mutter/clutter/clutter-deform-effect.c
Emmanuele Bassi ec02a8808e deform-effect: Use the FBO target size
The ClutterDeformEffect sub-classes are effectively deforming the
texture target of an FBO, not the actor itself. Thus, we need to
use the FBO's size, and not the actor's allocated size, given that
the actor might be transformed prior to applying an effect.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2571
2011-02-19 09:19:07 +00:00

748 lines
22 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/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*
* Based on the MxDeformTexture class, written by:
* Chris Lord <chris@linux.intel.com>
*/
/**
* SECTION:clutter-deform-effect
* @Title: ClutterDeformEffect
* @Short_Description: A base class for effects deforming the geometry
* of an actor
*
* #ClutterDeformEffect is an abstract class providing all the plumbing
* for creating effects that result in the deformation of an actor's
* geometry.
*
* #ClutterDeformEffect uses offscreen buffers to render the contents of
* a #ClutterActor and then the Cogl vertex buffers API to submit the
* geometry to the GPU.
*
* <refsect2>
* <title>Implementing ClutterDeformEffect</title>
* <para>Sub-classes of #ClutterDeformEffect should override the
* <function>deform_vertex()</function> virtual function; this function
* is called on every vertex that needs to be deformed by the effect.
* Each passed vertex is an in-out parameter that initially contains the
* position of the vertex and should be modified according to a specific
* deformation algorithm.</para>
* </refsect2>
*
* #ClutterDeformEffect is available since Clutter 1.4
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-deform-effect.h"
#include <cogl/cogl.h>
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-offscreen-effect-private.h"
#include "clutter-private.h"
#define DEFAULT_N_TILES 32
struct _ClutterDeformEffectPrivate
{
CoglHandle back_material;
gint x_tiles;
gint y_tiles;
CoglHandle vbo;
CoglHandle indices;
CoglHandle back_indices;
gint n_indices;
CoglTextureVertex *vertices;
gulong allocation_id;
guint is_dirty : 1;
};
enum
{
PROP_0,
PROP_X_TILES,
PROP_Y_TILES,
PROP_BACK_MATERIAL,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST];
G_DEFINE_ABSTRACT_TYPE (ClutterDeformEffect,
clutter_deform_effect,
CLUTTER_TYPE_OFFSCREEN_EFFECT);
static void
clutter_deform_effect_real_deform_vertex (ClutterDeformEffect *effect,
gfloat width,
gfloat height,
CoglTextureVertex *vertex)
{
g_warning ("%s: Deformation effect of type '%s' does not implement "
"the required ClutterDeformEffect::deform_vertex virtual "
"function.",
G_STRLOC,
G_OBJECT_TYPE_NAME (effect));
}
void
_clutter_deform_effect_deform_vertex (ClutterDeformEffect *effect,
gfloat width,
gfloat height,
CoglTextureVertex *vertex)
{
CLUTTER_DEFORM_EFFECT_GET_CLASS (effect)->deform_vertex (effect,
width, height,
vertex);
}
static void
vbo_invalidate (ClutterActor *actor,
const ClutterActorBox *allocation,
ClutterAllocationFlags flags,
ClutterDeformEffect *effect)
{
effect->priv->is_dirty = TRUE;
}
static void
clutter_deform_effect_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
{
ClutterDeformEffectPrivate *priv = CLUTTER_DEFORM_EFFECT (meta)->priv;
if (priv->allocation_id != 0)
{
ClutterActor *old_actor = clutter_actor_meta_get_actor (meta);
g_signal_handler_disconnect (old_actor, priv->allocation_id);
priv->allocation_id = 0;
}
/* we need to invalidate the VBO whenever the allocation of the actor
* changes
*/
if (actor != NULL)
priv->allocation_id = g_signal_connect (actor, "allocation-changed",
G_CALLBACK (vbo_invalidate),
