mirror of
https://github.com/brl/mutter.git
synced 2024-11-22 16:10:41 -05:00
Convert all of the internal shader-based effects to use snippets
This converts the blur, colorize and desaturate effects to use snippets instead of CoglPrograms. Cogl can handle the snippets much more efficiently than programs so this should be a performance win. It also fixes the problem that Cogl would end up recompiling the program for every instance of the effects because Clutter was not reusing the same program. Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
This commit is contained in:
parent
b4887c3699
commit
3218cd6865
@ -54,29 +54,26 @@
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/* FIXME - lame shader; we should really have a decoupled
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* horizontal/vertical two pass shader for the gaussian blur
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*/
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static const gchar *box_blur_glsl_declarations =
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"uniform vec2 pixel_step;\n";
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/* FIXME: Is this shader right? It is doing 10 samples (ie, sampling
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the middle texel twice) and then only dividing by 9 */
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#define SAMPLE(offx, offy) \
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"cogl_texel += texture2D (cogl_sampler, cogl_tex_coord.st + pixel_step * " \
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"vec2 (" G_STRINGIFY (offx) ", " G_STRINGIFY (offy) ") * 2.0);\n"
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static const gchar *box_blur_glsl_shader =
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"uniform sampler2D tex;\n"
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"uniform float x_step, y_step;\n"
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"\n"
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"vec4 get_rgba_rel (sampler2D source, float dx, float dy)\n"
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"{\n"
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" return texture2D (tex, cogl_tex_coord_in[0].st + vec2 (dx, dy) * 2.0);\n"
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"}\n"
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"\n"
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"void main ()\n"
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"{\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n"
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" color += get_rgba_rel (tex, -x_step, -y_step);\n"
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" color += get_rgba_rel (tex, 0.0, -y_step);\n"
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" color += get_rgba_rel (tex, x_step, -y_step);\n"
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" color += get_rgba_rel (tex, -x_step, 0.0);\n"
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" color += get_rgba_rel (tex, 0.0, 0.0);\n"
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" color += get_rgba_rel (tex, x_step, 0.0);\n"
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" color += get_rgba_rel (tex, -x_step, y_step);\n"
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" color += get_rgba_rel (tex, 0.0, y_step);\n"
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" color += get_rgba_rel (tex, x_step, y_step);\n"
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" cogl_color_out = color / 9.0;\n"
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"}";
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" cogl_texel = texture2D (cogl_sampler, cogl_tex_coord.st);\n"
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SAMPLE (-1.0, -1.0)
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SAMPLE ( 0.0, -1.0)
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SAMPLE (+1.0, -1.0)
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SAMPLE (-1.0, 0.0)
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SAMPLE ( 0.0, 0.0)
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SAMPLE (+1.0, 0.0)
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SAMPLE (-1.0, +1.0)
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SAMPLE ( 0.0, +1.0)
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SAMPLE (+1.0, +1.0)
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" cogl_texel /= 9.0;\n";
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#undef SAMPLE
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struct _ClutterBlurEffect
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{
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@ -85,19 +82,19 @@ struct _ClutterBlurEffect
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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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CoglHandle shader;
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CoglHandle program;
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gint pixel_step_uniform;
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gint tex_uniform;
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gint x_step_uniform;
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gint y_step_uniform;
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gint tex_width;
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gint tex_height;
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guint is_compiled : 1;
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CoglPipeline *pipeline;
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};
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struct _ClutterBlurEffectClass
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{
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ClutterOffscreenEffectClass parent_class;
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CoglPipeline *base_pipeline;
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};
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G_DEFINE_TYPE (ClutterBlurEffect,
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@ -109,8 +106,6 @@ clutter_blur_effect_pre_paint (ClutterEffect *effect)
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{
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ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect);
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ClutterEffectClass *parent_class;
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ClutterActorBox allocation;
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gfloat width, height;
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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@ -131,103 +126,57 @@ clutter_blur_effect_pre_paint (ClutterEffect *effect)
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return FALSE;
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}
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clutter_actor_get_allocation_box (self->actor, &allocation);
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clutter_actor_box_get_size (&allocation, &width, &height);
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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, box_blur_glsl_shader);
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self->is_compiled = FALSE;
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self->tex_uniform = -1;
