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background: drop saturation and blur effects
We don't use them anymore, so drop them. https://bugzilla.gnome.org/show_bug.cgi?id=696157
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13c7020b80
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0e58906194
@ -39,41 +39,6 @@
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#include <meta/meta-background.h>
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#include "meta-background-actor-private.h"
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#define TEXTURE_LOOKUP_SHADER_DECLARATIONS \
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"uniform vec2 pixel_step;\n" \
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"vec4 apply_blur(in sampler2D texture, in vec2 coordinates) {\n" \
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" vec4 texel;\n" \
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" texel = texture2D(texture, coordinates.st);\n" \
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" texel += texture2D(texture, coordinates.st + pixel_step * vec2(-1.0, -1.0));\n"\
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" texel += texture2D(texture, coordinates.st + pixel_step * vec2( 0.0, -1.0));\n"\
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" texel += texture2D(texture, coordinates.st + pixel_step * vec2(+1.0, -1.0));\n"\
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" texel += texture2D(texture, coordinates.st + pixel_step * vec2(-1.0, 0.0));\n"\
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" texel += texture2D(texture, coordinates.st + pixel_step * vec2(+1.0, 0.0));\n"\
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" texel += texture2D(texture, coordinates.st + pixel_step * vec2(-1.0, +1.0));\n"\
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" texel += texture2D(texture, coordinates.st + pixel_step * vec2( 0.0, +1.0));\n"\
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" texel += texture2D(texture, coordinates.st + pixel_step * vec2(+1.0, +1.0));\n"\
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" texel /= 9.0;\n" \
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" return texel;\n" \
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"}\n" \
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"uniform float saturation;\n" \
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"vec3 desaturate(const vec3 color)\n" \
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"{\n" \
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" const vec3 gray_conv = vec3(0.299, 0.587, 0.114);\n" \
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" vec3 gray = vec3(dot(gray_conv, color));\n" \
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" return vec3(mix(color.rgb, gray, 1.0 - saturation));\n" \
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"}\n" \
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/* Used when we don't have a blur, as the texel is going to be junk
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* unless we set something to it. */
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#define DESATURATE_PRELUDE \
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"cogl_texel = texture2D(cogl_sampler, cogl_tex_coord.st);\n"
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#define DESATURATE_CODE \
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"cogl_texel.rgb = desaturate(cogl_texel.rgb);\n"
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#define BLUR_CODE \
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"cogl_texel = apply_blur(cogl_sampler, cogl_tex_coord.st);\n"
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#define FRAGMENT_SHADER_DECLARATIONS \
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"uniform vec2 texture_scale;\n" \
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"uniform vec2 actor_size;\n" \
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@ -116,7 +81,6 @@ struct _MetaBackgroundPrivate
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float brightness;
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float vignette_sharpness;
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float saturation;
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};
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enum
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@ -126,7 +90,6 @@ enum
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PROP_EFFECTS,
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PROP_BRIGHTNESS,
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PROP_VIGNETTE_SHARPNESS,
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PROP_SATURATION
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};
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static void clutter_content_iface_init (ClutterContentIface *iface);
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@ -367,25 +330,6 @@ clip_region_to_actor_box (cairo_region_t *region,
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cairo_region_intersect_rectangle (region, &clip_rect);
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}
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static void
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set_blur_parameters (MetaBackground *self,
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ClutterActorBox *actor_box)
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{
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MetaBackgroundPrivate *priv = self->priv;
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float pixel_step[2];
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if (!(priv->effects & META_BACKGROUND_EFFECTS_BLUR))
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return;
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pixel_step[0] = 1.0 / (actor_box->x2 - actor_box->x1);
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pixel_step[1] = 1.0 / (actor_box->y2 - actor_box->y1);
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cogl_pipeline_set_uniform_float (priv->pipeline,
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cogl_pipeline_get_uniform_location (priv->pipeline,
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"pixel_step"),
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2, 1, pixel_step);
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}
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static void
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set_vignette_parameters (MetaBackground *self,
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ClutterActorBox *actor_box,
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@ -447,8 +391,6 @@ meta_background_paint_content (ClutterContent *content,
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clutter_actor_get_content_box (actor, &actor_box);
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set_blur_parameters (self, &actor_box);
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/* First figure out where on the monitor the texture is supposed to be painted.
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* If the actor is not the size of the monitor, this function makes sure to scale
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* everything down to fit in the actor.
