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0477a3066d
Create new cogl-utils.[ch] and move a helper function from MetaShadowFactory there as meta_create_texture_material(); this allows us to create single-layer materials from different parts of Mutter and have them share the same template material. Also expose a function for creating a 1x1 texture of a given color meta_create_color_texture_4ub(). https://bugzilla.gnome.org/show_bug.cgi?id=634833
990 lines
31 KiB
C
990 lines
31 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* MetaShadowFactory:
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*
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* Create and cache shadow textures for abritrary window shapes
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*
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* Copyright 2010 Red Hat, Inc.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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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, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*/
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#include <config.h>
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#include <math.h>
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#include <string.h>
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#include "cogl-utils.h"
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#include "meta-shadow-factory-private.h"
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#include "region-utils.h"
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/* This file implements blurring the shape of a window to produce a
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* shadow texture. The details are discussed below; a quick summary
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* of the optimizations we use:
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*
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* - If the window shape is along the lines of a rounded rectangle -
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* a rectangular center portion with stuff at the corners - then
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* the blur of this - the shadow - can also be represented as a
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* 9-sliced texture and the same texture can be used for different
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* size.
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*
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* - We use the fact that a Gaussian blur is separable to do a
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* 2D blur as 1D blur of the rows followed by a 1D blur of the
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* columns.
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*
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* - For better cache efficiency, we blur rows, transpose the image
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* in blocks, blur rows again, and then transpose back.
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*
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* - We approximate the 1D gaussian blur as 3 successive box filters.
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*/
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typedef struct _MetaShadowCacheKey MetaShadowCacheKey;
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typedef struct _MetaShadowClassInfo MetaShadowClassInfo;
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struct _MetaShadowCacheKey
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{
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MetaWindowShape *shape;
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int radius;
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int top_fade;
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};
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struct _MetaShadow
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{
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int ref_count;
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MetaShadowFactory *factory;
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MetaShadowCacheKey key;
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CoglHandle texture;
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CoglHandle material;
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/* The outer order is the distance the shadow extends outside the window
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* shape; the inner border is the unscaled portion inside the window
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* shape */
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int outer_border_top;
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int inner_border_top;
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int outer_border_right;
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int inner_border_right;
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int outer_border_bottom;
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int inner_border_bottom;
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int outer_border_left;
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int inner_border_left;
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guint scale_width : 1;
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guint scale_height : 1;
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};
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struct _MetaShadowClassInfo
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{
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const char *name; /* const so we can reuse for static definitions */
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MetaShadowParams focused;
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MetaShadowParams unfocused;
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};
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struct _MetaShadowFactory
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{
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GObject parent_instance;
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/* MetaShadowCacheKey => MetaShadow; the shadows are not referenced
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* by the factory, they are simply removed from the table when freed */
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GHashTable *shadows;
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/* class name => MetaShadowClassInfo */
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GHashTable *shadow_classes;
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};
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struct _MetaShadowFactoryClass
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{
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GObjectClass parent_class;
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};
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enum
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{
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CHANGED,
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LAST_SIGNAL
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};
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static guint signals[LAST_SIGNAL] = { 0 };
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/* The first element in this array also defines the default parameters
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* for newly created classes */
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MetaShadowClassInfo default_shadow_classes[] = {
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{ "normal", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "dialog", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "modal_dialog", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "utility", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "border", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "menu", { 12, -1, 0, 8, 255 }, { 6, -1, 0, 4, 255 } },
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{ "popup-menu", { 6, -1, 0, 4, 255 }, { 6, -1, 0, 4, 255 } },
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{ "dropdown-menu", { 6, 25, 0, 4, 255 }, { 6, 100, 0, 4, 255 } },
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{ "attached", { 6, 25, 0, 4, 255 }, { 6, 100, 0, 4, 255 } }
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};
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G_DEFINE_TYPE (MetaShadowFactory, meta_shadow_factory, G_TYPE_OBJECT);
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static guint
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meta_shadow_cache_key_hash (gconstpointer val)
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{
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const MetaShadowCacheKey *key = val;
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return 59 * key->radius + 67 * key->top_fade + 73 * meta_window_shape_hash (key->shape);
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}
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static gboolean
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meta_shadow_cache_key_equal (gconstpointer a,
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gconstpointer b)
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{
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const MetaShadowCacheKey *key_a = a;
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const MetaShadowCacheKey *key_b = b;
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return (key_a->radius == key_b->radius && key_a->top_fade == key_b->top_fade &&
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meta_window_shape_equal (key_a->shape, key_b->shape));
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}
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MetaShadow *
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meta_shadow_ref (MetaShadow *shadow)
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{
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shadow->ref_count++;
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return shadow;
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}
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void
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meta_shadow_unref (MetaShadow *shadow)
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{
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shadow->ref_count--;
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if (shadow->ref_count == 0)
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{
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if (shadow->factory)
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{
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g_hash_table_remove (shadow->factory->shadows,
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&shadow->key);
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}
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meta_window_shape_unref (shadow->key.shape);
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cogl_handle_unref (shadow->texture);
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cogl_handle_unref (shadow->material);
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g_slice_free (MetaShadow, shadow);
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}
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}
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/**
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* meta_shadow_paint:
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* @window_x: x position of the region to paint a shadow for
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* @window_y: y position of the region to paint a shadow for
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* @window_width: actual width of the region to paint a shadow for
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* @window_height: actual height of the region to paint a shadow for
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* @clip: (allow-none): if non-%NULL specifies the visible portion
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* of the shadow. Drawing won't be strictly clipped to this region
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* but it will be used to optimize what is drawn.