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self->x_step_uniform = -1;
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self->y_step_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 box blur 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->x_step_uniform =
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cogl_program_get_uniform_location (self->program, "x_step");
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self->y_step_uniform =
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cogl_program_get_uniform_location (self->program, "y_step");
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}
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}
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parent_class = CLUTTER_EFFECT_CLASS (clutter_blur_effect_parent_class);
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return parent_class->pre_paint (effect);
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if (parent_class->pre_paint (effect))
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{
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ClutterOffscreenEffect *offscreen_effect =
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CLUTTER_OFFSCREEN_EFFECT (effect);
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CoglHandle texture;
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texture = clutter_offscreen_effect_get_texture (offscreen_effect);
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self->tex_width = cogl_texture_get_width (texture);
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self->tex_height = cogl_texture_get_height (texture);
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if (self->pixel_step_uniform > -1)
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{
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gfloat pixel_step[2];
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pixel_step[0] = 1.0f / self->tex_width;
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pixel_step[1] = 1.0f / self->tex_height;
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cogl_pipeline_set_uniform_float (self->pipeline,
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self->pixel_step_uniform,
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2, /* n_components */
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1, /* count */
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pixel_step);
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}
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cogl_pipeline_set_layer_texture (self->pipeline, 0, texture);
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return TRUE;
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}
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else
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return FALSE;
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}
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static void
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clutter_blur_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect);
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ClutterOffscreenEffectClass *parent;
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CoglHandle material;
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CoglHandle texture;
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guint8 paint_opacity;
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if (self->program == COGL_INVALID_HANDLE)
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goto out;
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paint_opacity = clutter_actor_get_paint_opacity (self->actor);
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texture = clutter_offscreen_effect_get_texture (effect);
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cogl_pipeline_set_color4ub (self->pipeline,
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paint_opacity,
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paint_opacity,
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paint_opacity,
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paint_opacity);
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cogl_push_source (self->pipeline);
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if (self->tex_uniform > -1)
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cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0);
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cogl_rectangle (0, 0, self->tex_width, self->tex_height);
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if (self->x_step_uniform > -1)
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{
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int width = cogl_texture_get_width (texture);
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cogl_program_set_uniform_1f (self->program,
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self->x_step_uniform,
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1.0f / width);
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}
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if (self->y_step_uniform > -1)
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{
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int height = cogl_texture_get_height (texture);
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cogl_program_set_uniform_1f (self->program,
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self->y_step_uniform,
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1.0f / height);
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}
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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_blur_effect_parent_class);
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parent->paint_target (effect);
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cogl_pop_source ();
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}
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static gboolean
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@ -257,12 +206,10 @@ clutter_blur_effect_dispose (GObject *gobject)
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{
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ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (gobject);
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if (self->program != COGL_INVALID_HANDLE)
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if (self->pipeline != NULL)
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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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cogl_object_unref (self->pipeline);
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self->pipeline = NULL;
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}
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G_OBJECT_CLASS (clutter_blur_effect_parent_class)->dispose (gobject);
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@ -282,11 +229,37 @@ clutter_blur_effect_class_init (ClutterBlurEffectClass *klass)
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offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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offscreen_class->paint_target = clutter_blur_effect_paint_target;
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klass->base_pipeline = cogl_pipeline_new ();
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if (clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
