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clutter/offscreen-effect: Use paint nodes to paint target
Add a new ClutterPaintNode parameter to the paint_target() vfunc. For now, create a temporary ClutterEffectNode that is passed to paint_target() and immediately painted; next commits will move this to upper layers. Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1355>
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@ -58,9 +58,12 @@
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#include <cogl/cogl.h>
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#include "clutter-color.h"
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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-private.h"
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#include "clutter-paint-node.h"
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#include "clutter-paint-nodes.h"
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#include "clutter-private.h"
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#define DEFAULT_N_TILES 32
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@ -166,14 +169,13 @@ clutter_deform_effect_set_actor (ClutterActorMeta *meta,
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static void
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clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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ClutterDeformEffect *self= CLUTTER_DEFORM_EFFECT (effect);
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ClutterDeformEffectPrivate *priv = self->priv;
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CoglPipeline *pipeline;
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CoglDepthState depth_state;
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CoglFramebuffer *fb =
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clutter_paint_context_get_framebuffer (paint_context);
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if (priv->is_dirty)
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{
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@ -285,11 +287,21 @@ clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect,
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/* draw the front */
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if (pipeline != NULL)
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cogl_framebuffer_draw_primitive (fb, pipeline, priv->primitive);
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{
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ClutterPaintNode *front_node;
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front_node = clutter_pipeline_node_new (pipeline);
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clutter_paint_node_set_static_name (front_node,
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"ClutterDeformEffect (front)");
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clutter_paint_node_add_child (node, front_node);
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clutter_paint_node_add_primitive (front_node, priv->primitive);
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clutter_paint_node_unref (front_node);
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}
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/* draw the back */
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if (priv->back_pipeline != NULL)
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{
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ClutterPaintNode *back_node;
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CoglPipeline *back_pipeline;
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/* We probably shouldn't be modifying the user's material so
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@ -299,20 +311,30 @@ clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect,
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cogl_pipeline_set_cull_face_mode (back_pipeline,
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COGL_PIPELINE_CULL_FACE_MODE_FRONT);
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cogl_framebuffer_draw_primitive (fb, back_pipeline, priv->primitive);
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back_node = clutter_pipeline_node_new (back_pipeline);
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clutter_paint_node_set_static_name (back_node,
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"ClutterDeformEffect (back)");
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clutter_paint_node_add_child (node, back_node);
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clutter_paint_node_add_primitive (back_node, priv->primitive);
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clutter_paint_node_unref (back_node);
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cogl_object_unref (back_pipeline);
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}
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if (G_UNLIKELY (priv->lines_primitive != NULL))
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{
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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CoglPipeline *lines_pipeline = cogl_pipeline_new (ctx);
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cogl_pipeline_set_color4f (lines_pipeline, 1.0, 0, 0, 1.0);
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cogl_framebuffer_draw_primitive (fb, lines_pipeline,
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priv->lines_primitive);
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cogl_object_unref (lines_pipeline);
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const ClutterColor *red;
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ClutterPaintNode *lines_node;
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red = clutter_color_get_static (CLUTTER_COLOR_RED);
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lines_node = clutter_color_node_new (red);
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clutter_paint_node_set_static_name (lines_node,
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"ClutterDeformEffect (lines)");
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clutter_paint_node_add_child (node, lines_node);
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clutter_paint_node_add_primitive (lines_node, priv->lines_primitive);
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clutter_paint_node_unref (lines_node);
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}
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}
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@ -75,6 +75,8 @@
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#include "clutter-private.h"
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#include "clutter-stage-private.h"
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#include "clutter-paint-context-private.h"
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#include "clutter-paint-node-private.h"
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#include "clutter-paint-nodes.h"
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#include "clutter-paint-volume-private.h"
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#include "clutter-actor-box-private.h"
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@ -386,11 +388,11 @@ disable_effect:
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static void
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clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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ClutterOffscreenEffectPrivate *priv = effect->priv;
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CoglFramebuffer *framebuffer =
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clutter_paint_context_get_framebuffer (paint_context);
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ClutterPaintNode *pipeline_node;
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guint8 paint_opacity;
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paint_opacity = clutter_actor_get_paint_opacity (priv->actor);
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@ -401,18 +403,24 @@ clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect,
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paint_opacity,
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paint_opacity);
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pipeline_node = clutter_pipeline_node_new (priv->pipeline);
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clutter_paint_node_set_static_name (pipeline_node,
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"ClutterOffscreenEffect (pipeline)");
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clutter_paint_node_add_child (node, pipeline_node);
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/* At this point we are in stage coordinates translated so if
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* we draw our texture using a textured quad the size of the paint
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* box then we will overlay where the actor would have drawn if it
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* hadn't been redirected offscreen.