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*
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* Paints the shadow at the given position, for the specified actual
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* size of the region. (Since a #MetaShadow can be shared between
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* different sizes with the same extracted #MetaWindowShape the
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* size needs to be passed in here.)
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*/
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void
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meta_shadow_paint (MetaShadow *shadow,
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int window_x,
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int window_y,
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int window_width,
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int window_height,
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guint8 opacity,
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cairo_region_t *clip)
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{
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float texture_width = cogl_texture_get_width (shadow->texture);
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float texture_height = cogl_texture_get_height (shadow->texture);
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int i, j;
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float src_x[4];
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float src_y[4];
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int dest_x[4];
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int dest_y[4];
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int n_x, n_y;
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cogl_material_set_color4ub (shadow->material,
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opacity, opacity, opacity, opacity);
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cogl_set_source (shadow->material);
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if (shadow->scale_width)
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{
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n_x = 3;
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src_x[0] = 0.0;
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src_x[1] = (shadow->inner_border_left + shadow->outer_border_left) / texture_width;
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src_x[2] = (texture_width - (shadow->inner_border_right + shadow->outer_border_right)) / texture_width;
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src_x[3] = 1.0;
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dest_x[0] = window_x - shadow->outer_border_left;
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dest_x[1] = window_x + shadow->inner_border_left;
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dest_x[2] = window_x + window_width - shadow->inner_border_right;
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dest_x[3] = window_x + window_width + shadow->outer_border_right;
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}
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else
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{
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n_x = 1;
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src_x[0] = 0.0;
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src_x[1] = 1.0;
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dest_x[0] = window_x - shadow->outer_border_left;
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dest_x[1] = window_x + window_width + shadow->outer_border_right;
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}
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if (shadow->scale_height)
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{
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n_y = 3;
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src_y[0] = 0.0;
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src_y[1] = (shadow->inner_border_top + shadow->outer_border_top) / texture_height;
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src_y[2] = (texture_height - (shadow->inner_border_bottom + shadow->outer_border_bottom)) / texture_height;
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src_y[3] = 1.0;
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dest_y[0] = window_y - shadow->outer_border_top;
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dest_y[1] = window_y + shadow->inner_border_top;
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dest_y[2] = window_y + window_height - shadow->inner_border_bottom;
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dest_y[3] = window_y + window_height + shadow->outer_border_bottom;
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}
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else
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{
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n_y = 1;
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src_y[0] = 0.0;
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src_y[1] = 1.0;
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dest_y[0] = window_y - shadow->outer_border_top;
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dest_y[1] = window_y + window_height + shadow->outer_border_bottom;
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}
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for (j = 0; j < n_y; j++)
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{
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cairo_rectangle_int_t dest_rect;
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dest_rect.y = dest_y[j];
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dest_rect.height = dest_y[j + 1] - dest_y[j];
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for (i = 0; i < n_x; i++)
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{
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cairo_region_overlap_t overlap;
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dest_rect.x = dest_x[i];
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dest_rect.width = dest_x[i + 1] - dest_x[i];
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if (clip)
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overlap = cairo_region_contains_rectangle (clip, &dest_rect);
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else
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overlap = CAIRO_REGION_OVERLAP_PART;
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if (overlap != CAIRO_REGION_OVERLAP_OUT)
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cogl_rectangle_with_texture_coords (dest_x[i], dest_y[j],
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dest_x[i + 1], dest_y[j + 1],
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src_x[i], src_y[j],
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src_x[i + 1], src_y[j + 1]);
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}
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}
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}
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/**
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* meta_shadow_get_bounds:
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* @shadow: a #MetaShadow
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* @window_x: x position of the region to paint a shadow for
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* @window_y: y position of the region to paint a shadow for
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* @window_width: actual width of the region to paint a shadow for
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* @window_height: actual height of the region to paint a shadow for
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*
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* Computes the bounds of the pixels that will be affected by
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* meta_shadow_paints()
