0c576c0c33
Finish off the second half of 09a830d294
.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2596
383 lines
10 KiB
C
383 lines
10 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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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*/
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/**
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* SECTION:clutter-colorize-effect
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* @short_description: A colorization effect
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* @see_also: #ClutterEffect, #ClutterOffscreenEffect
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*
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* #ClutterColorizeEffect is a sub-class of #ClutterEffect that
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* colorizes an actor with the given tint.
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*
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* #ClutterColorizeEffect is available since Clutter 1.4
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*/
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#define CLUTTER_COLORIZE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_COLORIZE_EFFECT, ClutterColorizeEffectClass))
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#define CLUTTER_IS_COLORIZE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_COLORIZE_EFFECT))
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#define CLUTTER_COLORIZE_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_COLORIZE_EFFECT, ClutterColorizeEffectClass))
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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-colorize-effect.h"
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#include "cogl/cogl.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-offscreen-effect.h"
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#include "clutter-private.h"
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struct _ClutterColorizeEffect
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{
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ClutterOffscreenEffect parent_instance;
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/* a back pointer to our actor, so that we can query it */
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ClutterActor *actor;
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/* the tint of the colorization */
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ClutterColor tint;
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CoglHandle shader;
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CoglHandle program;
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gint tex_uniform;
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gint tint_uniform;
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guint is_compiled : 1;
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};
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struct _ClutterColorizeEffectClass
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{
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ClutterOffscreenEffectClass parent_class;
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};
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/* the magic gray vec3 has been taken from the NTSC conversion weights
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* as defined by:
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*
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* "OpenGL Superbible, 4th Edition"
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* -- Richard S. Wright Jr, Benjamin Lipchak, Nicholas Haemel
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* Addison-Wesley
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*/
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static const gchar *colorize_glsl_shader =
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"uniform sampler2D tex;\n"
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"uniform vec3 tint;\n"
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"\n"
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"void main ()\n"
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"{\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n"
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" float gray = dot (color.rgb, vec3 (0.299, 0.587, 0.114));\n"
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" cogl_color_out = vec4 (gray * tint, color.a);\n"
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"}\n";
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/* a lame sepia */
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static const ClutterColor default_tint = { 255, 204, 153, 255 };
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enum
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{
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PROP_0,
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PROP_TINT,
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PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST];
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G_DEFINE_TYPE (ClutterColorizeEffect,
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clutter_colorize_effect,
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CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static gboolean
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clutter_colorize_effect_pre_paint (ClutterEffect *effect)
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{
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ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect);
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ClutterEffectClass *parent_class;
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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self->actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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if (self->actor == NULL)
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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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if (self->shader == COGL_INVALID_HANDLE)
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{
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self->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (self->shader, colorize_glsl_shader);
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self->is_compiled = FALSE;
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self->tex_uniform = -1;
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self->tint_uniform = -1;
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}
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if (self->program == COGL_INVALID_HANDLE)
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self->program = cogl_create_program ();
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if (!self->is_compiled)
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{
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g_assert (self->shader != COGL_INVALID_HANDLE);
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g_assert (self->program != COGL_INVALID_HANDLE);
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cogl_shader_compile (self->shader);
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if (!cogl_shader_is_compiled (self->shader))
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{
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gchar *log_buf = cogl_shader_get_info_log (self->shader);
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g_warning (G_STRLOC ": Unable to compile the colorize shader: %s",
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log_buf);
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g_free (log_buf);
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cogl_handle_unref (self->shader);
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cogl_handle_unref (self->program);
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self->shader = COGL_INVALID_HANDLE;
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self->program = COGL_INVALID_HANDLE;
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}
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else
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{
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cogl_program_attach_shader (self->program, self->shader);
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cogl_program_link (self->program);
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cogl_handle_unref (self->shader);
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self->is_compiled = TRUE;
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self->tex_uniform =
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cogl_program_get_uniform_location (self->program, "tex");
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self->tint_uniform =
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cogl_program_get_uniform_location (self->program, "tint");
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}
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}
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parent_class = CLUTTER_EFFECT_CLASS (clutter_colorize_effect_parent_class);
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return parent_class->pre_paint (effect);
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}
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static void
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clutter_colorize_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect);
