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desaturate-effect: Do not inherit from ShaderEffect
Hide the fact that we're using a fragment shader, in case we're able in the future to use a material layer combine function when painting the offscreen target texture.
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@ -32,10 +32,6 @@
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* of the desaturation effect is controllable and animatable through
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* the #ClutterDesaturateEffect:factor property.
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*
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* #ClutterDesaturateEffect uses the programmable pipeline of the GPU
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* so it is only available on graphics hardware that supports this
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* feature.
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*
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* #ClutterDesaturateEffect is available since Clutter 1.4
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*/
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@ -53,25 +49,33 @@
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-offscreen-effect.h"
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#include "clutter-private.h"
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#include "clutter-shader-effect.h"
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typedef struct _ClutterDesaturateEffectClass ClutterDesaturateEffectClass;
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struct _ClutterDesaturateEffect
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{
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ClutterShaderEffect parent_instance;
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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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/* the desaturation factor, also known as "strength" */
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gdouble factor;
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CoglHandle shader;
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CoglHandle program;
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gint tex_uniform;
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gint factor_uniform;
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guint is_compiled : 1;
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};
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struct _ClutterDesaturateEffectClass
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{
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ClutterShaderEffectClass parent_class;
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ClutterOffscreenEffectClass parent_class;
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};
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/* the magic gray vec3 has been taken from the NTSC conversion weights
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@ -112,13 +116,12 @@ static GParamSpec *obj_props[PROP_LAST];
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G_DEFINE_TYPE (ClutterDesaturateEffect,
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clutter_desaturate_effect,
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CLUTTER_TYPE_SHADER_EFFECT);
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CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static gboolean
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clutter_desaturate_effect_pre_paint (ClutterEffect *effect)
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{
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ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect);
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ClutterShaderEffect *shader_effect;
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ClutterEffectClass *parent_class;
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float factor;
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@ -129,30 +132,103 @@ clutter_desaturate_effect_pre_paint (ClutterEffect *effect)
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if (self->actor == NULL)
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return FALSE;
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shader_effect = CLUTTER_SHADER_EFFECT (effect);
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clutter_shader_effect_set_shader_source (shader_effect, desaturate_glsl_shader);
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factor = (float) self->factor;
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/* bind the uniforms to the factor property */
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clutter_shader_effect_set_uniform (shader_effect,
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"tex",
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G_TYPE_INT, 1,
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0);
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clutter_shader_effect_set_uniform (shader_effect,
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"factor",
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G_TYPE_FLOAT, 1,
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factor);
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if (self->shader == COGL_INVALID_HANDLE)
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{
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self->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (self->shader, desaturate_glsl_shader);
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self->is_compiled = FALSE;
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self->tex_uniform = -1;
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self->factor_uniform = -1;
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}
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if (self->program == COGL_INVALID_HANDLE)
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self->program = cogl_create_program ();
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if (!self->is_compiled)
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{
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g_assert (self->shader != COGL_INVALID_HANDLE);
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g_assert (self->program != COGL_INVALID_HANDLE);
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cogl_shader_compile (self->shader);
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if (!cogl_shader_is_compiled (self->shader))
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{
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gchar *log_buf = cogl_shader_get_info_log (self->shader);
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g_warning (G_STRLOC ": Unable to compile the desaturate shader: %s",
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log_buf);
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g_free (log_buf);
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cogl_handle_unref (self->shader);
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cogl_handle_unref (self->program);
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self->shader = COGL_INVALID_HANDLE;
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self->program = COGL_INVALID_HANDLE;
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}
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else
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{
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cogl_program_attach_shader (self->program, self->shader);
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cogl_program_link (self->program);
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cogl_handle_unref (self->shader);
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self->is_compiled = TRUE;
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self->tex_uniform =
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cogl_program_get_uniform_location (self->program, "tex");
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self->factor_uniform =
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cogl_program_get_uniform_location (self->program, "factor");
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}
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}
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parent_class = CLUTTER_EFFECT_CLASS (clutter_desaturate_effect_parent_class);
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return parent_class->pre_paint (effect);
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}
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static void
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clutter_desaturate_effect_finalize (GObject *gobject)
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clutter_desaturate_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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G_OBJECT_CLASS (clutter_desaturate_effect_parent_class)->finalize (gobject);
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ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect);
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ClutterOffscreenEffectClass *parent;
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CoglHandle material;
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if (self->program == COGL_INVALID_HANDLE)
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goto out;
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cogl_program_use (self->program);
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if (self->tex_uniform > -1)
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cogl_program_uniform_1i (self->tex_uniform, 0);
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if (self->factor_uniform > -1)
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cogl_program_uniform_1f (self->factor_uniform, self->factor);
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cogl_program_use (COGL_INVALID_HANDLE);
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material = clutter_offscreen_effect_get_target (effect);
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cogl_material_set_user_program (material, self->program);
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out:
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parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_desaturate_effect_parent_class);
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parent->paint_target (effect);
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}
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static void
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clutter_desaturate_effect_dispose (GObject *gobject)
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{
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ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (gobject);
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if (self->program != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (self->program);
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self->program = COGL_INVALID_HANDLE;
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self->shader = COGL_INVALID_HANDLE;
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}
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G_OBJECT_CLASS (clutter_desaturate_effect_parent_class)->dispose (gobject);
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}
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static void
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@ -201,13 +277,17 @@ clutter_desaturate_effect_class_init (ClutterDesaturateEffectClass *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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GParamSpec *pspec;
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offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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offscreen_class->paint_target = clutter_desaturate_effect_paint_target;
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effect_class->pre_paint = clutter_desaturate_effect_pre_paint;
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gobject_class->set_property = clutter_desaturate_effect_set_property;
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gobject_class->get_property = clutter_desaturate_effect_get_property;
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gobject_class->finalize = clutter_desaturate_effect_finalize;
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gobject_class->dispose = clutter_desaturate_effect_dispose;
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/**
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* ClutterDesaturateEffect:factor:
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