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*/
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void
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meta_shadow_get_bounds (MetaShadow *shadow,
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int window_x,
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int window_y,
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int window_width,
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int window_height,
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cairo_rectangle_int_t *bounds)
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{
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bounds->x = window_x - shadow->outer_border_left;
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bounds->y = window_x - shadow->outer_border_top;
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bounds->width = window_width + shadow->outer_border_left + shadow->outer_border_right;
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bounds->height = window_height + shadow->outer_border_top + shadow->outer_border_bottom;
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}
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static void
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meta_shadow_class_info_free (MetaShadowClassInfo *class_info)
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{
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g_free ((char *)class_info->name);
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g_slice_free (MetaShadowClassInfo, class_info);
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}
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static void
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meta_shadow_factory_init (MetaShadowFactory *factory)
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{
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guint i;
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factory->shadows = g_hash_table_new (meta_shadow_cache_key_hash,
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meta_shadow_cache_key_equal);
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factory->shadow_classes = g_hash_table_new_full (g_str_hash,
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g_str_equal,
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NULL,
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(GDestroyNotify)meta_shadow_class_info_free);
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for (i = 0; i < G_N_ELEMENTS (default_shadow_classes); i++)
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{
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MetaShadowClassInfo *class_info = g_slice_new (MetaShadowClassInfo);
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*class_info = default_shadow_classes[i];
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class_info->name = g_strdup (class_info->name);
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g_hash_table_insert (factory->shadow_classes,
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(char *)class_info->name, class_info);
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}
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}
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static void
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meta_shadow_factory_finalize (GObject *object)
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{
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MetaShadowFactory *factory = META_SHADOW_FACTORY (object);
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GHashTableIter iter;
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gpointer key, value;
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/* Detach from the shadows in the table so we won't try to
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* remove them when they're freed. */
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g_hash_table_iter_init (&iter, factory->shadows);
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while (g_hash_table_iter_next (&iter, &key, &value))
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{
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MetaShadow *shadow = key;
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shadow->factory = NULL;
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}
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g_hash_table_destroy (factory->shadows);
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g_hash_table_destroy (factory->shadow_classes);
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G_OBJECT_CLASS (meta_shadow_factory_parent_class)->finalize (object);
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}
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static void
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meta_shadow_factory_class_init (MetaShadowFactoryClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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object_class->finalize = meta_shadow_factory_finalize;
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signals[CHANGED] =
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g_signal_new ("changed",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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0,
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NULL, NULL,
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g_cclosure_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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}
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MetaShadowFactory *
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meta_shadow_factory_new (void)
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{
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return g_object_new (META_TYPE_SHADOW_FACTORY, NULL);
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}
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/**
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* meta_shadow_factory_get_default:
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*
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* Return value: (transfer none): the global singleton shadow factory
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*/
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MetaShadowFactory *
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meta_shadow_factory_get_default (void)
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{
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static MetaShadowFactory *factory;
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if (factory == NULL)
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factory = meta_shadow_factory_new ();
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return factory;
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}
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/* We emulate a 1D Gaussian blur by using 3 consecutive box blurs;
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* this produces a result that's within 3% of the original and can be
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* implemented much faster for large filter sizes because of the
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* efficiency of implementation of a box blur. Idea and formula
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* for choosing the box blur size come from:
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*
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* http://www.w3.org/TR/SVG/filters.html#feGaussianBlurElement
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*
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* The 2D blur is then done by blurring the rows, flipping the
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* image and blurring the columns. (This is possible because the
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* Gaussian kernel is separable - it's the product of a horizontal
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* blur and a vertical blur.)
