windowManager: shade the actor, not the texture
Applying the "dim window" effect to the MetaWindowActor has two avantages: first it avoids triggering bugs where ClutterOffscreenEffect doesn't handle clone paint correctly. Second, it avoids showing the window as dimmed in alt-Tab and the overview, which is weird. The small downside of this is that the shadow becomes slightly gray when the window dimmed, which is wrong - if we switched from blending with gray to a combination of desaturation and darkening, this problem wouldn't happen. Revert out the addition of startY to the shader, since we don't need it and fix the application of alpha, since we need to handle alpha correctly for the shadow. https://bugzilla.gnome.org/show_bug.cgi?id=659634
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@ -1,6 +1,5 @@
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#version 110
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#version 110
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform float startY;
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uniform float fraction;
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uniform float fraction;
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uniform float height;
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uniform float height;
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const float c = -0.2;
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const float c = -0.2;
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@ -17,14 +16,12 @@ void main()
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float y = height * cogl_tex_coord_in[0].y;
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float y = height * cogl_tex_coord_in[0].y;
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// To reduce contrast, blend with a mid gray
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// To reduce contrast, blend with a mid gray
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cogl_color_out = color * contrast - off * c;
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cogl_color_out = color * contrast - off * c * color.a;
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// We only fully dim at a distance of BORDER_MAX_HEIGHT from startY and
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// We only fully dim at a distance of BORDER_MAX_HEIGHT from the top and
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// when the fraction is 1.0. For other locations and fractions we linearly
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// when the fraction is 1.0. For other locations and fractions we linearly
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// interpolate back to the original undimmed color, so the top of the window
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// interpolate back to the original undimmed color, so the top of the window
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// is at full color.
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// is at full color.
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cogl_color_out = color + (cogl_color_out - color) * max(min((y - startY) / border_max_height, 1.0), 0.0);
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cogl_color_out = color + (cogl_color_out - color) * max(min(y / border_max_height, 1.0), 0.0);
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cogl_color_out = color + (cogl_color_out - color) * fraction;
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cogl_color_out = color + (cogl_color_out - color) * fraction;
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cogl_color_out *= color.a;
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}
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}
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@ -31,16 +31,15 @@ function getTopInvisibleBorder(metaWindow) {
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return outerRect.y - inputRect.y;
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return outerRect.y - inputRect.y;
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}
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}
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function WindowDimmer(actor, window) {
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function WindowDimmer(actor) {
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this._init(actor, window);
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this._init(actor);
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}
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}
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WindowDimmer.prototype = {
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WindowDimmer.prototype = {
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_init: function(actor, window) {
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_init: function(actor) {
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this.effect = new Clutter.ShaderEffect({ shader_type: Clutter.ShaderType.FRAGMENT_SHADER });
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this.effect = new Clutter.ShaderEffect({ shader_type: Clutter.ShaderType.FRAGMENT_SHADER });
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this.effect.set_shader_source(getDimShaderSource());
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this.effect.set_shader_source(getDimShaderSource());
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this.window = window;
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this.actor = actor;
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this.actor = actor;
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},
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},
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@ -52,7 +51,6 @@ WindowDimmer.prototype = {
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}
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}
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if (fraction > 0.01) {
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if (fraction > 0.01) {
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Shell.shader_effect_set_double_uniform(this.effect, 'startY', getTopInvisibleBorder(this.window));
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Shell.shader_effect_set_double_uniform(this.effect, 'height', this.actor.get_height());
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Shell.shader_effect_set_double_uniform(this.effect, 'height', this.actor.get_height());
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Shell.shader_effect_set_double_uniform(this.effect, 'fraction', fraction);
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Shell.shader_effect_set_double_uniform(this.effect, 'fraction', fraction);
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@ -71,11 +69,11 @@ WindowDimmer.prototype = {
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_dimFraction: 0.0
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_dimFraction: 0.0
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};
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};
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function getWindowDimmer(texture, window) {
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function getWindowDimmer(actor) {
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if (!texture._windowDimmer)
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if (!actor._windowDimmer)
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texture._windowDimmer = new WindowDimmer(texture, window);
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actor._windowDimmer = new WindowDimmer(actor);
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return texture._windowDimmer;
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return actor._windowDimmer;
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}
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}
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function WindowManager() {
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function WindowManager() {
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@ -270,30 +268,28 @@ WindowManager.prototype = {
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let actor = window.get_compositor_private();
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let actor = window.get_compositor_private();
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if (!actor)
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if (!actor)
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return;
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return;
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let texture = actor.get_texture();
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if (animate)
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if (animate)
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Tweener.addTween(getWindowDimmer(texture, window),
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Tweener.addTween(getWindowDimmer(actor),
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{ dimFraction: 1.0,
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{ dimFraction: 1.0,
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time: DIM_TIME,
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time: DIM_TIME,
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transition: 'linear'
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transition: 'linear'
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});
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});
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else
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else
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getWindowDimmer(texture, window).dimFraction = 1.0;
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getWindowDimmer(actor).dimFraction = 1.0;
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},
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},
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_undimWindow: function(window, animate) {
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_undimWindow: function(window, animate) {
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let actor = window.get_compositor_private();
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let actor = window.get_compositor_private();
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if (!actor)
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if (!actor)
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return;
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return;
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let texture = actor.get_texture();
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if (animate)
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if (animate)
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Tweener.addTween(getWindowDimmer(texture, window),
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Tweener.addTween(getWindowDimmer(actor),
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{ dimFraction: 0.0,
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{ dimFraction: 0.0,
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time: UNDIM_TIME,
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time: UNDIM_TIME,
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transition: 'linear'
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transition: 'linear'
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});
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});
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else
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else
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getWindowDimmer(texture, window).dimFraction = 0.0;
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getWindowDimmer(actor).dimFraction = 0.0;
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},
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},
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_mapWindow : function(shellwm, actor) {
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_mapWindow : function(shellwm, actor) {
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