shell: Actually make GLSLEffect an effect
A generic, introspectable Shader effect is not only more flexible than a shader actor, it will also make it much easier to turn Lightbox into an actor subclass and replace Tweener with Clutter's own animation support. https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/651
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@ -24,8 +24,8 @@ t = clamp(t, 0.0, 1.0);\n\
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float pixel_brightness = mix(1.0, 1.0 - vignette_sharpness, t);\n\
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cogl_color_out.a = cogl_color_out.a * (1 - pixel_brightness * brightness);';
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var RadialShaderQuad = GObject.registerClass(
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class RadialShaderQuad extends Shell.GLSLEffect {
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var RadialShaderEffect = GObject.registerClass(
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class RadialShaderEffect extends Shell.GLSLEffect {
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_init(params) {
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super._init(params);
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@ -99,12 +99,13 @@ var Lightbox = class Lightbox {
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this._children = container.get_children();
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this._fadeFactor = params.fadeFactor;
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this._radialEffect = Clutter.feature_available(Clutter.FeatureFlags.SHADERS_GLSL) && params.radialEffect;
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this.actor = new St.Bin({ reactive: params.inhibitEvents });
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if (this._radialEffect)
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this.actor = new RadialShaderQuad({ reactive: params.inhibitEvents });
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this.actor.add_effect(new RadialShaderEffect({ name: 'radial' }));
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else
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this.actor = new St.Bin({ opacity: 0,
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style_class: 'lightbox',
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reactive: params.inhibitEvents });
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this.actor.set({ opacity: 0, style_class: 'lightbox' });
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container.add_actor(this.actor);
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this.actor.raise_top();
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@ -155,7 +156,7 @@ var Lightbox = class Lightbox {
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Tweener.removeTweens(this.actor);
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if (this._radialEffect) {
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Tweener.addTween(this.actor,
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Tweener.addTween(this.actor.get_effect('radial'),
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{ brightness: VIGNETTE_BRIGHTNESS,
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vignetteSharpness: VIGNETTE_SHARPNESS,
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time: fadeInTime,
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@ -186,7 +187,7 @@ var Lightbox = class Lightbox {
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this.shown = false;
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Tweener.removeTweens(this.actor);
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if (this._radialEffect) {
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Tweener.addTween(this.actor,
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Tweener.addTween(this.actor.get_effect('radial'),
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{ brightness: 1.0,
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vignetteSharpness: 0.0,
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opacity: 0,
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@ -2,13 +2,11 @@
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/**
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* SECTION:shell-glsl-effect
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* @short_description: Draw a rectangle using GLSL
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* @short_description: An offscreen effect using GLSL
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*
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* A #ShellGLSLEffect draws one single rectangle, sized to the allocation
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* box, but allows running custom GLSL to the vertex and fragment
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* stages of the graphic pipeline.
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*
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* To ease writing the shader, a single texture layer is also used.
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* A #ShellGLSLEffect is a #ClutterOffscreenEffect that allows
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* running custom GLSL to the vertex and fragment stages of the
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* graphic pipeline.
