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
#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;
/* a back pointer to our actor, so that we can query it */
ClutterActor *actor;
/* the tint of the colorization */
ClutterColor tint;
CoglHandle shader;
CoglHandle program;
gint tex_uniform;
gint tint_uniform;
guint is_compiled : 1;
};
struct _ClutterColorizeEffectClass
{
ClutterOffscreenEffectClass parent_class;
};
/* 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_shader =
"uniform sampler2D tex;\n"
"uniform vec3 tint;\n"
"\n"
"void main ()\n"
"{\n"
" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n"
" float gray = dot (color.rgb, vec3 (0.299, 0.587, 0.114));\n"
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
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" cogl_color_out = vec4 (gray * tint, color.a);\n"
"}\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;
self->actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
if (self->actor == NULL)
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;
}
if (self->shader == COGL_INVALID_HANDLE)
{
self->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
cogl_shader_source (self->shader, colorize_glsl_shader);
self->is_compiled = FALSE;
self->tex_uniform = -1;
self->tint_uniform = -1;
}
if (self->program == COGL_INVALID_HANDLE)
self->program = cogl_create_program ();
if (!self->is_compiled)
{
g_assert (self->shader != COGL_INVALID_HANDLE);
g_assert (self->program != COGL_INVALID_HANDLE);
cogl_shader_compile (self->shader);
if (!cogl_shader_is_compiled (self->shader))
{
gchar *log_buf = cogl_shader_get_info_log (self->shader);
g_warning (G_STRLOC ": Unable to compile the colorize shader: %s",
log_buf);
g_free (log_buf);
cogl_handle_unref (self->shader);
cogl_handle_unref (self->program);
self->shader = COGL_INVALID_HANDLE;
self->program = COGL_INVALID_HANDLE;
}
else
{
cogl_program_attach_shader (self->program, self->shader);
cogl_program_link (self->program);
cogl_handle_unref (self->shader);
self->is_compiled = TRUE;
self->tex_uniform =
cogl_program_get_uniform_location (self->program, "tex");
self->tint_uniform =
cogl_program_get_uniform_location (self->program, "tint");
}
}
parent_class = CLUTTER_EFFECT_CLASS (clutter_colorize_effect_parent_class);
return parent_class->pre_paint (effect);
}
static void
clutter_colorize_effect_paint_target (ClutterOffscreenEffect *effect)
{
ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect);
ClutterOffscreenEffectClass *parent;
CoglHandle material;
if (self->program == COGL_INVALID_HANDLE)
goto out;
if (self->tex_uniform > -1)
cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0);
if (self->tint_uniform > -1)
{
float tint[3] = {
self->tint.red / 255.0,
self->tint.green / 255.0,
self->tint.blue / 255.0
};
cogl_program_set_uniform_float (self->program, self->tint_uniform,
3, 1,
tint);
}
material = clutter_offscreen_effect_get_target (effect);
cogl_material_set_user_program (material, self->program);
out:
parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_colorize_effect_parent_class);
parent->paint_target (effect);
}
static void
clutter_colorize_effect_dispose (GObject *gobject)
{
ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (gobject);
if (self->program != COGL_INVALID_HANDLE)
{
cogl_handle_unref (self->program);
self->program = COGL_INVALID_HANDLE;
self->shader = COGL_INVALID_HANDLE;
}
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
*
* Since: 1.4
*/
obj_props[PROP_TINT] =
clutter_param_spec_color ("tint",
P_("Tint"),
P_("The tint to apply"),
&default_tint,
CLUTTER_PARAM_READWRITE);
_clutter_object_class_install_properties (gobject_class,
PROP_LAST,
obj_props);
}
static void
clutter_colorize_effect_init (ClutterColorizeEffect *self)
{
self->tint = default_tint;
}
/**
* 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
*
* Since: 1.4
*/
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
*
* Since: 1.4
*/
void
clutter_colorize_effect_set_tint (ClutterColorizeEffect *effect,
const ClutterColor *tint)
{
g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect));
effect->tint = *tint;
if (effect->actor != NULL)
clutter_actor_queue_redraw (effect->actor);
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_clutter_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
*
* Since: 1.4
*/
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;
}