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*/
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static int
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get_box_filter_size (int radius)
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{
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return (int)(0.5 + radius * (0.75 * sqrt(2*M_PI)));
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}
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/* The "spread" of the filter is the number of pixels from an original
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* pixel that it's blurred image extends. (A no-op blur that doesn't
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* blur would have a spread of 0.) See comment in blur_rows() for why the
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* odd and even cases are different
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*/
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static int
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get_shadow_spread (int radius)
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{
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int d = get_box_filter_size (radius);
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if (d % 2 == 1)
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return 3 * (d / 2);
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else
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return 3 * (d / 2) - 1;
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}
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/* This applies a single box blur pass to a horizontal range of pixels;
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* since the box blur has the same weight for all pixels, we can
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* implement an efficient sliding window algorithm where we add
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* in pixels coming into the window from the right and remove
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* them when they leave the windw to the left.
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*
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* d is the filter width; for even d shift indicates how the blurred
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* result is aligned with the original - does ' x ' go to ' yy' (shift=1)
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* or 'yy ' (shift=-1)
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*/
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static void
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blur_xspan (guchar *row,
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guchar *tmp_buffer,
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int row_width,
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int x0,
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int x1,
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int d,
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int shift)
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{
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int offset;
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int sum = 0;
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int i;
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if (d % 2 == 1)
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offset = d / 2;
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else
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offset = (d - shift) / 2;
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/* All the conditionals in here look slow, but the branches will
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* be well predicted and there are enough different possibilities
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* that trying to write this as a series of unconditional loops
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* is hard and not an obvious win. The main slow down here seems
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* to be the integer division for pixel; one possible optimization
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* would be to accumulate into two 16-bit integer buffers and
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* only divide down after all three passes. (SSE parallel implementation
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* of the divide step is possible.)
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*/
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for (i = x0 - d + offset; i < x1 + offset; i++)
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{
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if (i >= 0 && i < row_width)
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sum += row[i];
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if (i >= x0 + offset)
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{
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if (i >= d)
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sum -= row[i - d];
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tmp_buffer[i - offset] = (sum + d / 2) / d;
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}
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}
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memcpy(row + x0, tmp_buffer + x0, x1 - x0);
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}
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static void
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blur_rows (cairo_region_t *convolve_region,
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int x_offset,
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int y_offset,
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|
guchar *buffer,
|
|
int buffer_width,
|
|
int buffer_height,
|
|
int d)
|
|
{
|
|
int i, j;
|
|
int n_rectangles;
|
|
guchar *tmp_buffer;
|
|
|
|
tmp_buffer = g_malloc (buffer_width);
|
|
|
|
n_rectangles = cairo_region_num_rectangles (convolve_region);
|
|
for (i = 0; i < n_rectangles; i++)
|
|
{
|
|
cairo_rectangle_int_t rect;
|
|
|
|
cairo_region_get_rectangle (convolve_region, i, &rect);
|
|
|
|
for (j = y_offset + rect.y; j < y_offset + rect.y + rect.height; j++)
|
|
{
|
|
guchar *row = buffer + j * buffer_width;
|
|
int x0 = x_offset + rect.x;
|
|
int x1 = x0 + rect.width;
|
|
|
|
/* We want to produce a symmetric blur that spreads a pixel
|
|
* equally far to the left and right. If d is odd that happens
|
|
* naturally, but for d even, we approximate by using a blur
|
|
* on either side and then a centered blur of size d + 1.
|
|
* (techique also from the SVG specification)
|
|
*/
|
|
if (d % 2 == 1)
|
|
{
|
|
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d, 0);
|
|
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d, 0);
|
|
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d, 0);
|
|
}
|
|
else
|
|
{
|
|
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d, 1);
|
|
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d, -1);
|
|
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d + 1, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
g_free (tmp_buffer);
|
|
}
|
|
|
|
static void
|
|
fade_bytes (guchar *bytes,
|
|
int width,
|
|
int distance,
|
|
int total)
|
|
{
|
|
guint32 multiplier = (distance * 0x10000 + 0x8000) / total;
|
|
int i;
|
|
|
|
for (i = 0; i < width; i++)
|
|
bytes[i] = (bytes[i] * multiplier) >> 16;
|
|
}
|
|
|
|
/* Swaps width and height. Either swaps in-place and returns the original
|
|
* buffer or allocates a new buffer, frees the original buffer and returns
|
|
* the new buffer.
