scroll-view-fade: Do the offset math in the shader

This doesn't (or shouldn't) change the visual appearance of the fade
effect, but does do all the testing math inside the shader, rather
than on the CPU. This will make fading the offset much easier in
the future.

https://bugzilla.gnome.org/show_bug.cgi?id=689249
This commit is contained in:
Jasper St. Pierre 2012-11-28 16:51:42 -05:00
parent c84236ed73
commit 5c439f4e9c
2 changed files with 44 additions and 57 deletions

View File

@ -53,10 +53,10 @@ struct _StScrollViewFade
gint height_uniform;
gint width_uniform;
gint fade_area_uniform;
gint offset_top_uniform;
gint offset_bottom_uniform;
gint offset_left_uniform;
gint offset_right_uniform;
gint vfade_offset_uniform;
gint hfade_offset_uniform;
gint vvalue_uniform;
gint hvalue_uniform;
StAdjustment *vadjustment;
StAdjustment *hadjustment;
@ -121,14 +121,14 @@ st_scroll_view_fade_pre_paint (ClutterEffect *effect)
cogl_program_get_uniform_location (self->program, "width");
self->fade_area_uniform =
cogl_program_get_uniform_location (self->program, "fade_area");
self->offset_top_uniform =
cogl_program_get_uniform_location (self->program, "offset_top");
self->offset_bottom_uniform =
cogl_program_get_uniform_location (self->program, "offset_bottom");
self->offset_left_uniform =
cogl_program_get_uniform_location (self->program, "offset_left");
self->offset_right_uniform =
cogl_program_get_uniform_location (self->program, "offset_right");
self->vfade_offset_uniform =
cogl_program_get_uniform_location (self->program, "vfade_offset");
self->hfade_offset_uniform =
cogl_program_get_uniform_location (self->program, "hfade_offset");
self->vvalue_uniform =
cogl_program_get_uniform_location (self->program, "vvalue");
self->hvalue_uniform =
cogl_program_get_uniform_location (self->program, "hvalue");
}
parent_class = CLUTTER_EFFECT_CLASS (st_scroll_view_fade_parent_class);
@ -207,38 +207,24 @@ st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect)
if (h_scroll_visible)
fade_area[1][1] -= clutter_actor_get_height (hscroll);
st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
if (self->vvalue_uniform > -1)
{
st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
value = (value - lower) / (upper - page_size - lower);
cogl_program_set_uniform_1f (self->program, self->vvalue_uniform, value);
}
if (self->offset_top_uniform > -1) {
if (value > lower + 0.1)
cogl_program_set_uniform_1f (self->program, self->offset_top_uniform, self->vfade_offset);
else
cogl_program_set_uniform_1f (self->program, self->offset_top_uniform, 0.0f);
}
if (self->offset_bottom_uniform > -1) {
if (value < upper - page_size - 0.1)
cogl_program_set_uniform_1f (self->program, self->offset_bottom_uniform, self->vfade_offset);
else
cogl_program_set_uniform_1f (self->program, self->offset_bottom_uniform, 0.0f);
}
st_adjustment_get_values (self->hadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
if (self->offset_left_uniform > -1) {
if (value > lower + 0.1)
cogl_program_set_uniform_1f (self->program, self->offset_left_uniform, self->hfade_offset);
else
cogl_program_set_uniform_1f (self->program, self->offset_left_uniform, 0.0f);
}
if (self->offset_right_uniform > -1) {
if (value < upper - page_size - 0.1)
cogl_program_set_uniform_1f (self->program, self->offset_right_uniform, self->hfade_offset);
else
cogl_program_set_uniform_1f (self->program, self->offset_right_uniform, 0.0f);
}
if (self->hvalue_uniform > -1)
{
st_adjustment_get_values (self->hadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
value = (value - lower) / (upper - page_size - lower);
cogl_program_set_uniform_1f (self->program, self->hvalue_uniform, value);
}
if (self->vfade_offset_uniform > -1)
cogl_program_set_uniform_1f (self->program, self->vfade_offset_uniform, self->vfade_offset);
if (self->hfade_offset_uniform > -1)
cogl_program_set_uniform_1f (self->program, self->hfade_offset_uniform, self->hfade_offset);
if (self->tex_uniform > -1)
cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0);
if (self->height_uniform > -1)
@ -517,8 +503,10 @@ st_scroll_view_fade_init (StScrollViewFade *self)
self->height_uniform = -1;
self->width_uniform = -1;
self->fade_area_uniform = -1;
self->offset_top_uniform = -1;
self->offset_bottom_uniform = -1;
self->vfade_offset_uniform = -1;
self->hfade_offset_uniform = -1;
self->vvalue_uniform = -1;
self->hvalue_uniform = -1;
self->vfade_offset = DEFAULT_FADE_OFFSET;
self->hfade_offset = DEFAULT_FADE_OFFSET;

View File

@ -22,10 +22,10 @@
uniform sampler2D tex;
uniform float height;
uniform float width;
uniform float offset_bottom;
uniform float offset_top;
uniform float offset_right;
uniform float offset_left;
uniform float vfade_offset;
uniform float hfade_offset;
uniform float vvalue;
uniform float hvalue;
/*
* Used to pass the fade area to the shader
@ -50,17 +50,16 @@ void main ()
return;
float ratio = 1.0;
float fade_bottom_start = fade_area[1][1] - offset_bottom;
float fade_right_start = fade_area[1][0] - offset_right;
float ratio_top = y / offset_top;
float fade_bottom_start = fade_area[1][1] - vfade_offset;
float fade_right_start = fade_area[1][0] - hfade_offset;
float ratio_top = y / vfade_offset;
float ratio_bottom = (fade_area[1][1] - y)/(fade_area[1][1] - fade_bottom_start);
float ratio_left = x / offset_left;
float ratio_left = x / hfade_offset;
float ratio_right = (fade_area[1][0] - x)/(fade_area[1][0] - fade_right_start);
bool in_scroll_area = fade_area[0][0] <= x && fade_area[1][0] >= x;
bool fade_top = y < offset_top;
bool fade_bottom = y > fade_bottom_start;
bool fade_left = x < offset_left;
bool fade_right = x > fade_right_start;
bool fade_top = y < vfade_offset && vvalue > 0;
bool fade_bottom = y > fade_bottom_start && vvalue < 1;
bool fade_left = x < hfade_offset && hvalue > 0;
bool fade_right = x > fade_right_start && hvalue < 1;
if (fade_top) {
ratio *= ratio_top;