46c597a1f6
Move all Actor private API to a separate file.
435 lines
14 KiB
C
435 lines
14 KiB
C
/*
|
|
* 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/>.
|
|
*
|
|
* Authors:
|
|
* Emmanuele Bassi <ebassi@linux.intel.com>
|
|
* Robert Bragg <robert@linux.intel.com>
|
|
*/
|
|
|
|
/**
|
|
* SECTION:clutter-offscreen-effect
|
|
* @short_description: Base class for effects using offscreen buffers
|
|
* @see_also: #ClutterBlurEffect, #ClutterEffect
|
|
*
|
|
* #ClutterOffscreenEffect is an abstract class that can be used by
|
|
* #ClutterEffect sub-classes requiring access to an offscreen buffer.
|
|
*
|
|
* Some effects, like the fragment shader based effects, can only use GL
|
|
* textures, and in order to apply those effects to any kind of actor they
|
|
* require that all drawing operations are applied to an offscreen framebuffer
|
|
* that gets redirected to a texture.
|
|
*
|
|
* #ClutterOffscreenEffect provides all the heavy-lifting for creating the
|
|
* offscreen framebuffer, the redirection and the final paint of the texture on
|
|
* the desired stage.
|
|
*
|
|
* <refsect2 id="ClutterOffscreenEffect-implementing">
|
|
* <title>Implementing a ClutterOffscreenEffect</title>
|
|
* <para>Creating a sub-class of #ClutterOffscreenEffect requires, in case
|
|
* of overriding the #ClutterEffect virtual functions, to chain up to the
|
|
* #ClutterOffscreenEffect's implementation.</para>
|
|
* <para>On top of the #ClutterEffect's virtual functions,
|
|
* #ClutterOffscreenEffect also provides a <function>paint_target()</function>
|
|
* function, which encapsulates the effective painting of the texture that
|
|
* contains the result of the offscreen redirection.</para>
|
|
* <para>The size of the target material is defined to be as big as the
|
|
* transformed size of the #ClutterActor using the offscreen effect.
|
|
* Sub-classes of #ClutterOffscreenEffect can change the texture creation
|
|
* code to provide bigger textures by overriding the
|
|
* <function>create_texture()</function> virtual function; no chain up
|
|
* to the #ClutterOffscreenEffect implementation is required in this
|
|
* case.</para>
|
|
* </refsect2>
|
|
*
|
|
* #ClutterOffscreenEffect is available since Clutter 1.4
|
|
*/
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include "config.h"
|
|
#endif
|
|
|
|
#include "clutter-offscreen-effect.h"
|
|
|
|
#include "cogl/cogl.h"
|
|
|
|
#include "clutter-actor-private.h"
|
|
#include "clutter-debug.h"
|
|
#include "clutter-private.h"
|
|
#include "clutter-stage-private.h"
|
|
|
|
struct _ClutterOffscreenEffectPrivate
|
|
{
|
|
CoglHandle offscreen;
|
|
CoglMaterial *target;
|
|
|
|
ClutterActor *actor;
|
|
ClutterActor *stage;
|
|
|
|
gfloat x_offset;
|
|
gfloat y_offset;
|
|
|
|
gfloat target_width;
|
|
gfloat target_height;
|
|
};
|
|
|
|
G_DEFINE_ABSTRACT_TYPE (ClutterOffscreenEffect,
|
|
clutter_offscreen_effect,
|
|
CLUTTER_TYPE_EFFECT);
|
|
|
|
static void
|
|