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@ -589,63 +531,6 @@ set_vignette_sharpness (MetaBackground *self,
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g_object_notify (G_OBJECT (self), "vignette-sharpness");
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}
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static void
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set_saturation (MetaBackground *self,
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gfloat saturation)
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{
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MetaBackgroundPrivate *priv = self->priv;
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if (priv->saturation == saturation)
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return;
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priv->saturation = saturation;
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ensure_pipeline (self);
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cogl_pipeline_set_uniform_1f (priv->pipeline,
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cogl_pipeline_get_uniform_location (priv->pipeline,
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"saturation"),
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priv->saturation);
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clutter_content_invalidate (CLUTTER_CONTENT (self));
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g_object_notify (G_OBJECT (self), "saturation");
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}
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static void
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add_texture_lookup_shader (MetaBackground *self)
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{
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MetaBackgroundPrivate *priv = self->priv;
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CoglSnippet *snippet;
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const char *code = NULL;
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if ((priv->effects & META_BACKGROUND_EFFECTS_BLUR) &&
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(priv->effects & META_BACKGROUND_EFFECTS_DESATURATE))
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code = BLUR_CODE "\n" DESATURATE_CODE;
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else if (priv->effects & META_BACKGROUND_EFFECTS_BLUR)
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code = BLUR_CODE;
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else if (priv->effects & META_BACKGROUND_EFFECTS_DESATURATE)
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code = DESATURATE_PRELUDE "\n" DESATURATE_CODE;
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else
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return;
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ensure_pipeline (self);
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
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TEXTURE_LOOKUP_SHADER_DECLARATIONS,
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NULL);
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cogl_snippet_set_replace (snippet, code);
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cogl_pipeline_add_layer_snippet (priv->pipeline, 0, snippet);
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cogl_object_unref (snippet);
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if (priv->effects & META_BACKGROUND_EFFECTS_DESATURATE)
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cogl_pipeline_set_uniform_1f (priv->pipeline,
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cogl_pipeline_get_uniform_location (priv->pipeline,
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"saturation"),
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priv->saturation);
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}
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static void
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add_vignette (MetaBackground *self)
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{
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@ -677,10 +562,6 @@ set_effects (MetaBackground *self,
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priv->effects = effects;
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if ((priv->effects & META_BACKGROUND_EFFECTS_BLUR) ||
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(priv->effects & META_BACKGROUND_EFFECTS_DESATURATE))
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add_texture_lookup_shader (self);
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if ((priv->effects & META_BACKGROUND_EFFECTS_VIGNETTE))
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add_vignette (self);
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@ -713,9 +594,6 @@ meta_background_set_property (GObject *object,
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case PROP_VIGNETTE_SHARPNESS:
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set_vignette_sharpness (self, g_value_get_float (value));
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break;
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case PROP_SATURATION:
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set_saturation (self, g_value_get_float (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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@ -747,9 +625,6 @@ meta_background_get_property (GObject *object,
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case PROP_VIGNETTE_SHARPNESS:
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g_value_set_float (value, priv->vignette_sharpness);
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break;
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case PROP_SATURATION:
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g_value_set_float (value, priv->saturation);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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@ -804,17 +679,9 @@ meta_background_class_init (MetaBackgroundClass *klass)
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G_PARAM_READWRITE | G_PARAM_CONSTRUCT);
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g_object_class_install_property (object_class, PROP_VIGNETTE_SHARPNESS, param_spec);
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param_spec = g_param_spec_float ("saturation",
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"saturation",
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"Values less than 1.0 grays background",
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0.0, 1.0,
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1.0,
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G_PARAM_READWRITE | G_PARAM_CONSTRUCT);
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g_object_class_install_property (object_class, PROP_SATURATION, param_spec);
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param_spec = g_param_spec_flags ("effects",
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"Effects",
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"Set to alter saturation, to blur, etc",
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"Set to enable vignette",
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meta_background_effects_get_type (),
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META_BACKGROUND_EFFECTS_NONE,
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G_PARAM_READWRITE | G_PARAM_CONSTRUCT_ONLY);
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@ -1256,15 +1123,11 @@ meta_background_copy (MetaBackground *self,
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background->priv->pipeline = cogl_pipeline_copy (self->priv->pipeline);
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background->priv->texture = cogl_object_ref (self->priv->texture);
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background->priv->style = self->priv->style;
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background->priv->saturation = self->priv->saturation;
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if (effects != self->priv->effects)
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{
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set_effects (background, effects);
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if (effects & META_BACKGROUND_EFFECTS_DESATURATE)
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set_saturation (background, self->priv->saturation);
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if (effects & META_BACKGROUND_EFFECTS_VIGNETTE)
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{
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set_brightness (background, self->priv->brightness);
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@ -1285,9 +1148,6 @@ meta_background_copy (MetaBackground *self,
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set_style (background, self->priv->style);
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set_effects (background, effects);
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if (effects & META_BACKGROUND_EFFECTS_DESATURATE)
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set_saturation (background, self->priv->saturation);
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if (effects & META_BACKGROUND_EFFECTS_VIGNETTE)
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{
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set_brightness (background, self->priv->brightness);
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@ -1309,8 +1169,7 @@ meta_background_copy (MetaBackground *self,
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* The returned object should be set on a #MetaBackgroundActor with
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* clutter_actor_set_content().
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*
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* The background may be desaturated, blurred, or given a vignette depending
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* on @effects.
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* The background may be given a vignette by setting @effects
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*
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* Return value: the newly created background content
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*/
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@ -53,8 +53,6 @@ typedef struct _MetaBackgroundPrivate MetaBackgroundPrivate;
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/**
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* MetaBackgroundEffects:
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* @META_BACKGROUND_EFFECTS_NONE: No effect
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* @META_BACKGROUND_EFFECTS_DESATURATE: Desaturate
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* @META_BACKGROUND_EFFECTS_BLUR: Blur
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* @META_BACKGROUND_EFFECTS_VIGNETTE: Vignette
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*
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* Which effects to enable on the background
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@ -63,9 +61,7 @@ typedef struct _MetaBackgroundPrivate MetaBackgroundPrivate;
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typedef enum
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{
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META_BACKGROUND_EFFECTS_NONE = 0,
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META_BACKGROUND_EFFECTS_DESATURATE = 1 << 0,
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META_BACKGROUND_EFFECTS_BLUR = 1 << 1,
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META_BACKGROUND_EFFECTS_VIGNETTE = 1 << 2,
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META_BACKGROUND_EFFECTS_VIGNETTE = 1 << 1,
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} MetaBackgroundEffects;
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struct _MetaBackgroundClass
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