_box.x2 + shadow_spec->xoffset
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+ shadow_spec->blur + shadow_spec->spread;
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shadow_box.y2 = background_box.y2 + shadow_spec->yoffset
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+ shadow_spec->blur + shadow_spec->spread;
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cogl_material_set_color4ub (node->background_shadow_material,
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paint_opacity, paint_opacity, paint_opacity, paint_opacity);
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cogl_set_source (node->background_shadow_material);
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cogl_rectangle_with_texture_coords (shadow_box.x1, shadow_box.y1, shadow_box.x2, shadow_box.y2,
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0, 0, 1, 1);
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}
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paint_shadow_with_opacity (node->background_shadow_material,
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node->shadow,
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&background_box,
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paint_opacity);
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paint_texture_with_opacity (node->background_texture, &background_box, paint_opacity);
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}
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