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*/
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cogl_framebuffer_draw_textured_rectangle (framebuffer,
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priv->pipeline,
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0, 0,
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clutter_paint_node_add_rectangle (pipeline_node,
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&(ClutterActorBox) {
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0.f, 0.f,
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cogl_texture_get_width (priv->texture),
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cogl_texture_get_height (priv->texture),
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0.0, 0.0,
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1.0, 1.0);
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});
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clutter_paint_node_unref (pipeline_node);
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}
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static void
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@ -626,10 +634,17 @@ void
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clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect,
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ClutterPaintContext *paint_context)
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{
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ClutterPaintNode *node;
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g_return_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect));
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node = clutter_effect_node_new (CLUTTER_EFFECT (effect));
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CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->paint_target (effect,
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node,
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paint_context);
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clutter_paint_node_paint (node, paint_context);
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clutter_paint_node_unref (node);
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}
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/**
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@ -82,6 +82,7 @@ struct _ClutterOffscreenEffectClass
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CoglPipeline* (* create_pipeline) (ClutterOffscreenEffect *effect,
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CoglTexture *texture);
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void (* paint_target) (ClutterOffscreenEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context);
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/*< private >*/
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@ -384,6 +384,7 @@ clutter_shader_effect_try_static_source (ClutterShaderEffect *self)
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static void
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clutter_shader_effect_paint_target (ClutterOffscreenEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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ClutterShaderEffect *self = CLUTTER_SHADER_EFFECT (effect);
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@ -414,7 +415,7 @@ clutter_shader_effect_paint_target (ClutterOffscreenEffect *effect,
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out:
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/* paint the offscreen buffer */
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parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_shader_effect_parent_class);
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parent->paint_target (effect, paint_context);
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parent->paint_target (effect, node, paint_context);
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}
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@ -37,6 +37,7 @@ G_DEFINE_TYPE (FooOldShaderEffect,
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static void
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foo_old_shader_effect_paint_target (ClutterOffscreenEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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clutter_shader_effect_set_shader_source (CLUTTER_SHADER_EFFECT (effect),
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@ -47,7 +48,7 @@ foo_old_shader_effect_paint_target (ClutterOffscreenEffect *effect,
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1.0f, 0.0f, 0.0f);
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CLUTTER_OFFSCREEN_EFFECT_CLASS (foo_old_shader_effect_parent_class)->
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paint_target (effect, paint_context);
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paint_target (effect, node, paint_context);
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}
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static void
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@ -112,6 +113,7 @@ foo_new_shader_effect_get_static_source (ClutterShaderEffect *effect)
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static void
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foo_new_shader_effect_paint_target (ClutterOffscreenEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect),
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@ -120,7 +122,7 @@ foo_new_shader_effect_paint_target (ClutterOffscreenEffect *effect,
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0.0f, 1.0f, 0.0f);
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CLUTTER_OFFSCREEN_EFFECT_CLASS (foo_new_shader_effect_parent_class)->
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paint_target (effect, paint_context);
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paint_target (effect, node, paint_context);
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}
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static void
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