|
|
*/
|
|
static guchar *
|
|
flip_buffer (guchar *buffer,
|
|
int width,
|
|
int height)
|
|
{
|
|
/* Working in blocks increases cache efficiency, compared to reading
|
|
* or writing an entire column at once */
|
|
#define BLOCK_SIZE 16
|
|
|
|
if (width == height)
|
|
{
|
|
int i0, j0;
|
|
|
|
for (j0 = 0; j0 < height; j0 += BLOCK_SIZE)
|
|
for (i0 = 0; i0 <= j0; i0 += BLOCK_SIZE)
|
|
{
|
|
int max_j = MIN(j0 + BLOCK_SIZE, height);
|
|
int max_i = MIN(i0 + BLOCK_SIZE, width);
|
|
int i, j;
|
|
|
|
if (i0 == j0)
|
|
{
|
|
for (j = j0; j < max_j; j++)
|
|
for (i = i0; i < j; i++)
|
|
{
|
|
guchar tmp = buffer[j * width + i];
|
|
buffer[j * width + i] = buffer[i * width + j];
|
|
buffer[i * width + j] = tmp;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (j = j0; j < max_j; j++)
|
|
for (i = i0; i < max_i; i++)
|
|
{
|
|
guchar tmp = buffer[j * width + i];
|
|
buffer[j * width + i] = buffer[i * width + j];
|
|
buffer[i * width + j] = tmp;
|
|
}
|
|
}
|
|
}
|
|
|
|
return buffer;
|
|
}
|
|
else
|
|
{
|
|
guchar *new_buffer = g_malloc (height * width);
|
|
int i0, j0;
|
|
|
|
for (i0 = 0; i0 < width; i0 += BLOCK_SIZE)
|
|
for (j0 = 0; j0 < height; j0 += BLOCK_SIZE)
|
|
{
|
|
int max_j = MIN(j0 + BLOCK_SIZE, height);
|
|
int max_i = MIN(i0 + BLOCK_SIZE, width);
|
|
int i, j;
|
|
|
|
for (i = i0; i < max_i; i++)
|
|
for (j = j0; j < max_j; j++)
|
|
new_buffer[i * height + j] = buffer[j * width + i];
|
|
}
|
|
|
|
g_free (buffer);
|
|
|
|
return new_buffer;
|
|
}
|
|
#undef BLOCK_SIZE
|
|
}
|
|
|
|
static void
|
|
make_shadow (MetaShadow *shadow,
|
|
cairo_region_t *region)
|
|
{
|
|
int d = get_box_filter_size (shadow->key.radius);
|
|
int spread = get_shadow_spread (shadow->key.radius);
|
|
cairo_rectangle_int_t extents;
|
|
cairo_region_t *row_convolve_region;
|
|
cairo_region_t *column_convolve_region;
|
|
guchar *buffer;
|
|
int buffer_width;
|
|
int buffer_height;
|
|
int x_offset;
|
|
int y_offset;
|
|
int n_rectangles, j, k;
|
|
|
|
cairo_region_get_extents (region, &extents);
|
|
|
|
/* In the case where top_fade >= 0 and the portion above the top
|
|
* edge of the shape will be cropped, it seems like we could create
|
|
* a smaller buffer and omit the top portion, but actually, in our
|
|
* multi-pass blur algorithm, the blur into the area above the window
|
|
* in the first pass will contribute back to the final pixel values
|
|
* for the top pixels, so we create a buffer as if we weren't cropping
|
|
* and only crop when creating the CoglTexture.
|
|
*/
|
|
|
|
buffer_width = extents.width + 2 * spread;
|
|
buffer_height = extents.height + 2 * spread;
|
|
|
|
/* Round up so we have aligned rows/columns */
|
|
buffer_width = (buffer_width + 3) & ~3;
|
|
buffer_height = (buffer_height + 3) & ~3;
|
|
|
|
/* Square buffer allows in-place swaps, which are roughly 70% faster, but we
|
|
* don't want to over-allocate too much memory.
|
|
*/
|
|
if (buffer_height < buffer_width && buffer_height > (3 * buffer_width) / 4)
|
|
buffer_height = buffer_width;
|
|
if (buffer_width < buffer_height && buffer_width > (3 * buffer_height) / 4)
|
|
buffer_width = buffer_height;
|
|
|
|
buffer = g_malloc0 (buffer_width * buffer_height);
|
|
|
|
/* Blurring with multiple box-blur passes is fast, but (especially for
|
|
* large shadow sizes) we can improve efficiency by restricting the blur
|
|
* to the region that actually needs to be blurred.