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*/
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#include "config.h"
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@ -20,29 +18,65 @@ typedef struct _ShellGLSLEffectPrivate ShellGLSLEffectPrivate;
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struct _ShellGLSLEffectPrivate
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{
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CoglPipeline *pipeline;
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gint tex_width;
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gint tex_height;
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};
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G_DEFINE_TYPE_WITH_PRIVATE (ShellGLSLEffect, shell_glsl_effect, CLUTTER_TYPE_ACTOR);
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G_DEFINE_TYPE_WITH_PRIVATE (ShellGLSLEffect, shell_glsl_effect, CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static gboolean
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shell_glsl_effect_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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shell_glsl_effect_pre_paint (ClutterEffect *effect)
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{
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return clutter_paint_volume_set_from_allocation (volume, actor);
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ShellGLSLEffect *self = SHELL_GLSL_EFFECT (effect);
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ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (effect);
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ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (self);
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ClutterEffectClass *parent_class;
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CoglHandle texture;
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gboolean success;
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
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{
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/* if we don't have support for GLSL shaders then we
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* forcibly disable the ActorMeta
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*/
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g_warning ("Unable to use the ShaderEffect: the graphics hardware "
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"or the current GL driver does not implement support "
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"for the GLSL shading language.");
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clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), FALSE);
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return FALSE;
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}
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parent_class = CLUTTER_EFFECT_CLASS (shell_glsl_effect_parent_class);
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success = parent_class->pre_paint (effect);
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if (!success)
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return FALSE;
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texture = clutter_offscreen_effect_get_texture (offscreen_effect);
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priv->tex_width = cogl_texture_get_width (texture);
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priv->tex_height = cogl_texture_get_height (texture);
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cogl_pipeline_set_layer_texture (priv->pipeline, 0, texture);
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return TRUE;
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}
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static void
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shell_glsl_effect_paint (ClutterActor *actor)
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shell_glsl_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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ShellGLSLEffect *self = SHELL_GLSL_EFFECT (actor);
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ShellGLSLEffect *self = SHELL_GLSL_EFFECT (effect);
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ShellGLSLEffectPrivate *priv;
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ClutterActor *actor;
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guint8 paint_opacity;
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ClutterActorBox box;
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priv = shell_glsl_effect_get_instance_private (self);
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actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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paint_opacity = clutter_actor_get_paint_opacity (actor);
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clutter_actor_get_allocation_box (actor, &box);
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cogl_pipeline_set_color4ub (priv->pipeline,
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paint_opacity,
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@ -51,8 +85,8 @@ shell_glsl_effect_paint (ClutterActor *actor)
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paint_opacity);
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cogl_framebuffer_draw_rectangle (cogl_get_draw_framebuffer (),
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priv->pipeline,
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box.x1, box.y1,
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box.x2, box.y2);
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0, 0,
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priv->tex_width, priv->tex_height);
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}
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@ -64,7 +98,7 @@ shell_glsl_effect_paint (ClutterActor *actor)
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* @code: GLSL code
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* @is_replace: wheter Cogl code should be replaced by the custom shader
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*
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* Adds a GLSL snippet to the pipeline used for drawing the actor texture.
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* Adds a GLSL snippet to the pipeline used for drawing the effect texture.
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* See #CoglSnippet for details.
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*
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* This is only valid inside the a call to the build_pipeline() virtual
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@ -149,20 +183,23 @@ shell_glsl_effect_constructed (GObject *object)
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priv->pipeline = cogl_pipeline_copy (klass->base_pipeline);
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cogl_pipeline_set_layer_null_texture (priv->pipeline, 0);
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cogl_pipeline_set_layer_null_texture (klass->base_pipeline, 0);
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}
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static void
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shell_glsl_effect_class_init (ShellGLSLEffectClass *klass)
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{
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterOffscreenEffectClass *offscreen_class;
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offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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offscreen_class->paint_target = shell_glsl_effect_paint_target;
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effect_class->pre_paint = shell_glsl_effect_pre_paint;
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gobject_class->constructed = shell_glsl_effect_constructed;
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gobject_class->dispose = shell_glsl_effect_dispose;
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actor_class->get_paint_volume = shell_glsl_effect_get_paint_volume;
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actor_class->paint = shell_glsl_effect_paint;
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}
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/**
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@ -28,11 +28,11 @@ typedef enum {
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#define SHELL_TYPE_GLSL_EFFECT (shell_glsl_effect_get_type ())
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G_DECLARE_DERIVABLE_TYPE (ShellGLSLEffect, shell_glsl_effect,
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SHELL, GLSL_EFFECT, ClutterActor)
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SHELL, GLSL_EFFECT, ClutterOffscreenEffect)
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struct _ShellGLSLEffectClass
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{
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ClutterActorClass parent_class;
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ClutterOffscreenEffectClass parent_class;
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CoglPipeline *base_pipeline;
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