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{
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CoglSnippet *snippet;
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
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box_blur_glsl_declarations,
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NULL);
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cogl_snippet_set_replace (snippet,
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box_blur_glsl_shader);
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cogl_pipeline_add_layer_snippet (klass->base_pipeline, 0, snippet);
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cogl_object_unref (snippet);
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}
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cogl_pipeline_set_layer_null_texture (klass->base_pipeline,
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0, /* layer number */
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COGL_TEXTURE_TYPE_2D);
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}
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static void
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clutter_blur_effect_init (ClutterBlurEffect *self)
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{
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CoglPipeline *base_pipeline =
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CLUTTER_BLUR_EFFECT_GET_CLASS (self)->base_pipeline;
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self->pipeline = cogl_pipeline_copy (base_pipeline);
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self->pixel_step_uniform =
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cogl_pipeline_get_uniform_location (self->pipeline, "pixel_step");
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}
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/**
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@ -57,18 +57,19 @@ struct _ClutterColorizeEffect
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/* the tint of the colorization */
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ClutterColor tint;
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CoglHandle shader;
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CoglHandle program;
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gint tex_uniform;
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gint tint_uniform;
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guint is_compiled : 1;
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gint tex_width;
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gint tex_height;
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CoglPipeline *pipeline;
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};
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struct _ClutterColorizeEffectClass
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{
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ClutterOffscreenEffectClass parent_class;
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CoglPipeline *base_pipeline;
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};
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/* the magic gray vec3 has been taken from the NTSC conversion weights
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@ -78,16 +79,12 @@ struct _ClutterColorizeEffectClass
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* -- Richard S. Wright Jr, Benjamin Lipchak, Nicholas Haemel
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* Addison-Wesley
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*/
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static const gchar *colorize_glsl_shader =
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"uniform sampler2D tex;\n"
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"uniform vec3 tint;\n"
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"\n"
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"void main ()\n"
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"{\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n"
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" float gray = dot (color.rgb, vec3 (0.299, 0.587, 0.114));\n"
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" cogl_color_out = vec4 (gray * tint, color.a);\n"
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"}\n";
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static const gchar *colorize_glsl_declarations =
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"uniform vec3 tint;\n";
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static const gchar *colorize_glsl_source =
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"float gray = dot (cogl_color_out.rgb, vec3 (0.299, 0.587, 0.114));\n"
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"cogl_color_out.rgb = gray * tint;\n";
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/* a lame sepia */
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static const ClutterColor default_tint = { 255, 204, 153, 255 };
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@ -128,91 +125,45 @@ clutter_colorize_effect_pre_paint (ClutterEffect *effect)
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return FALSE;
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}
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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, colorize_glsl_shader);
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self->is_compiled = FALSE;
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self->tex_uniform = -1;
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self->tint_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 colorize 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->tint_uniform =
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cogl_program_get_uniform_location (self->program, "tint");
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}
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}
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parent_class = CLUTTER_EFFECT_CLASS (clutter_colorize_effect_parent_class);
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return parent_class->pre_paint (effect);
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if (parent_class->pre_paint (effect))
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{
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ClutterOffscreenEffect *offscreen_effect =
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CLUTTER_OFFSCREEN_EFFECT (effect);
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CoglHandle texture;
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texture = clutter_offscreen_effect_get_texture (offscreen_effect);
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self->tex_width = cogl_texture_get_width (texture);
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self->tex_height = cogl_texture_get_height (texture);
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cogl_pipeline_set_layer_texture (self->pipeline, 0, texture);
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return TRUE;
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}
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else
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return FALSE;
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}
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static void
