abef73bb58
The former is not yet "officially" deprecated by the latter, but it's confusing to have them both in the code base.
488 lines
16 KiB
C
488 lines
16 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Authors:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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* Robert Bragg <robert@linux.intel.com>
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*/
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/**
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* SECTION:clutter-offscreen-effect
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* @short_description: Base class for effects using offscreen buffers
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* @see_also: #ClutterBlurEffect, #ClutterEffect
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*
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* #ClutterOffscreenEffect is an abstract class that can be used by
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* #ClutterEffect sub-classes requiring access to an offscreen buffer.
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*
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* Some effects, like the fragment shader based effects, can only use GL
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* textures, and in order to apply those effects to any kind of actor they
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* require that all drawing operations are applied to an offscreen framebuffer
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* that gets redirected to a texture.
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*
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* #ClutterOffscreenEffect provides all the heavy-lifting for creating the
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* offscreen framebuffer, the redirection and the final paint of the texture on
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* the desired stage.
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*
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* <refsect2 id="ClutterOffscreenEffect-implementing">
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* <title>Implementing a ClutterOffscreenEffect</title>
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* <para>Creating a sub-class of #ClutterOffscreenEffect requires, in case
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* of overriding the #ClutterEffect virtual functions, to chain up to the
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* #ClutterOffscreenEffect's implementation.</para>
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* <para>On top of the #ClutterEffect's virtual functions,
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* #ClutterOffscreenEffect also provides a <function>paint_target()</function>
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* function, which encapsulates the effective painting of the texture that
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* contains the result of the offscreen redirection.</para>
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* <para>The size of the target material is defined to be as big as the
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* transformed size of the #ClutterActor using the offscreen effect.
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* Sub-classes of #ClutterOffscreenEffect can change the texture creation
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* code to provide bigger textures by overriding the
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* <function>create_texture()</function> virtual function; no chain up
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* to the #ClutterOffscreenEffect implementation is required in this
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* case.</para>
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* </refsect2>
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*
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* #ClutterOffscreenEffect is available since Clutter 1.4
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-offscreen-effect.h"
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#include "cogl/cogl.h"
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#include "clutter-debug.h"
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#include "clutter-private.h"
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struct _ClutterOffscreenEffectPrivate
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{
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CoglHandle offscreen;
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CoglMaterial *target;
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ClutterActor *actor;
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ClutterActor *stage;
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gfloat x_offset;
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gfloat y_offset;
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gfloat target_width;
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gfloat target_height;
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};
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G_DEFINE_ABSTRACT_TYPE (ClutterOffscreenEffect,
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clutter_offscreen_effect,
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CLUTTER_TYPE_EFFECT);
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static void
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clutter_offscreen_effect_set_actor (ClutterActorMeta *meta,
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ClutterActor *actor)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (meta);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterActorMetaClass *meta_class;
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meta_class = CLUTTER_ACTOR_META_CLASS (clutter_offscreen_effect_parent_class);
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meta_class->set_actor (meta, actor);
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/* clear out the previous state */
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if (priv->offscreen != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (priv->offscreen);
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priv->offscreen = COGL_INVALID_HANDLE;
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}
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if (priv->target != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (priv->target);
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priv->target = COGL_INVALID_HANDLE;
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}
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/* we keep a back pointer here, to avoid going through the ActorMeta */
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priv->actor = clutter_actor_meta_get_actor (meta);
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}
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static CoglHandle
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clutter_offscreen_effect_real_create_texture (ClutterOffscreenEffect *effect,
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gfloat width,
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gfloat height)
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{
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return cogl_texture_new_with_size (MAX (width, 1), MAX (height, 1),
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE);
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}
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static gboolean
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update_fbo (ClutterEffect *effect)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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gfloat width, height;
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CoglHandle texture;
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priv->stage = clutter_actor_get_stage (priv->actor);
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if (priv->stage == NULL)
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{
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CLUTTER_NOTE (MISC, "The actor '%s' is not part of a stage",
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clutter_actor_get_name (priv->actor) == NULL
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? G_OBJECT_TYPE_NAME (priv->actor)
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: clutter_actor_get_name (priv->actor));
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return FALSE;
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}
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/* the target should at least be big enough to contain the
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* transformed allocation of the actor
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*
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* FIXME - this is actually not enough: we need the paint area
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* to make this work reliably
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*/
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clutter_actor_get_transformed_size (priv->actor, &width, &height);
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if (fabsf (priv->target_width - width) < 0.00001f &&
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fabsf (priv->target_height - height) < 0.0001f)
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return TRUE;
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if (priv->target != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (priv->target);
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cogl_handle_unref (priv->offscreen);
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}
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priv->target = cogl_material_new ();
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texture = clutter_offscreen_effect_create_texture (self, width, height);
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if (texture == COGL_INVALID_HANDLE)
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return FALSE;
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cogl_material_set_layer (priv->target, 0, texture);
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cogl_handle_unref (texture);
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/* we need to use the size of the texture target and not the minimum
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* size we passed to the create_texture() vfunc, as any sub-class might
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* give use a bigger texture
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*/
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priv->target_width = cogl_texture_get_width (texture);
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priv->target_height = cogl_texture_get_height (texture);
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priv->offscreen = cogl_offscreen_new_to_texture (texture);
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if (priv->offscreen == COGL_INVALID_HANDLE)
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{
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g_warning ("%s: Unable to create an Offscreen buffer", G_STRLOC);
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cogl_handle_unref (priv->target);
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priv->target = COGL_INVALID_HANDLE;
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priv->target_width = 0;
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priv->target_height = 0;
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return FALSE;
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}
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return TRUE;
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}
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static void
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get_screen_offsets (ClutterActor *actor,
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gfloat *x_offset,
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gfloat *y_offset)
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{
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ClutterVertex verts[4];
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gfloat x_min = G_MAXFLOAT, y_min = G_MAXFLOAT;
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gfloat v[4] = { 0, };
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gint i;
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/* Get the actors allocation transformed into screen coordinates.