|
|
*/
|
|
row_convolve_region = meta_make_border_region (region, spread, spread, FALSE);
|
|
column_convolve_region = meta_make_border_region (region, 0, spread, TRUE);
|
|
|
|
/* Offsets between coordinates of the regions and coordinates in the buffer */
|
|
x_offset = spread;
|
|
y_offset = spread;
|
|
|
|
/* Step 1: unblurred image */
|
|
n_rectangles = cairo_region_num_rectangles (region);
|
|
for (k = 0; k < n_rectangles; k++)
|
|
{
|
|
cairo_rectangle_int_t rect;
|
|
|
|
cairo_region_get_rectangle (region, k, &rect);
|
|
for (j = y_offset + rect.y; j < y_offset + rect.y + rect.height; j++)
|
|
memset (buffer + buffer_width * j + x_offset + rect.x, 255, rect.width);
|
|
}
|
|
|
|
/* Step 2: swap rows and columns */
|
|
buffer = flip_buffer (buffer, buffer_width, buffer_height);
|
|
|
|
/* Step 3: blur rows (really columns) */
|
|
blur_rows (column_convolve_region, y_offset, x_offset,
|
|
buffer, buffer_height, buffer_width,
|
|
d);
|
|
|
|
/* Step 4: swap rows and columns */
|
|
buffer = flip_buffer (buffer, buffer_height, buffer_width);
|
|
|
|
/* Step 5: blur rows */
|
|
blur_rows (row_convolve_region, x_offset, y_offset,
|
|
buffer, buffer_width, buffer_height,
|
|
d);
|
|
|
|
/* Step 6: fade out the top, if applicable */
|
|
if (shadow->key.top_fade >= 0)
|
|
{
|
|
for (j = y_offset; j < y_offset + MIN (shadow->key.top_fade, extents.height + shadow->outer_border_bottom); j++)
|
|
fade_bytes(buffer + j * buffer_width, buffer_width, j - y_offset, shadow->key.top_fade);
|
|
}
|
|
|
|
/* We offset the passed in pixels to crop off the extra area we allocated at the top
|
|
* in the case of top_fade >= 0. We also account for padding at the left for symmetry
|
|
* though that doesn't currently occur.
|
|
*/
|
|
shadow->texture = cogl_texture_new_from_data (shadow->outer_border_left + extents.width + shadow->outer_border_right,
|
|
shadow->outer_border_top + extents.height + shadow->outer_border_bottom,
|
|
COGL_TEXTURE_NONE,
|
|
COGL_PIXEL_FORMAT_A_8,
|
|
COGL_PIXEL_FORMAT_ANY,
|
|
buffer_width,
|
|
(buffer +
|
|
(y_offset - shadow->outer_border_top) * buffer_width +
|
|
(x_offset - shadow->outer_border_left)));
|
|
|
|
cairo_region_destroy (row_convolve_region);
|
|
cairo_region_destroy (column_convolve_region);
|
|
g_free (buffer);
|
|
|
|
shadow->material = meta_create_texture_material (shadow->texture);
|
|
}
|
|
|
|
static MetaShadowParams *
|
|
get_shadow_params (MetaShadowFactory *factory,
|
|
const char *class_name,
|
|
gboolean focused,
|
|
gboolean create)
|
|
{
|
|
MetaShadowClassInfo *class_info = g_hash_table_lookup (factory->shadow_classes,
|
|
class_name);
|
|
if (class_info == NULL)
|
|
{
|
|
if (create)
|
|
{
|
|
class_info = g_slice_new0 (MetaShadowClassInfo);
|
|
*class_info = default_shadow_classes[0];
|
|
class_info->name = g_strdup (class_info->name);
|
|
|
|
g_hash_table_insert (factory->shadow_classes,
|
|
(char *)class_info->name, class_info);
|
|
}
|
|
else
|
|
{
|
|
class_info = &default_shadow_classes[0];
|
|
}
|
|
}
|
|
|
|
if (focused)
|
|
return &class_info->focused;
|
|
else
|
|
return &class_info->unfocused;
|
|
}
|
|
|
|
/**
|
|
* meta_shadow_factory_get_shadow:
|
|
* @factory: a #MetaShadowFactory
|
|
* @shape: the size-invariant shape of the window's region
|
|
* @width: the actual width of the window's region
|
|
* @height: the actual height of the window's region
|
|
* @class_name: name of the class of window shadows
|
|
* @focused: whether the shadow is for a focused window
|
|
*
|
|
* Gets the appropriate shadow object for drawing shadows for the
|
|
* specified window shape. The region that we are shadowing is specified
|
|
* as a combination of a size-invariant extracted shape and the size.