meta);
priv->is_dirty = TRUE;
CLUTTER_ACTOR_META_CLASS (clutter_deform_effect_parent_class)->set_actor (meta, actor);
}
static void
clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect)
{
ClutterDeformEffect *self= CLUTTER_DEFORM_EFFECT (effect);
ClutterDeformEffectPrivate *priv = self->priv;
gboolean is_depth_enabled, is_cull_enabled;
CoglHandle material;
gint n_tiles;
if (priv->is_dirty)
{
ClutterActor *actor;
gfloat width, height;
guint opacity;
gint i, j;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
opacity = clutter_actor_get_paint_opacity (actor);
if (!_clutter_offscreen_effect_get_target_size (effect, &width, &height))
clutter_actor_get_size (actor, &width, &height);
for (i = 0; i < priv->y_tiles + 1; i++)
{
for (j = 0; j < priv->x_tiles + 1; j++)
{
CoglTextureVertex *vertex;
vertex = &priv->vertices[(i * (priv->x_tiles + 1)) + j];
vertex->tx = (float) j / priv->x_tiles;
vertex->ty = (float) i / priv->y_tiles;
vertex->x = width * vertex->tx;
vertex->y = height * vertex->ty;
vertex->z = 0.0f;
cogl_color_init_from_4ub (&vertex->color, 255, 255, 255, opacity);
_clutter_deform_effect_deform_vertex (self, width, height, vertex);
}
}
/* XXX in theory, the sub-classes should tell us what they changed
* in the texture vertices; we then would be able to avoid resubmitting
* the same data, if it did not change. for the time being, we resubmit
* everything
*/
cogl_vertex_buffer_add (priv->vbo, "gl_Vertex",
3,
COGL_ATTRIBUTE_TYPE_FLOAT,
FALSE,
sizeof (CoglTextureVertex),
&priv->vertices->x);
cogl_vertex_buffer_add (priv->vbo, "gl_MultiTexCoord0",
2,
COGL_ATTRIBUTE_TYPE_FLOAT,
FALSE,
sizeof (CoglTextureVertex),
&priv->vertices->tx);
cogl_vertex_buffer_add (priv->vbo, "gl_Color",
4,
COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE,
FALSE,
sizeof (CoglTextureVertex),
&priv->vertices->color);
priv->is_dirty = FALSE;
}
/* enable depth test, if it's not already enabled */
is_depth_enabled = cogl_get_depth_test_enabled ();
if (!is_depth_enabled)
cogl_set_depth_test_enabled (TRUE);
/* enable backface culling if it's not already enabled and if
* we have a back material
*/
is_cull_enabled = cogl_get_backface_culling_enabled ();
if (priv->back_material != COGL_INVALID_HANDLE && !is_cull_enabled)
cogl_set_backface_culling_enabled (TRUE);
else if (priv->back_material == COGL_INVALID_HANDLE && is_cull_enabled)
cogl_set_backface_culling_enabled (FALSE);
n_tiles = (priv->x_tiles + 1) * (priv->y_tiles + 1);
/* draw the front */
material = clutter_offscreen_effect_get_target (effect);
if (material != COGL_INVALID_HANDLE)
{
cogl_set_source (material);
cogl_vertex_buffer_draw_elements (priv->vbo,
COGL_VERTICES_MODE_TRIANGLE_STRIP,
priv->indices,
0,
n_tiles,
0,
priv->n_indices);
}
/* draw the back */
material = priv->back_material;
if (material != COGL_INVALID_HANDLE)
{
cogl_set_source (priv->back_material);
cogl_vertex_buffer_draw_elements (priv->vbo,
COGL_VERTICES_MODE_TRIANGLE_STRIP,
priv->back_indices,
0,
n_tiles,
0,
priv->n_indices);
}
/* restore the previous state */
if (!is_depth_enabled)
cogl_set_depth_test_enabled (FALSE);
if (priv->back_material != COGL_INVALID_HANDLE && !is_cull_enabled)
cogl_set_backface_culling_enabled (FALSE);
else if (priv->back_material == COGL_INVALID_HANDLE && is_cull_enabled)
cogl_set_backface_culling_enabled (TRUE);
}
static inline void
clutter_deform_effect_free_arrays (ClutterDeformEffect *self)
{
ClutterDeformEffectPrivate *priv = self->priv;
if (priv->vbo != COGL_INVALID_HANDLE)
{
cogl_handle_unref (priv->vbo);
priv->vbo = COGL_INVALID_HANDLE;
}
if (priv->indices != COGL_INVALID_HANDLE)
