49c8d42317
When painting, actors rely on semi global state tracked by the state to get various things needed for painting, such as the current draw framebuffer. Having state hidden in such ways can be very deceiving as it's hard to follow changes spread out, and adding more and more state that should be tracked during a paint gets annoying as they will not change in isolation but one by one in their own places. To do this better, introduce a paint context that is passed along in paint calls that contains the necessary state needed during painting. The paint context implements a framebuffer stack just as Cogl works, which is currently needed for offscreen rendering used by clutter. The same context is passed around for paint nodes, contents and effects as well. In this commit, the context is only introduced, but not used. It aims to replace the Cogl framebuffer stack, and will allow actors to know what view it is currently painted on. https://gitlab.gnome.org/GNOME/mutter/merge_requests/935
278 lines
8.4 KiB
C
278 lines
8.4 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-blur-effect
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* @short_description: A blur effect
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* @see_also: #ClutterEffect, #ClutterOffscreenEffect
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*
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* #ClutterBlurEffect is a sub-class of #ClutterEffect that allows blurring a
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* actor and its contents.
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*
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* #ClutterBlurEffect is available since Clutter 1.4
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*/
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#define CLUTTER_BLUR_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_BLUR_EFFECT, ClutterBlurEffectClass))
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#define CLUTTER_IS_BLUR_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_BLUR_EFFECT))
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#define CLUTTER_BLUR_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_BLUR_EFFECT, ClutterBlurEffectClass))
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#include "clutter-build-config.h"
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#define CLUTTER_ENABLE_EXPERIMENTAL_API
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#include "clutter-blur-effect.h"
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#include "cogl/cogl.h"
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#include "clutter-debug.h"
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#include "clutter-offscreen-effect.h"
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#include "clutter-private.h"
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#define BLUR_PADDING 2
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/* FIXME - lame shader; we should really have a decoupled
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* horizontal/vertical two pass shader for the gaussian blur
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*/
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static const gchar *box_blur_glsl_declarations =
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"uniform vec2 pixel_step;\n";
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#define SAMPLE(offx, offy) \
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"cogl_texel += texture2D (cogl_sampler, cogl_tex_coord.st + pixel_step * " \
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"vec2 (" G_STRINGIFY (offx) ", " G_STRINGIFY (offy) "));\n"
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static const gchar *box_blur_glsl_shader =
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" cogl_texel = texture2D (cogl_sampler, cogl_tex_coord.st);\n"
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SAMPLE (-1.0, -1.0)
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SAMPLE ( 0.0, -1.0)
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SAMPLE (+1.0, -1.0)
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SAMPLE (-1.0, 0.0)
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SAMPLE (+1.0, 0.0)
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SAMPLE (-1.0, +1.0)
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SAMPLE ( 0.0, +1.0)
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SAMPLE (+1.0, +1.0)
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" cogl_texel /= 9.0;\n";
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#undef SAMPLE
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struct _ClutterBlurEffect
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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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gint pixel_step_uniform;
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gint tex_width;
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gint tex_height;
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CoglPipeline *pipeline;
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};
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struct _ClutterBlurEffectClass
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{
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ClutterOffscreenEffectClass parent_class;
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CoglPipeline *base_pipeline;
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};
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G_DEFINE_TYPE (ClutterBlurEffect,
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clutter_blur_effect,
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CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static gboolean
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clutter_blur_effect_pre_paint (ClutterEffect *effect,
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ClutterPaintContext *paint_context)
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{
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ClutterBlurEffect *self = CLUTTER_BLUR_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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parent_class = CLUTTER_EFFECT_CLASS (clutter_blur_effect_parent_class);
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if (parent_class->pre_paint (effect, paint_context))
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{
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ClutterOffscreenEffect *offscreen_effect =
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CLUTTER_OFFSCREEN_EFFECT (effect);
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CoglHandle texture;
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texture = clutter_offscreen_effect_get_texture (offscreen_effect);
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self->tex_width = cogl_texture_get_width (texture);
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self->tex_height = cogl_texture_get_height (texture);
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if (self->pixel_step_uniform > -1)
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{
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gfloat pixel_step[2];
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pixel_step[0] = 1.0f / self->tex_width;
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pixel_step[1] = 1.0f / self->tex_height;
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cogl_pipeline_set_uniform_float (self->pipeline,
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self->pixel_step_uniform,
