mutter/clutter/clutter-colorize-effect.c

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*/
/**
* SECTION:clutter-colorize-effect
* @short_description: A colorization effect
* @see_also: #ClutterEffect, #ClutterOffscreenEffect
*
* #ClutterColorizeEffect is a sub-class of #ClutterEffect that
* colorizes an actor with the given tint.
*
* #ClutterColorizeEffect is available since Clutter 1.4
*/
#define CLUTTER_COLORIZE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_COLORIZE_EFFECT, ClutterColorizeEffectClass))
#define CLUTTER_IS_COLORIZE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_COLORIZE_EFFECT))
#define CLUTTER_COLORIZE_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_COLORIZE_EFFECT, ClutterColorizeEffectClass))
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#define CLUTTER_ENABLE_EXPERIMENTAL_API
#include "clutter-colorize-effect.h"
#include "cogl/cogl.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-offscreen-effect.h"
#include "clutter-private.h"
struct _ClutterColorizeEffect
{
ClutterOffscreenEffect parent_instance;
/* the tint of the colorization */
ClutterColor tint;
gint tint_uniform;
gint tex_width;
gint tex_height;
CoglPipeline *pipeline;
};
struct _ClutterColorizeEffectClass
{
ClutterOffscreenEffectClass parent_class;
CoglPipeline *base_pipeline;
};
/* the magic gray vec3 has been taken from the NTSC conversion weights
* as defined by:
*
* "OpenGL Superbible, 4th Edition"
* -- Richard S. Wright Jr, Benjamin Lipchak, Nicholas Haemel
* Addison-Wesley
*/
static const gchar *colorize_glsl_declarations =
"uniform vec3 tint;\n";
static const gchar *colorize_glsl_source =
"float gray = dot (cogl_color_out.rgb, vec3 (0.299, 0.587, 0.114));\n"
"cogl_color_out.rgb = gray * tint;\n";
/* a lame sepia */
static const ClutterColor default_tint = { 255, 204, 153, 255 };
enum
{
PROP_0,
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PROP_TINT,
PROP_LAST
};
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static GParamSpec *obj_props[PROP_LAST];
G_DEFINE_TYPE (ClutterColorizeEffect,
clutter_colorize_effect,
CLUTTER_TYPE_OFFSCREEN_EFFECT);
static gboolean
clutter_colorize_effect_pre_paint (ClutterEffect *effect)
{
ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect);
ClutterEffectClass *parent_class;
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
return FALSE;
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
{
/* if we don't have support for GLSL shaders then we
* forcibly disable the ActorMeta
*/
g_warning ("Unable to use the ShaderEffect: the graphics hardware "
"or the current GL driver does not implement support "
"for the GLSL shading language.");
clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), FALSE);
return FALSE;
}
parent_class = CLUTTER_EFFECT_CLASS (clutter_colorize_effect_parent_class);
if (parent_class->pre_paint (effect))
{
ClutterOffscreenEffect *offscreen_effect =
CLUTTER_OFFSCREEN_EFFECT (effect);
CoglHandle texture;
texture = clutter_offscreen_effect_get_texture (offscreen_effect);
self->tex_width = cogl_texture_get_width (texture);
self->tex_height = cogl_texture_get_height (texture);
cogl_pipeline_set_layer_texture (self->pipeline, 0, texture);
return TRUE;
}
else
return FALSE;
}
static void
clutter_colorize_effect_paint_target (ClutterOffscreenEffect *effect)
{
ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect);
ClutterActor *actor;
guint8 paint_opacity;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
paint_opacity = clutter_actor_get_paint_opacity (actor);
cogl_pipeline_set_color4ub (self->pipeline,
paint_opacity,
paint_opacity,
paint_opacity,
paint_opacity);
cogl_push_source (self->pipeline);
cogl_rectangle (0, 0, self->tex_width, self->tex_height);
cogl_pop_source ();
}
static void
clutter_colorize_effect_dispose (GObject *gobject)
{
ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (gobject);
