/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /* * Copyright (C) 2010-2012 Inclusive Design Research Centre, OCAD University. * * This program 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 . * * Author: * Joseph Scheuhammer */ /** * SECTION:shell-invert-lightness-effect * @short_description: A colorization effect where lightness is inverted but * color is not. * @see_also: #ClutterEffect, #ClutterOffscreenEffect * * #ShellInvertLightnessEffect is a sub-class of #ClutterEffect that enhances * the appearance of a clutter actor. Specifically it inverts the lightness * of a #ClutterActor (e.g., darker colors become lighter, white becomes black, * and white, black). */ #define SHELL_INVERT_LIGHTNESS_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), SHELL_TYPE_INVERT_LIGHTNESS_EFFECT, ShellInvertLightnessEffectClass)) #define SHELL_IS_INVERT_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), SHELL_TYPE_INVERT_LIGHTNESS_EFFECT)) #define SHELL_INVERT_LIGHTNESS_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), SHELL_TYPE_INVERT_LIGHTNESS_EFFEC, ShellInvertLightnessEffectClass)) #include "shell-invert-lightness-effect.h" #include struct _ShellInvertLightnessEffect { ClutterOffscreenEffect parent_instance; CoglPipeline *pipeline; }; struct _ShellInvertLightnessEffectClass { ClutterOffscreenEffectClass parent_class; CoglPipeline *base_pipeline; }; /* Lightness inversion in GLSL. */ static const gchar *invert_lightness_source = "cogl_texel = texture2D (cogl_sampler, cogl_tex_coord.st);\n" "vec3 effect = vec3 (cogl_texel);\n" "\n" "float maxColor = max (cogl_texel.r, max (cogl_texel.g, cogl_texel.b));\n" "float minColor = min (cogl_texel.r, min (cogl_texel.g, cogl_texel.b));\n" "float lightness = (maxColor + minColor) / 2.0;\n" "\n" "float delta = (1.0 - lightness) - lightness;\n" "effect.rgb = (effect.rgb + delta);\n" "\n" "cogl_texel = vec4 (effect, cogl_texel.a);\n"; G_DEFINE_TYPE (ShellInvertLightnessEffect, shell_invert_lightness_effect, CLUTTER_TYPE_OFFSCREEN_EFFECT); static gboolean shell_invert_lightness_effect_pre_paint (ClutterEffect *effect, ClutterPaintNode *node, ClutterPaintContext *paint_context) { ShellInvertLightnessEffect *self = SHELL_INVERT_LIGHTNESS_EFFECT (effect); ClutterEffectClass *parent_class; if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL)) { /* if we don't have support for GLSL shaders then we * forcibly disable the ActorMeta */ g_warning ("Unable to use the ShellInvertLightnessEffect: the " "graphics hardware or the current GL driver does not " "implement support for the GLSL shading language."); clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (self), FALSE); return FALSE; } parent_class = CLUTTER_EFFECT_CLASS (shell_invert_lightness_effect_parent_class); return parent_class->pre_paint (effect, node, paint_context); } static CoglPipeline * shell_glsl_effect_create_pipeline (ClutterOffscreenEffect *effect, CoglTexture *texture) { ShellInvertLightnessEffect *self = SHELL_INVERT_LIGHTNESS_EFFECT (effect); cogl_pipeline_set_layer_texture (self->pipeline, 0, texture); return cogl_object_ref (self->pipeline); } static void shell_invert_lightness_effect_dispose (GObject *gobject) { ShellInvertLightnessEffect *self = SHELL_INVERT_LIGHTNESS_EFFECT (gobject); if (self->pipeline != NULL) { cogl_object_unref (self->pipeline); self->pipeline = NULL; } G_OBJECT_CLASS (shell_invert_lightness_effect_parent_class)->dispose (gobject); } static void shell_invert_lightness_effect_class_init (ShellInvertLightnessEffectClass *klass) { ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->create_pipeline = shell_glsl_effect_create_pipeline; effect_class->pre_paint = shell_invert_lightness_effect_pre_paint; gobject_class->dispose = shell_invert_lightness_effect_dispose; } static void shell_invert_lightness_effect_init (ShellInvertLightnessEffect *self) { ShellInvertLightnessEffectClass *klass; klass = SHELL_INVERT_LIGHTNESS_EFFECT_GET_CLASS (self); if (G_UNLIKELY (klass->base_pipeline == NULL)) { CoglSnippet *snippet; CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ()); klass->base_pipeline = cogl_pipeline_new (ctx); snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP, NULL, NULL); cogl_snippet_set_replace (snippet, invert_lightness_source); cogl_pipeline_add_layer_snippet (klass->base_pipeline, 0, snippet); cogl_object_unref (snippet); cogl_pipeline_set_layer_null_texture (klass->base_pipeline, 0); } self->pipeline = cogl_pipeline_copy (klass->base_pipeline); } /** * shell_invert_lightness_effect_new: * * Creates a new #ShellInvertLightnessEffect to be used with * clutter_actor_add_effect() * * Return value: (transfer full): the newly created * #ShellInvertLightnessEffect or %NULL. Use g_object_unref() when done. */ ClutterEffect * shell_invert_lightness_effect_new (void) { return g_object_new (SHELL_TYPE_INVERT_LIGHTNESS_EFFECT, NULL); }