clutter_offscreen_effect_set_actor (ClutterActorMeta *meta,
|
|
ClutterActor *actor)
|
|
{
|
|
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (meta);
|
|
ClutterOffscreenEffectPrivate *priv = self->priv;
|
|
ClutterActorMetaClass *meta_class;
|
|
|
|
meta_class = CLUTTER_ACTOR_META_CLASS (clutter_offscreen_effect_parent_class);
|
|
meta_class->set_actor (meta, actor);
|
|
|
|
/* clear out the previous state */
|
|
if (priv->offscreen != COGL_INVALID_HANDLE)
|
|
{
|
|
cogl_handle_unref (priv->offscreen);
|
|
priv->offscreen = COGL_INVALID_HANDLE;
|
|
}
|
|
|
|
if (priv->target != COGL_INVALID_HANDLE)
|
|
{
|
|
cogl_handle_unref (priv->target);
|
|
priv->target = COGL_INVALID_HANDLE;
|
|
}
|
|
|
|
/* we keep a back pointer here, to avoid going through the ActorMeta */
|
|
priv->actor = clutter_actor_meta_get_actor (meta);
|
|
}
|
|
|
|
static CoglHandle
|
|
clutter_offscreen_effect_real_create_texture (ClutterOffscreenEffect *effect,
|
|
gfloat width,
|
|
gfloat height)
|
|
{
|
|
return cogl_texture_new_with_size (MAX (width, 1), MAX (height, 1),
|
|
COGL_TEXTURE_NO_SLICING,
|
|
COGL_PIXEL_FORMAT_RGBA_8888_PRE);
|
|
}
|
|
|
|
static gboolean
|
|
update_fbo (ClutterEffect *effect, int fbo_width, int fbo_height)
|
|
{
|
|
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
|
|
ClutterOffscreenEffectPrivate *priv = self->priv;
|
|
CoglHandle texture;
|
|
|
|
priv->stage = clutter_actor_get_stage (priv->actor);
|
|
if (priv->stage == NULL)
|
|
{
|
|
CLUTTER_NOTE (MISC, "The actor '%s' is not part of a stage",
|
|
clutter_actor_get_name (priv->actor) == NULL
|
|
? G_OBJECT_TYPE_NAME (priv->actor)
|
|
: clutter_actor_get_name (priv->actor));
|
|
return FALSE;
|
|
}
|
|
|
|
if (priv->target_width == fbo_width &&
|
|
priv->target_height == fbo_height)
|
|
return TRUE;
|
|
|
|
if (priv->target != COGL_INVALID_HANDLE)
|
|
{
|
|
cogl_handle_unref (priv->target);
|
|
cogl_handle_unref (priv->offscreen);
|
|
}
|
|
|
|
priv->target = cogl_material_new ();
|
|
|
|
texture =
|
|
clutter_offscreen_effect_create_texture (self, fbo_width, fbo_height);
|
|
if (texture == COGL_INVALID_HANDLE)
|
|
return FALSE;
|
|
|
|
cogl_material_set_layer (priv->target, 0, texture);
|
|
cogl_handle_unref (texture);
|
|
|
|
/* we need to use the size of the texture target and not the minimum
|
|
* size we passed to the create_texture() vfunc, as any sub-class might
|
|
* give use a bigger texture
|
|
*/
|
|
priv->target_width = cogl_texture_get_width (texture);
|
|
priv->target_height = cogl_texture_get_height (texture);
|
|
|
|
priv->offscreen = cogl_offscreen_new_to_texture (texture);
|
|
if (priv->offscreen == COGL_INVALID_HANDLE)
|
|
{
|
|
g_warning ("%s: Unable to create an Offscreen buffer", G_STRLOC);
|
|
|
|
cogl_handle_unref (priv->target);
|
|
priv->target = COGL_INVALID_HANDLE;
|
|
|
|
priv->target_width = 0;
|
|
priv->target_height = 0;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static gboolean
|
|
clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