if (self->pipeline != NULL)
{
cogl_object_unref (self->pipeline);
self->pipeline = NULL;
}
G_OBJECT_CLASS (clutter_colorize_effect_parent_class)->dispose (gobject);
}
static void
clutter_colorize_effect_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject);
switch (prop_id)
{
case PROP_TINT:
clutter_colorize_effect_set_tint (effect,
clutter_value_get_color (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_colorize_effect_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject);
switch (prop_id)
{
case PROP_TINT:
clutter_value_set_color (value, &effect->tint);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_colorize_effect_class_init (ClutterColorizeEffectClass *klass)
{
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterOffscreenEffectClass *offscreen_class;
offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
offscreen_class->paint_target = clutter_colorize_effect_paint_target;
effect_class->pre_paint = clutter_colorize_effect_pre_paint;
gobject_class->set_property = clutter_colorize_effect_set_property;
gobject_class->get_property = clutter_colorize_effect_get_property;
gobject_class->dispose = clutter_colorize_effect_dispose;
/**
* ClutterColorizeEffect:tint:
*
* The tint to apply to the actor
*
*
*/
obj_props[PROP_TINT] =
clutter_param_spec_color ("tint",
P_("Tint"),
P_("The tint to apply"),
&default_tint,
CLUTTER_PARAM_READWRITE);
g_object_class_install_properties (gobject_class, PROP_LAST, obj_props);
}
static void
update_tint_uniform (ClutterColorizeEffect *self)
{
if (self->tint_uniform > -1)
{
float tint[3] = {
self->tint.red / 255.0,
self->tint.green / 255.0,
self->tint.blue / 255.0
};
cogl_pipeline_set_uniform_float (self->pipeline,
self->tint_uniform,
3, /* n_components */
1, /* count */
tint);
}
}
static void
clutter_colorize_effect_init (ClutterColorizeEffect *self)
{
ClutterColorizeEffectClass *klass = CLUTTER_COLORIZE_EFFECT_GET_CLASS (self);
if (G_UNLIKELY (klass->base_pipeline == NULL))
{
CoglSnippet *snippet;
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
klass->base_pipeline = cogl_pipeline_new (ctx);
snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
colorize_glsl_declarations,
colorize_glsl_source);
cogl_pipeline_add_snippet (klass->base_pipeline, snippet);
cogl_object_unref (snippet);
cogl_pipeline_set_layer_null_texture (klass->base_pipeline,
0, /* layer number */
COGL_TEXTURE_TYPE_2D);
}
self->pipeline = cogl_pipeline_copy (klass->base_pipeline);
self->tint_uniform =
cogl_pipeline_get_uniform_location (self->pipeline, "tint");
self->tint = default_tint;
update_tint_uniform (self);
}
/**
* clutter_colorize_effect_new:
* @tint: the color to be used
*
* Creates a new #ClutterColorizeEffect to be used with
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* clutter_actor_add_effect()
*
* Return value: the newly created #ClutterColorizeEffect or %NULL
*
*
*/
ClutterEffect *
clutter_colorize_effect_new (const ClutterColor *tint)
{
return g_object_new (CLUTTER_TYPE_COLORIZE_EFFECT,
"tint", tint,
NULL);
}
/**
* clutter_colorize_effect_set_tint:
* @effect: a #ClutterColorizeEffect
* @tint: the color to be used
*
* Sets the tint to be used when colorizing
*
*
*/
void
clutter_colorize_effect_set_tint (ClutterColorizeEffect *effect,
const ClutterColor *tint)
{
g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect));
effect->tint = *tint;
update_tint_uniform (effect);
clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_TINT]);
}
/**
* clutter_colorize_effect_get_tint:
* @effect: a #ClutterColorizeEffect
* @tint: (out caller-allocates): return location for the color used
*
* Retrieves the tint used by @effect
*
*
*/
void
clutter_colorize_effect_get_tint (ClutterColorizeEffect *effect,
ClutterColor *tint)
{
g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect));
g_return_if_fail (tint != NULL);
*tint = effect->tint;
}