{
cogl_handle_unref (priv->indices);
priv->indices = COGL_INVALID_HANDLE;
}
g_free (priv->vertices);
priv->vertices = NULL;
}
static void
clutter_deform_effect_init_arrays (ClutterDeformEffect *self)
{
ClutterDeformEffectPrivate *priv = self->priv;
GLushort *static_indices, *static_back_indices;
GLushort *idx, *back_idx;
gint x, y, direction;
gint n_tiles;
clutter_deform_effect_free_arrays (self);
priv->n_indices = (2 + 2 * priv->x_tiles)
* priv->y_tiles
+ (priv->y_tiles - 1);
static_indices = g_new (GLushort, priv->n_indices);
static_back_indices = g_new (GLushort, priv->n_indices);
#define MESH_INDEX(x,y) ((y) * (priv->x_tiles + 1) + (x))
/* compute all the triangles from the various tiles */
direction = 1;
idx = static_indices;
idx[0] = MESH_INDEX (0, 0);
idx[1] = MESH_INDEX (0, 1);
idx += 2;
back_idx = static_back_indices;
back_idx[0] = MESH_INDEX (priv->x_tiles, 0);
back_idx[1] = MESH_INDEX (priv->x_tiles, 1);
back_idx += 2;
for (y = 0; y < priv->y_tiles; y++)
{
for (x = 0; x < priv->x_tiles; x++)
{
if (direction)
{
idx[0] = MESH_INDEX (x + 1, y);
idx[1] = MESH_INDEX (x + 1, y + 1);
back_idx[0] = MESH_INDEX (priv->x_tiles - (x + 1), y);
back_idx[1] = MESH_INDEX (priv->x_tiles - (x + 1), y + 1);
}
else
{
idx[0] = MESH_INDEX (priv->x_tiles - x - 1, y);
idx[1] = MESH_INDEX (priv->x_tiles - x - 1, y + 1);
back_idx[0] = MESH_INDEX (x + 1, y);
back_idx[1] = MESH_INDEX (x + 1, y + 1);
}
idx += 2;
back_idx += 2;
}
if (y == (priv->y_tiles - 1))
break;
if (direction)
{
idx[0] = MESH_INDEX (priv->x_tiles, y + 1);
idx[1] = MESH_INDEX (priv->x_tiles, y + 1);
idx[2] = MESH_INDEX (priv->x_tiles, y + 2);
back_idx[0] = MESH_INDEX (0, y + 1);
back_idx[1] = MESH_INDEX (0, y + 1);
back_idx[2] = MESH_INDEX (0, y + 2);
}
else
{
idx[0] = MESH_INDEX (0, y + 1);
idx[1] = MESH_INDEX (0, y + 1);
idx[2] = MESH_INDEX (0, y + 2);
back_idx[0] = MESH_INDEX (priv->x_tiles, y + 1);
back_idx[1] = MESH_INDEX (priv->x_tiles, y + 1);
back_idx[2] = MESH_INDEX (priv->x_tiles, y + 2);
}
idx += 3;
back_idx += 3;
direction = !direction;
}
#undef MESH_INDEX
priv->indices =
cogl_vertex_buffer_indices_new (COGL_INDICES_TYPE_UNSIGNED_SHORT,
static_indices,
priv->n_indices);
priv->back_indices =
cogl_vertex_buffer_indices_new (COGL_INDICES_TYPE_UNSIGNED_SHORT,
static_back_indices,
priv->n_indices);
g_free (static_indices);
g_free (static_back_indices);
n_tiles = (priv->x_tiles + 1) * (priv->y_tiles + 1);
priv->vertices = g_new (CoglTextureVertex, n_tiles);
priv->vbo = cogl_vertex_buffer_new (n_tiles);
priv->is_dirty = TRUE;
}
static inline void
clutter_deform_effect_free_back_material (ClutterDeformEffect *self)
{
ClutterDeformEffectPrivate *priv = self->priv;
if (priv->back_material != NULL)
{
cogl_handle_unref (priv->back_material);
priv->back_material = COGL_INVALID_HANDLE;
}
}
static void
clutter_deform_effect_finalize (GObject *gobject)
{
ClutterDeformEffect *self = CLUTTER_DEFORM_EFFECT (gobject);
clutter_deform_effect_free_arrays (self);
clutter_deform_effect_free_back_material (self);
G_OBJECT_CLASS (clutter_deform_effect_parent_class)->finalize (gobject);
}
static void
clutter_deform_effect_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterDeformEffect *self = CLUTTER_DEFORM_EFFECT (gobject);
switch (prop_id)
{
case PROP_X_TILES:
clutter_deform_effect_set_n_tiles (self, g_value_get_uint (value),
self->priv->y_tiles);
break;
case PROP_Y_TILES:
clutter_deform_effect_set_n_tiles (self, self->priv->x_tiles,
g_value_get_uint (value));
break;
case PROP_BACK_MATERIAL:
clutter_deform_effect_set_back_material (self, g_value_get_boxed (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_deform_effect_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterDeformEffectPrivate *priv = CLUTTER_DEFORM_EFFECT (gobject)->priv;
switch (prop_id)
{
case PROP_X_TILES:
g_value_set_uint (value, priv->x_tiles);
break;
case PROP_Y_TILES:
g_value_set_uint (value, priv->y_tiles);
break;
case PROP_BACK_MATERIAL:
g_value_set_boxed (value, priv->back_material);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_deform_effect_class_init (ClutterDeformEffectClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
ClutterOffscreenEffectClass *offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
g_type_class_add_private (klass, sizeof (ClutterDeformEffectPrivate));
klass->deform_vertex = clutter_deform_effect_real_deform_vertex;
/**
* ClutterDeformEffect:x-tiles:
*
* The number of horizontal tiles. The bigger the number, the
* smaller the tiles
*
* Since: 1.4
*/
obj_props[PROP_X_TILES] =
g_param_spec_uint ("x-tiles",
P_("Horizontal Tiles"),
P_("The number of horizontal tiles"),
1, G_MAXUINT,
DEFAULT_N_TILES,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDeformEffect:y-tiles:
*
* The number of vertical tiles. The bigger the number, the
* smaller the tiles
*
* Since: 1.4
*/
obj_props[PROP_Y_TILES] =
g_param_spec_uint ("y-tiles",
P_("Vertical Tiles"),
P_("The number of vertical tiles"),
1, G_MAXUINT,
DEFAULT_N_TILES,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDeformEffect:back-material:
*
* A material to be used when painting the back of the actor
* to which this effect has been applied
*
* By default, no material will be used
*
* Since: 1.4
*/
obj_props[PROP_BACK_MATERIAL] =
g_param_spec_boxed ("back-material",
P_("Back Material"),
P_("The material to be used when painting the back of the actor"),
COGL_TYPE_HANDLE,
CLUTTER_PARAM_READWRITE);
gobject_class->finalize = clutter_deform_effect_finalize;
gobject_class->set_property = clutter_deform_effect_set_property;
gobject_class->get_property = clutter_deform_effect_get_property;
_clutter_object_class_install_properties (gobject_class,
PROP_LAST,
obj_props);
meta_class->set_actor = clutter_deform_effect_set_actor;
offscreen_class->paint_target = clutter_deform_effect_paint_target;
}
static void
clutter_deform_effect_init (ClutterDeformEffect *self)
{
self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_DEFORM_EFFECT,
ClutterDeformEffectPrivate);
self->priv->x_tiles = self->priv->y_tiles = DEFAULT_N_TILES;
self->priv->back_material = COGL_INVALID_HANDLE;
clutter_deform_effect_init_arrays (self);
}
/**
* clutter_deform_effect_set_back_material:
* @effect: a #ClutterDeformEffect
* @material: (allow-none): a handle to a Cogl material
*
* Sets the material that should be used when drawing the back face
* of the actor during a deformation
*
* The #ClutterDeformEffect will take a reference on the material's
* handle
*
* Since: 1.4
*/
void
clutter_deform_effect_set_back_material (ClutterDeformEffect *effect,
CoglHandle material)
{
ClutterDeformEffectPrivate *priv;
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
g_return_if_fail (material == COGL_INVALID_HANDLE || cogl_is_material (material));
priv = effect->priv;
clutter_deform_effect_free_back_material (effect);
priv->back_material = material;
if (priv->back_material != COGL_INVALID_HANDLE)
cogl_handle_ref (priv->back_material);
clutter_deform_effect_invalidate (effect);
}
/**
* clutter_deform_effect_get_back_material:
* @effect: a #ClutterDeformEffect
*
* Retrieves the handle to the back face material used by @effect
*
* Return value: (transfer none): a handle for the material, or %NULL.