|
|
{
|
|
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
|
|
ClutterOffscreenEffectPrivate *priv = self->priv;
|
|
ClutterActorBox box;
|
|
CoglMatrix projection;
|
|
CoglColor transparent;
|
|
CoglMatrix modelview;
|
|
gfloat fbo_width, fbo_height;
|
|
gfloat width, height;
|
|
|
|
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
|
|
return FALSE;
|
|
|
|
if (priv->actor == NULL)
|
|
return FALSE;
|
|
|
|
/* The paint box is the bounding box of the actor's paint volume in
|
|
* stage coordinates. This will give us the size for the framebuffer
|
|
* we need to redirect its rendering offscreen and its position will
|
|
* be used to setup an offset viewport */
|
|
if (clutter_actor_get_paint_box (priv->actor, &box))
|
|
clutter_actor_box_get_size (&box, &fbo_width, &fbo_height);
|
|
else
|
|
{
|
|
/* If we can't get a valid paint box then we fallback to
|
|
* creating a full stage size fbo. */
|
|
ClutterActor *stage = _clutter_actor_get_stage_internal (priv->actor);
|
|
clutter_actor_get_size (stage, &fbo_width, &fbo_height);
|
|
}
|
|
|
|
/* First assert that the framebuffer is the right size... */
|
|
if (!update_fbo (effect, fbo_width, fbo_height))
|
|
return FALSE;
|
|
|
|
/* get the current modelview matrix so that we can copy it
|
|
* to the framebuffer
|
|
*/
|
|
cogl_get_modelview_matrix (&modelview);
|
|
|
|
/* let's draw offscreen */
|
|
cogl_push_framebuffer (priv->offscreen);
|
|
|
|
/* Set up the viewport so that it has the same size as the stage,
|
|
* but offset it so that the actor of interest lands on our
|
|
* framebuffer. */
|
|
clutter_actor_get_size (priv->stage, &width, &height);
|
|
clutter_actor_box_get_origin (&box, &priv->x_offset, &priv->y_offset);
|
|
cogl_set_viewport (-priv->x_offset, -priv->y_offset, width, height);
|
|
|
|
/* Copy the stage's projection matrix across to the framebuffer */
|
|
_clutter_stage_get_projection_matrix (CLUTTER_STAGE (priv->stage),
|
|
&projection);
|
|
cogl_set_projection_matrix (&projection);
|
|
|
|
/* Copy the modelview that would have been used if rendering onscreen */
|
|
cogl_set_modelview_matrix (&modelview);
|
|
|
|
cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
|
|
cogl_clear (&transparent,
|
|
COGL_BUFFER_BIT_COLOR |
|
|
COGL_BUFFER_BIT_DEPTH);
|
|
|
|
cogl_push_matrix ();
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect)
|
|
{
|
|
ClutterOffscreenEffectPrivate *priv = effect->priv;
|
|
guint8 paint_opacity;
|
|
|
|
paint_opacity = clutter_actor_get_paint_opacity (priv->actor);
|
|
|
|
cogl_material_set_color4ub (priv->target,
|
|
paint_opacity,
|
|
paint_opacity,
|
|
paint_opacity,
|
|
paint_opacity);
|
|
cogl_set_source (priv->target);
|
|
|
|
/* At this point we are in stage coordinates translated so if
|
|
* we draw our texture using a textured quad the size of the paint
|
|
* box then we will overlay where the actor would have drawn if it
|
|
* hadn't been redirected offscreen.