|
|
* In some cases, the same shadow object can be shared between sizes;
|
|
* in other cases a different shadow object is used for each size.
|
|
*
|
|
* Return value: (transfer full): a newly referenced #MetaShadow; unref with
|
|
* meta_shadow_unref()
|
|
*/
|
|
MetaShadow *
|
|
meta_shadow_factory_get_shadow (MetaShadowFactory *factory,
|
|
MetaWindowShape *shape,
|
|
int width,
|
|
int height,
|
|
const char *class_name,
|
|
gboolean focused)
|
|
{
|
|
MetaShadowParams *params;
|
|
MetaShadowCacheKey key;
|
|
MetaShadow *shadow;
|
|
cairo_region_t *region;
|
|
int spread;
|
|
int shape_border_top, shape_border_right, shape_border_bottom, shape_border_left;
|
|
int inner_border_top, inner_border_right, inner_border_bottom, inner_border_left;
|
|
int outer_border_top, outer_border_right, outer_border_bottom, outer_border_left;
|
|
gboolean scale_width, scale_height;
|
|
gboolean cacheable;
|
|
int center_width, center_height;
|
|
|
|
g_return_val_if_fail (META_IS_SHADOW_FACTORY (factory), NULL);
|
|
g_return_val_if_fail (shape != NULL, NULL);
|
|
|
|
/* Using a single shadow texture for different window sizes only works
|
|
* when there is a central scaled area that is greater than twice
|
|
* the spread of the gaussian blur we are applying to get to the
|
|
* shadow image.
|
|
* ********* ***********
|
|
* /----------\ *###########* *#############*
|
|
* | | => **#*********#** => **#***********#**
|
|
* | | **#** **#** **#** **#**
|
|
* | | **#*********#** **#***********#**
|
|
* \----------/ *###########* *#############*
|
|
* ********** ************
|
|
* Original Blur Stretched Blur
|
|
*
|
|
* For smaller sizes, we create a separate shadow image for each size;
|
|
* since we assume that there will be little reuse, we don't try to
|
|
* cache such images but just recreate them. (Since the current cache
|
|
* policy is to only keep around referenced shadows, there wouldn't
|
|
* be any harm in caching them, it would just make the book-keeping
|
|
* a bit tricker.)
|
|
*
|
|
* In the case where we are fading a the top, that also has to fit
|
|
* within the top unscaled border.
|
|
*/
|
|
|
|
params = get_shadow_params (factory, class_name, focused, FALSE);
|
|
|
|
spread = get_shadow_spread (params->radius);
|
|
meta_window_shape_get_borders (shape,
|
|
&shape_border_top,
|
|
&shape_border_right,
|
|
&shape_border_bottom,
|
|
&shape_border_left);
|
|
|
|
inner_border_top = MAX (shape_border_top + spread, params->top_fade);
|
|
outer_border_top = params->top_fade >= 0 ? 0 : spread;
|
|
inner_border_right = shape_border_right + spread;
|
|
outer_border_right = spread;
|
|
inner_border_bottom = shape_border_bottom + spread;
|
|
outer_border_bottom = spread;
|
|
inner_border_left = shape_border_left + spread;
|
|
outer_border_left = spread;
|
|
|
|
scale_width = inner_border_left + inner_border_right <= width;
|
|
scale_height = inner_border_top + inner_border_bottom <= height;
|
|
cacheable = scale_width && scale_height;
|
|
|
|
if (cacheable)
|
|
{
|
|
key.shape = shape;
|
|
key.radius = params->radius;
|
|
key.top_fade = params->top_fade;
|
|
|
|
shadow = g_hash_table_lookup (factory->shadows, &key);
|
|
if (shadow)
|
|
return meta_shadow_ref (shadow);
|
|
}
|
|
|
|
shadow = g_slice_new0 (MetaShadow);
|
|
|
|
shadow->ref_count = 1;
|
|
shadow->factory = factory;
|
|
shadow->key.shape = meta_window_shape_ref (shape);
|
|
shadow->key.radius = params->radius;
|
|
shadow->key.top_fade = params->top_fade;
|
|
|
|
shadow->outer_border_top = outer_border_top;