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ClutterOffscreenEffectClass *parent;
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CoglHandle material;
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if (self->program == COGL_INVALID_HANDLE)
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goto out;
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if (self->tex_uniform > -1)
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cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0);
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if (self->tint_uniform > -1)
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{
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float tint[3] = {
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self->tint.red / 255.0,
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self->tint.green / 255.0,
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self->tint.blue / 255.0
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};
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cogl_program_set_uniform_float (self->program, self->tint_uniform,
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3, 1,
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tint);
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}
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material = clutter_offscreen_effect_get_target (effect);
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cogl_material_set_user_program (material, self->program);
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out:
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parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_colorize_effect_parent_class);
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parent->paint_target (effect);
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}
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static void
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clutter_colorize_effect_dispose (GObject *gobject)
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{
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ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (gobject);
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if (self->program != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (self->program);
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self->program = COGL_INVALID_HANDLE;
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self->shader = COGL_INVALID_HANDLE;
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}
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G_OBJECT_CLASS (clutter_colorize_effect_parent_class)->dispose (gobject);
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}
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static void
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clutter_colorize_effect_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject);
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switch (prop_id)
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{
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case PROP_TINT:
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clutter_colorize_effect_set_tint (effect,
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clutter_value_get_color (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_colorize_effect_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject);
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switch (prop_id)
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{
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case PROP_TINT:
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clutter_value_set_color (value, &effect->tint);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_colorize_effect_class_init (ClutterColorizeEffectClass *klass)
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{
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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 = clutter_colorize_effect_paint_target;
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effect_class->pre_paint = clutter_colorize_effect_pre_paint;
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gobject_class->set_property = clutter_colorize_effect_set_property;
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gobject_class->get_property = clutter_colorize_effect_get_property;
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gobject_class->dispose = clutter_colorize_effect_dispose;
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/**
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* ClutterColorizeEffect:tint:
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*
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* The tint to apply to the actor
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*
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* Since: 1.4
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*/
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obj_props[PROP_TINT] =
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clutter_param_spec_color ("tint",
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P_("Tint"),
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P_("The tint to apply"),
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&default_tint,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_properties (gobject_class,
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PROP_LAST,
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obj_props);
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}
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static void
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clutter_colorize_effect_init (ClutterColorizeEffect *self)
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{
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self->tint = default_tint;
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}
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/**
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* clutter_colorize_effect_new:
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* @tint: the color to be used
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*
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* Creates a new #ClutterColorizeEffect to be used with
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* clutter_actor_add_effect()
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*
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* Return value: the newly created #ClutterColorizeEffect or %NULL
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*
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* Since: 1.4
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*/
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ClutterEffect *
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clutter_colorize_effect_new (const ClutterColor *tint)
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{
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return g_object_new (CLUTTER_TYPE_COLORIZE_EFFECT,
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"tint", tint,
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NULL);
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}
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/**
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* clutter_colorize_effect_set_tint:
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* @effect: a #ClutterColorizeEffect
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* @tint: the color to be used
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*
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* Sets the tint to be used when colorizing
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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_colorize_effect_set_tint (ClutterColorizeEffect *effect,
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const ClutterColor *tint)
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{
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g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect));
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effect->tint = *tint;
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if (effect->actor != NULL)
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clutter_actor_queue_redraw (effect->actor);
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g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_TINT]);
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}
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/**
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* clutter_colorize_effect_get_tint:
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* @effect: a #ClutterColorizeEffect
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* @tint: (out caller-allocates): return location for the color used
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*
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* Retrieves the tint used by @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_colorize_effect_get_tint (ClutterColorizeEffect *effect,
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ClutterColor *tint)
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{
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g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect));
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g_return_if_fail (tint != NULL);
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*tint = effect->tint;
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}
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