|
|
*/
|
|
cogl_rectangle_with_texture_coords (0, 0,
|
|
priv->target_width,
|
|
priv->target_height,
|
|
0.0, 0.0,
|
|
1.0, 1.0);
|
|
}
|
|
|
|
static void
|
|
clutter_offscreen_effect_post_paint (ClutterEffect *effect)
|
|
{
|
|
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
|
|
ClutterOffscreenEffectPrivate *priv = self->priv;
|
|
CoglMatrix modelview;
|
|
|
|
if (priv->offscreen == COGL_INVALID_HANDLE ||
|
|
priv->target == COGL_INVALID_HANDLE ||
|
|
priv->actor == NULL)
|
|
return;
|
|
|
|
cogl_pop_matrix ();
|
|
cogl_pop_framebuffer ();
|
|
|
|
cogl_push_matrix ();
|
|
|
|
/* Now reset the modelview to put us in stage coordinates so
|
|
* we can drawn the result of our offscreen render as a textured
|
|
* quad... */
|
|
|
|
cogl_matrix_init_identity (&modelview);
|
|
_clutter_actor_apply_modelview_transform (priv->stage, &modelview);
|
|
cogl_matrix_translate (&modelview, priv->x_offset, priv->y_offset, 0.0f);
|
|
cogl_set_modelview_matrix (&modelview);
|
|
|
|
/* paint the target material; this is virtualized for
|
|
* sub-classes that require special hand-holding
|
|
*/
|
|
clutter_offscreen_effect_paint_target (self);
|
|
|
|
cogl_pop_matrix ();
|
|
}
|
|
|
|
static void
|
|
clutter_offscreen_effect_finalize (GObject *gobject)
|
|
{
|
|
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (gobject);
|
|
ClutterOffscreenEffectPrivate *priv = self->priv;
|
|
|
|
if (priv->offscreen)
|
|
cogl_handle_unref (priv->offscreen);
|
|
|
|
if (priv->target)
|
|
cogl_handle_unref (priv->target);
|
|
|
|
G_OBJECT_CLASS (clutter_offscreen_effect_parent_class)->finalize (gobject);
|
|
}
|
|
|
|
static void
|
|
clutter_offscreen_effect_class_init (ClutterOffscreenEffectClass *klass)
|
|
{
|
|
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
|
|
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
|
|
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
|
|
|
|
g_type_class_add_private (klass, sizeof (ClutterOffscreenEffectPrivate));
|
|
|
|
klass->create_texture = clutter_offscreen_effect_real_create_texture;
|
|
klass->paint_target = clutter_offscreen_effect_real_paint_target;
|
|
|
|
meta_class->set_actor = clutter_offscreen_effect_set_actor;
|
|
|
|
effect_class->pre_paint = clutter_offscreen_effect_pre_paint;
|
|
effect_class->post_paint = clutter_offscreen_effect_post_paint;
|
|
|
|
gobject_class->finalize = clutter_offscreen_effect_finalize;
|
|
}
|
|
|
|
static void
|
|
clutter_offscreen_effect_init (ClutterOffscreenEffect *self)
|
|
{
|
|
self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
|
|
CLUTTER_TYPE_OFFSCREEN_EFFECT,
|
|
ClutterOffscreenEffectPrivate);
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_get_target:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
*
|
|
* Retrieves the material used as a render target for the offscreen
|
|
* buffer created by @effect
|
|
*
|
|
* You should only use the returned #CoglMaterial when painting. The
|
|
* returned material might change between different frames.
|
|
*
|
|
* Return value: (transfer none): a #CoglMaterial or %NULL. The
|
|
* returned material is owned by Clutter and it should not be
|
|
* modified or freed
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglMaterial *
|
|
clutter_offscreen_effect_get_target (ClutterOffscreenEffect *effect)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
|
|
COGL_INVALID_HANDLE);
|
|
|
|
return effect->priv->target;
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_paint_target:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
*
|
|
* Calls the paint_target() virtual function of the @effect
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect));
|
|
|
|
CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->paint_target (effect);
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_create_texture:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
* @width: the minimum width of the target texture
|
|
* @height: the minimum height of the target texture
|
|
*
|
|
* Calls the create_texture() virtual function of the @effect
|
|
*
|
|
* Return value: (transfer full): a handle to a Cogl texture, or
|
|
* %COGL_INVALID_HANDLE. The returned handle has its reference
|
|
* count increased.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglHandle
|
|
clutter_offscreen_effect_create_texture (ClutterOffscreenEffect *effect,
|
|
gfloat width,
|
|
gfloat height)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
|
|
COGL_INVALID_HANDLE);
|
|
|
|
return CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->create_texture (effect,
|
|
width,
|
|
height);
|
|
}
|