|
|
shadow->inner_border_top = inner_border_top;
|
|
shadow->outer_border_right = outer_border_right;
|
|
shadow->inner_border_right = inner_border_right;
|
|
shadow->outer_border_bottom = outer_border_bottom;
|
|
shadow->inner_border_bottom = inner_border_bottom;
|
|
shadow->outer_border_left = outer_border_left;
|
|
shadow->inner_border_left = inner_border_left;
|
|
|
|
shadow->scale_width = scale_width;
|
|
if (scale_width)
|
|
center_width = inner_border_left + inner_border_right - (shape_border_left + shape_border_right);
|
|
else
|
|
center_width = width - (shape_border_left + shape_border_right);
|
|
|
|
shadow->scale_height = scale_height;
|
|
if (scale_height)
|
|
center_height = inner_border_top + inner_border_bottom - (shape_border_top + shape_border_bottom);
|
|
else
|
|
center_height = height - (shape_border_top + shape_border_bottom);
|
|
|
|
g_assert (center_width >= 0 && center_height >= 0);
|
|
|
|
region = meta_window_shape_to_region (shape, center_width, center_height);
|
|
make_shadow (shadow, region);
|
|
|
|
cairo_region_destroy (region);
|
|
|
|
if (cacheable)
|
|
g_hash_table_insert (factory->shadows, &shadow->key, shadow);
|
|
|
|
return shadow;
|
|
}
|
|
|
|
/**
|
|
* meta_shadow_factory_set_params:
|
|
* @factory: a #MetaShadowFactory
|
|
* @class_name: name of the class of shadow to set the params for.
|
|
* the default shadow classes are the names of the different
|
|
* theme frame types (normal, dialog, modal_dialog, utility,
|
|
* border, menu, attached) and in addition, popup-menu
|
|
* and dropdown-menu.
|
|
* @focused: whether the shadow is for a focused window
|
|
* @params: new parameter values
|
|
*
|
|
* Updates the shadow parameters for a particular class of shadows
|
|
* for either the focused or unfocused state. If the class name
|
|
* does not name an existing class, a new class will be created
|
|
* (the other focus state for that class will have default values
|
|
* assigned to it.)
|
|
*/
|
|
void
|
|
meta_shadow_factory_set_params (MetaShadowFactory *factory,
|
|
const char *class_name,
|
|
gboolean focused,
|
|
MetaShadowParams *params)
|
|
{
|
|
MetaShadowParams *stored_params;
|
|
|
|
g_return_if_fail (META_IS_SHADOW_FACTORY (factory));
|
|
g_return_if_fail (class_name != NULL);
|
|
g_return_if_fail (params != NULL);
|
|
g_return_if_fail (params->radius >= 0);
|
|
|
|
stored_params = get_shadow_params (factory, class_name, focused, TRUE);
|
|
|
|
*stored_params = *params;
|
|
|
|
g_signal_emit (factory, signals[CHANGED], 0);
|
|
}
|
|
|
|
/**
|
|
* meta_shadow_factory_get_params:
|
|
* @factory: a #MetaShadowFactory
|
|
* @class_name: name of the class of shadow to get the params for
|
|
* @focused: whether the shadow is for a focused window
|
|
* @params: (out caller-allocates): location to store the current parameter values
|
|
*
|
|
* Gets the shadow parameters for a particular class of shadows
|
|
* for either the focused or unfocused state. If the class name
|
|
* does not name an existing class, default values will be returned
|
|
* without printing an error.
|
|
*/
|
|
void
|
|
meta_shadow_factory_get_params (MetaShadowFactory *factory,
|
|
const char *class_name,
|
|
gboolean focused,
|
|
MetaShadowParams *params)
|
|
{
|
|
MetaShadowParams *stored_params;
|
|
|
|
g_return_if_fail (META_IS_SHADOW_FACTORY (factory));
|
|
g_return_if_fail (class_name != NULL);
|
|
|
|
stored_params = get_shadow_params (factory, class_name, focused, FALSE);
|
|
|
|
if (params)
|
|
*params = *stored_params;
|
|
}
|