* The returned material is owned by the #ClutterDeformEffect and it
* should not be freed directly
*
* Since: 1.4
*/
CoglHandle
clutter_deform_effect_get_back_material (ClutterDeformEffect *effect)
{
g_return_val_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect), NULL);
return effect->priv->back_material;
}
/**
* clutter_deform_effect_set_n_tiles:
* @effect: a #ClutterDeformEffect
* @x_tiles: number of horizontal tiles
* @y_tiles: number of vertical tiles
*
* Sets the number of horizontal and vertical tiles to be used
* when applying the effect
*
* More tiles allow a finer grained deformation at the expenses
* of computation
*
* Since: 1.4
*/
void
clutter_deform_effect_set_n_tiles (ClutterDeformEffect *effect,
guint x_tiles,
guint y_tiles)
{
ClutterDeformEffectPrivate *priv;
gboolean tiles_changed = FALSE;
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
g_return_if_fail (x_tiles > 0 && y_tiles > 0);
priv = effect->priv;
g_object_freeze_notify (G_OBJECT (effect));
if (priv->x_tiles != x_tiles)
{
priv->x_tiles = x_tiles;
_clutter_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_X_TILES]);
tiles_changed = TRUE;
}
if (priv->y_tiles != y_tiles)
{
priv->y_tiles = y_tiles;
_clutter_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_Y_TILES]);
tiles_changed = TRUE;
}
if (tiles_changed)
{
clutter_deform_effect_init_arrays (effect);
clutter_deform_effect_invalidate (effect);
}
g_object_thaw_notify (G_OBJECT (effect));
}
/**
* clutter_deform_effect_get_n_tiles:
* @effect: a #ClutterDeformEffect
* @x_tiles: (out): return location for the number of horizontal tiles,
* or %NULL
* @y_tiles: (out): return location for the number of vertical tiles,
* or %NULL
*
* Retrieves the number of horizontal and vertical tiles used to sub-divide
* the actor's geometry during the effect
*
* Since: 1.4
*/
void
clutter_deform_effect_get_n_tiles (ClutterDeformEffect *effect,
guint *x_tiles,
guint *y_tiles)
{
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
if (x_tiles != NULL)
*x_tiles = effect->priv->x_tiles;
if (y_tiles != NULL)
*y_tiles = effect->priv->y_tiles;
}
/**
* clutter_deform_effect_invalidate:
* @effect: a #ClutterDeformEffect
*
* Invalidates the @effect<!-- -->'s vertices and, if it is associated
* to an actor, it will queue a redraw
*
* Since: 1.4
*/
void
clutter_deform_effect_invalidate (ClutterDeformEffect *effect)
{
ClutterActor *actor;
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
if (effect->priv->is_dirty)
return;
effect->priv->is_dirty = TRUE;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
if (actor != NULL)
clutter_actor_queue_redraw (actor);
}