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2, /* n_components */
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1, /* count */
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pixel_step);
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}
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cogl_pipeline_set_layer_texture (self->pipeline, 0, texture);
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return TRUE;
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}
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else
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return FALSE;
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}
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static void
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clutter_blur_effect_paint_target (ClutterOffscreenEffect *effect,
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ClutterPaintContext *paint_context)
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{
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ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect);
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CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
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guint8 paint_opacity;
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paint_opacity = clutter_actor_get_paint_opacity (self->actor);
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cogl_pipeline_set_color4ub (self->pipeline,
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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_framebuffer_draw_rectangle (framebuffer,
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self->pipeline,
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0, 0,
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self->tex_width, self->tex_height);
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}
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static gboolean
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clutter_blur_effect_modify_paint_volume (ClutterEffect *effect,
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ClutterPaintVolume *volume)
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{
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gfloat cur_width, cur_height;
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graphene_point3d_t origin;
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clutter_paint_volume_get_origin (volume, &origin);
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cur_width = clutter_paint_volume_get_width (volume);
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cur_height = clutter_paint_volume_get_height (volume);
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origin.x -= BLUR_PADDING;
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origin.y -= BLUR_PADDING;
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cur_width += 2 * BLUR_PADDING;
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cur_height += 2 * BLUR_PADDING;
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clutter_paint_volume_set_origin (volume, &origin);
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clutter_paint_volume_set_width (volume, cur_width);
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clutter_paint_volume_set_height (volume, cur_height);
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return TRUE;
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}
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static void
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clutter_blur_effect_dispose (GObject *gobject)
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{
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ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (gobject);
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if (self->pipeline != NULL)
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{
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cogl_object_unref (self->pipeline);
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self->pipeline = NULL;
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}
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G_OBJECT_CLASS (clutter_blur_effect_parent_class)->dispose (gobject);
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}
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static void
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clutter_blur_effect_class_init (ClutterBlurEffectClass *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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gobject_class->dispose = clutter_blur_effect_dispose;
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effect_class->pre_paint = clutter_blur_effect_pre_paint;
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effect_class->modify_paint_volume = clutter_blur_effect_modify_paint_volume;
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offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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offscreen_class->paint_target = clutter_blur_effect_paint_target;
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}
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static void
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clutter_blur_effect_init (ClutterBlurEffect *self)
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{
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ClutterBlurEffectClass *klass = CLUTTER_BLUR_EFFECT_GET_CLASS (self);
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if (G_UNLIKELY (klass->base_pipeline == NULL))
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{
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CoglSnippet *snippet;
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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klass->base_pipeline = cogl_pipeline_new (ctx);
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
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box_blur_glsl_declarations,
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NULL);
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cogl_snippet_set_replace (snippet, box_blur_glsl_shader);
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cogl_pipeline_add_layer_snippet (klass->base_pipeline, 0, snippet);
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cogl_object_unref (snippet);
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cogl_pipeline_set_layer_null_texture (klass->base_pipeline, 0);
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}
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self->pipeline = cogl_pipeline_copy (klass->base_pipeline);
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self->pixel_step_uniform =
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cogl_pipeline_get_uniform_location (self->pipeline, "pixel_step");
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}
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/**
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* clutter_blur_effect_new:
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*
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* Creates a new #ClutterBlurEffect 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 #ClutterBlurEffect 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_blur_effect_new (void)
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{
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return g_object_new (CLUTTER_TYPE_BLUR_EFFECT, NULL);
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}
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