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*
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* XXX: Note: this may not be a bounding box for the actor, since an
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* actor with depth may escape the box due to its perspective
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* projection. */
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clutter_actor_get_abs_allocation_vertices (actor, verts);
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for (i = 0; i < G_N_ELEMENTS (verts); ++i)
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{
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if (verts[i].x < x_min)
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x_min = verts[i].x;
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if (verts[i].y < y_min)
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y_min = verts[i].y;
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}
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/* XXX: It's not good enough to round by simply truncating the fraction here
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* via a cast, as it results in offscreen rendering being offset by 1 pixel
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* in many cases... */
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#define ROUND(x) ((x) >= 0 ? (long)((x) + 0.5) : (long)((x) - 0.5))
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*x_offset = ROUND (x_min);
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*y_offset = ROUND (y_min);
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#undef ROUND
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/* since we're setting up a viewport with a negative offset to paint
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* in an FBO with the same modelview and projection matrices as the
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* stage, we need to offset the computed absolute allocation vertices
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* with the current viewport's X and Y offsets. this works even with
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* the default case where the viewport is set up by Clutter to be
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* (0, 0, stage_width, stage_height)
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*/
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cogl_get_viewport (v);
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*x_offset -= v[0];
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*y_offset -= v[1];
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}
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static gboolean
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clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterPerspective perspective;
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CoglColor transparent;
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CoglMatrix modelview;
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gfloat width, height;
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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 (priv->actor == NULL)
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return FALSE;
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if (!update_fbo (effect))
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return FALSE;
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/* get the current modelview matrix so that we can copy it
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* on the new framebuffer
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*/
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cogl_get_modelview_matrix (&modelview);
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clutter_stage_get_perspective (CLUTTER_STAGE (priv->stage), &perspective);
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clutter_actor_get_size (priv->stage, &width, &height);
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get_screen_offsets (priv->actor, &priv->x_offset, &priv->y_offset);
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/* let's draw offscreen */
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cogl_push_framebuffer (priv->offscreen);
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/* set up the viewport so that it has the same size of the stage,
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* and it has its origin at the same position of the stage's; also
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* set up the perspective to be the same as the stage's
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*/
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cogl_set_viewport (-priv->x_offset, -priv->y_offset, width, height);
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cogl_perspective (perspective.fovy,
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perspective.aspect,
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perspective.z_near,
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perspective.z_far);
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cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
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cogl_clear (&transparent,
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COGL_BUFFER_BIT_COLOR |
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COGL_BUFFER_BIT_DEPTH);
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cogl_push_matrix ();
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cogl_set_modelview_matrix (&modelview);
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return TRUE;
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}
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static void
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clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect)
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{
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ClutterOffscreenEffectPrivate *priv = effect->priv;
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guint8 paint_opacity;
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paint_opacity = clutter_actor_get_paint_opacity (priv->actor);
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cogl_material_set_color4ub (priv->target,
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paint_opacity,
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paint_opacity,
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paint_opacity,
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paint_opacity);
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cogl_set_source (priv->target);
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/* paint the texture at the same position as the actor would be,
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* in Stage coordinates, since we set up the modelview matrix to
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* be exactly as the stage sets it up, plus the eventual offsets
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* due to offscreen effects stacking
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*/
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cogl_rectangle_with_texture_coords (0, 0,
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priv->target_width,
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priv->target_height,
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0.0, 0.0,
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1.0, 1.0);
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}
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static void
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clutter_offscreen_effect_post_paint (ClutterEffect *effect)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterPerspective perspective;
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CoglMatrix modelview, matrix;
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gfloat width, height;
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gfloat z_camera;
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if (priv->offscreen == COGL_INVALID_HANDLE ||
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priv->target == COGL_INVALID_HANDLE ||
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priv->actor == NULL)
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return;
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cogl_pop_matrix ();
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cogl_pop_framebuffer ();
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clutter_stage_get_perspective (CLUTTER_STAGE (priv->stage), &perspective);
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clutter_actor_get_size (priv->stage, &width, &height);
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cogl_get_modelview_matrix (&modelview);
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cogl_get_projection_matrix (&matrix);
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z_camera = 0.5f * matrix.xx;
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/* obliterate the current modelview matrix and reset it to be
