xwm: Switch alpha, brightness and saturation to GLfloat
This commit is contained in:
+7
-7
@@ -225,9 +225,9 @@ weston_surface_create(struct weston_compositor *compositor)
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surface->compositor = compositor;
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surface->compositor = compositor;
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surface->image = EGL_NO_IMAGE_KHR;
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surface->image = EGL_NO_IMAGE_KHR;
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surface->alpha = 255;
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surface->alpha = 1.0;
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surface->brightness = 255;
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surface->brightness = 1.0;
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surface->saturation = 255;
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surface->saturation = 1.0;
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surface->blend = 1;
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surface->blend = 1;
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surface->opaque_rect[0] = 0.0;
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surface->opaque_rect[0] = 0.0;
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surface->opaque_rect[1] = 0.0;
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surface->opaque_rect[1] = 0.0;
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@@ -359,7 +359,7 @@ weston_surface_update_transform_disable(struct weston_surface *surface)
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surface->geometry.width,
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surface->geometry.width,
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surface->geometry.height);
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surface->geometry.height);
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if (surface->alpha == 255) {
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if (surface->alpha == 1.0) {
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pixman_region32_copy(&surface->transform.opaque,
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pixman_region32_copy(&surface->transform.opaque,
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&surface->opaque);
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&surface->opaque);
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pixman_region32_translate(&surface->transform.opaque,
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pixman_region32_translate(&surface->transform.opaque,
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@@ -868,9 +868,9 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output,
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1, GL_FALSE, output->matrix.d);
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1, GL_FALSE, output->matrix.d);
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glUniform1i(es->shader->tex_uniform, 0);
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glUniform1i(es->shader->tex_uniform, 0);
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glUniform4fv(es->shader->color_uniform, 1, es->color);
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glUniform4fv(es->shader->color_uniform, 1, es->color);
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glUniform1f(es->shader->alpha_uniform, es->alpha / 255.0);
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glUniform1f(es->shader->alpha_uniform, es->alpha);
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glUniform1f(es->shader->brightness_uniform, es->brightness / 255.0);
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glUniform1f(es->shader->brightness_uniform, es->brightness);
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glUniform1f(es->shader->saturation_uniform, es->saturation / 255.0);
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glUniform1f(es->shader->saturation_uniform, es->saturation);
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glUniform1f(es->shader->texwidth_uniform,
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glUniform1f(es->shader->texwidth_uniform,
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(GLfloat)es->geometry.width / es->pitch);
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(GLfloat)es->geometry.width / es->pitch);
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glUniform4fv(es->shader->opaque_uniform, 1, es->opaque_rect);
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glUniform4fv(es->shader->opaque_uniform, 1, es->opaque_rect);
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+3
-3
@@ -333,9 +333,9 @@ struct weston_surface {
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struct weston_shader *shader;
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struct weston_shader *shader;
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GLfloat color[4];
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GLfloat color[4];
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GLfloat opaque_rect[4];
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GLfloat opaque_rect[4];
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uint32_t alpha;
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GLfloat alpha;
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uint32_t brightness;
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GLfloat brightness;
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uint32_t saturation;
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GLfloat saturation;
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int blend;
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int blend;
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/* Surface geometry state, mutable.
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/* Surface geometry state, mutable.
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+3
-3
@@ -2398,11 +2398,11 @@ switcher_next(struct switcher *switcher)
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&switcher->listener);
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&switcher->listener);
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switcher->current = next;
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switcher->current = next;
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next->alpha = 255;
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next->alpha = 1.0;
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shsurf = get_shell_surface(switcher->current);
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shsurf = get_shell_surface(switcher->current);
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if (shsurf && shsurf->type ==SHELL_SURFACE_FULLSCREEN)
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if (shsurf && shsurf->type ==SHELL_SURFACE_FULLSCREEN)
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shsurf->fullscreen.black_surface->alpha = 255;
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shsurf->fullscreen.black_surface->alpha = 1.0;
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}
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}
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static void
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static void
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@@ -2422,7 +2422,7 @@ switcher_destroy(struct switcher *switcher, uint32_t time)
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struct wl_keyboard *keyboard = switcher->grab.keyboard;
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struct wl_keyboard *keyboard = switcher->grab.keyboard;
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wl_list_for_each(surface, &compositor->surface_list, link) {
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wl_list_for_each(surface, &compositor->surface_list, link) {
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surface->alpha = 255;
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surface->alpha = 1.0;
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weston_surface_damage(surface);
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weston_surface_damage(surface);
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}
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}
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+4
-4
@@ -153,9 +153,9 @@ weston_zoom_frame(struct weston_animation *animation,
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0.5f * es->geometry.width,
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0.5f * es->geometry.width,
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0.5f * es->geometry.height, 0);
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0.5f * es->geometry.height, 0);
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es->alpha = zoom->spring.current * 255;
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es->alpha = zoom->spring.current;
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if (es->alpha > 255)
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if (es->alpha > 1.0)
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es->alpha = 255;
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es->alpha = 1.0;
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zoom->surface->geometry.dirty = 1;
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zoom->surface->geometry.dirty = 1;
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weston_compositor_schedule_repaint(es->compositor);
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weston_compositor_schedule_repaint(es->compositor);
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@@ -375,7 +375,7 @@ weston_fade_frame(struct weston_animation *animation,
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fade_factor = 0;
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fade_factor = 0;
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else
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else
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fade_factor = fade->spring.current;
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fade_factor = fade->spring.current;
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es->alpha = fade_factor * 255;
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es->alpha = fade_factor;
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fade->surface->geometry.dirty = 1;
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fade->surface->geometry.dirty = 1;
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weston_compositor_schedule_repaint(es->compositor);
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weston_compositor_schedule_repaint(es->compositor);
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