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* the same as the stage's at the beginning of a paint run; this
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* is done to paint the target material in screen coordinates at
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* the same place as the actor would have been
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*/
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cogl_matrix_init_identity (&matrix);
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cogl_matrix_translate (&matrix, -0.5f, -0.5f, -z_camera);
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cogl_matrix_scale (&matrix, 1.0f / width, -1.0f / height, 1.0f / width);
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cogl_matrix_translate (&matrix, 0.0f, -1.0f * height, 0.0f);
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cogl_set_modelview_matrix (&matrix);
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cogl_push_matrix ();
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cogl_translate (priv->x_offset, priv->y_offset, 0.0f);
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/* paint the target material; this is virtualized for
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* sub-classes that require special hand-holding
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*/
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clutter_offscreen_effect_paint_target (self);
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cogl_pop_matrix ();
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/* reset the modelview matrix */
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cogl_set_modelview_matrix (&modelview);
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}
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static void
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clutter_offscreen_effect_finalize (GObject *gobject)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (gobject);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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if (priv->offscreen)
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cogl_handle_unref (priv->offscreen);
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if (priv->target)
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cogl_handle_unref (priv->target);
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G_OBJECT_CLASS (clutter_offscreen_effect_parent_class)->finalize (gobject);
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}
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static void
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clutter_offscreen_effect_class_init (ClutterOffscreenEffectClass *klass)
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{
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ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_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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g_type_class_add_private (klass, sizeof (ClutterOffscreenEffectPrivate));
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klass->create_texture = clutter_offscreen_effect_real_create_texture;
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klass->paint_target = clutter_offscreen_effect_real_paint_target;
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meta_class->set_actor = clutter_offscreen_effect_set_actor;
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effect_class->pre_paint = clutter_offscreen_effect_pre_paint;
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effect_class->post_paint = clutter_offscreen_effect_post_paint;
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gobject_class->finalize = clutter_offscreen_effect_finalize;
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}
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static void
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clutter_offscreen_effect_init (ClutterOffscreenEffect *self)
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{
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self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
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CLUTTER_TYPE_OFFSCREEN_EFFECT,
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ClutterOffscreenEffectPrivate);
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}
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/**
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* clutter_offscreen_effect_get_target:
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* @effect: a #ClutterOffscreenEffect
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*
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* Retrieves the material used as a render target for the offscreen
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* buffer created by @effect
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*
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* You should only use the returned #CoglMaterial when painting. The
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* returned material might change between different frames.
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*
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* Return value: (transfer none): a #CoglMaterial or %NULL. The
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* returned material is owned by Clutter and it should not be
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* modified or freed
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*
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* Since: 1.4
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*/
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CoglMaterial *
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clutter_offscreen_effect_get_target (ClutterOffscreenEffect *effect)
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{
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g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
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COGL_INVALID_HANDLE);
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return effect->priv->target;
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}
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/**
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* clutter_offscreen_effect_paint_target:
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* @effect: a #ClutterOffscreenEffect
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*
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* Calls the paint_target() virtual function of the @effect
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*
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* Since: 1.4
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*/
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void
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clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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g_return_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect));
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CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->paint_target (effect);
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}
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/**
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* clutter_offscreen_effect_create_texture:
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* @effect: a #ClutterOffscreenEffect
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* @width: the minimum width of the target texture
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* @height: the minimum height of the target texture
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*
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* Calls the create_texture() virtual function of the @effect
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*
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* Return value: a handle to a Cogl texture, or %COGL_INVALID_HANDLE
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*
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* Since: 1.4
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*/
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CoglHandle
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clutter_offscreen_effect_create_texture (ClutterOffscreenEffect *effect,
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gfloat width,
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gfloat height)
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{
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g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
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COGL_INVALID_HANDLE);
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return CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->create_texture (effect,
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width,
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height);
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}
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