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clutter_colorize_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect);
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ClutterOffscreenEffectClass *parent;
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CoglHandle material;
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ClutterActor *actor;
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guint8 paint_opacity;
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if (self->program == COGL_INVALID_HANDLE)
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goto out;
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actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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paint_opacity = clutter_actor_get_paint_opacity (actor);
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if (self->tex_uniform > -1)
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cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0);
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cogl_pipeline_set_color4ub (self->pipeline,
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paint_opacity,
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paint_opacity,
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paint_opacity,
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paint_opacity);
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cogl_push_source (self->pipeline);
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if (self->tint_uniform > -1)
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{
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float tint[3] = {
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self->tint.red / 255.0,
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self->tint.green / 255.0,
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self->tint.blue / 255.0
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};
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cogl_rectangle (0, 0, self->tex_width, self->tex_height);
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cogl_program_set_uniform_float (self->program, self->tint_uniform,
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3, 1,
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tint);
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}
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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_colorize_effect_parent_class);
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parent->paint_target (effect);
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cogl_pop_source ();
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}
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static void
|
||||
@ -220,12 +171,10 @@ clutter_colorize_effect_dispose (GObject *gobject)
|
||||
{
|
||||
ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (gobject);
|
||||
|
||||
if (self->program != COGL_INVALID_HANDLE)
|
||||
if (self->pipeline != NULL)
|
||||
{
|
||||
cogl_handle_unref (self->program);
|
||||
|
||||
self->program = COGL_INVALID_HANDLE;
|
||||
self->shader = COGL_INVALID_HANDLE;
|
||||
cogl_object_unref (self->pipeline);
|
||||
self->pipeline = NULL;
|
||||
}
|
||||
|
||||
G_OBJECT_CLASS (clutter_colorize_effect_parent_class)->dispose (gobject);
|
||||
@ -305,12 +254,59 @@ clutter_colorize_effect_class_init (ClutterColorizeEffectClass *klass)
|
||||
g_object_class_install_properties (gobject_class,
|
||||
PROP_LAST,
|
||||
obj_props);
|
||||
|
||||
|
||||
klass->base_pipeline = cogl_pipeline_new ();
|
||||
|
||||
if (clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
|
||||
{
|
||||
CoglSnippet *snippet;
|
||||
|
||||
snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
|
||||
colorize_glsl_declarations,
|
||||
colorize_glsl_source);
|
||||
cogl_pipeline_add_snippet (klass->base_pipeline, snippet);
|
||||
cogl_object_unref (snippet);
|
||||
}
|
||||
|
||||
cogl_pipeline_set_layer_null_texture (klass->base_pipeline,
|
||||
0, /* layer number */
|
||||
COGL_TEXTURE_TYPE_2D);
|
||||
}
|
||||
|
||||
static void
|
||||
update_tint_uniform (ClutterColorizeEffect *self)
|
||||
{
|
||||
if (self->tint_uniform > -1)
|
||||
{
|
||||
float tint[3] = {
|
||||
self->tint.red / 255.0,
|
||||
self->tint.green / 255.0,
|
||||
self->tint.blue / 255.0
|
||||
};
|
||||
|
||||
cogl_pipeline_set_uniform_float (self->pipeline,
|
||||
self->tint_uniform,
|
||||
3, /* n_components */
|
||||
1, /* count */
|
||||
tint);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_colorize_effect_init (ClutterColorizeEffect *self)
|
||||
{
|
||||
CoglPipeline *base_pipeline =
|
||||
CLUTTER_COLORIZE_EFFECT_GET_CLASS (self)->base_pipeline;
|
||||
|
||||
self->pipeline = cogl_pipeline_copy (base_pipeline);
|
||||
|
||||
self->tint_uniform =
|
||||
cogl_pipeline_get_uniform_location (self->pipeline, "tint");
|
||||
|
||||
self->tint = default_tint;
|
||||
|
||||
update_tint_uniform (self);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -349,6 +345,8 @@ clutter_colorize_effect_set_tint (ClutterColorizeEffect *effect,
|
||||
|
||||
effect->tint = *tint;
|
||||
|
||||
update_tint_uniform (effect);
|
||||
|
||||
clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
|
||||
|
||||
g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_TINT]);
|
||||
|
@ -61,18 +61,19 @@ struct _ClutterDesaturateEffect
|
||||
/* the desaturation factor, also known as "strength" */
|
||||
gdouble factor;
|
||||
|
||||
CoglHandle shader;
|
||||
CoglHandle program;
|
||||
|
||||
gint tex_uniform;
|
||||
gint factor_uniform;
|
||||
|
||||
guint is_compiled : 1;
|
||||
gint tex_width;
|
||||
gint tex_height;
|
||||
|
||||
CoglPipeline *pipeline;
|
||||
};
|
||||
|
||||
struct _ClutterDesaturateEffectClass
|
||||
{
|
||||
ClutterOffscreenEffectClass parent_class;
|
||||
|
||||
CoglPipeline *base_pipeline;
|
||||
};
|
||||
|
||||
/* the magic gray vec3 has been taken from the NTSC conversion weights
|
||||
@ -82,23 +83,18 @@ struct _ClutterDesaturateEffectClass
|
||||
* -- Richard S. Wright Jr, Benjamin Lipchak, Nicholas Haemel
|
||||
* Addison-Wesley
|
||||
*/
|
||||
static const gchar *desaturate_glsl_shader =
|
||||
"uniform sampler2D tex;\n"
|
||||
"uniform float factor;\n"
|
||||
"\n"
|
||||
"vec3 desaturate (const vec3 color, const float desaturation)\n"
|
||||
"{\n"
|
||||
" const vec3 gray_conv = vec3 (0.299, 0.587, 0.114);\n"
|
||||
" vec3 gray = vec3 (dot (gray_conv, color));\n"
|
||||
" return vec3 (mix (color.rgb, gray, desaturation));\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"void main ()\n"
|
||||
"{\n"
|
||||
" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n"
|
||||
" color.rgb = desaturate (color.rgb, factor);\n"
|
||||
" cogl_color_out = color;\n"
|
||||
"}\n";
|
||||
static const gchar *desaturate_glsl_declarations =
|
||||
"uniform float factor;\n"
|
||||
"\n"
|
||||
"vec3 desaturate (const vec3 color, const float desaturation)\n"
|
||||
"{\n"
|
||||
" const vec3 gray_conv = vec3 (0.299, 0.587, 0.114);\n"
|
||||
" vec3 gray = vec3 (dot (gray_conv, color));\n"
|
||||
" return vec3 (mix (color.rgb, gray, desaturation));\n"
|
||||
"}\n";
|
||||
|
||||
static const gchar *desaturate_glsl_source =
|
||||
" cogl_color_out.rgb = desaturate (cogl_color_out.rgb, factor);\n";
|
||||
|
||||
enum
|
||||
{
|
||||
@ -136,83 +132,51 @@ clutter_desaturate_effect_pre_paint (ClutterEffect *effect)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (self->shader == COGL_INVALID_HANDLE)
|
||||
{
|
||||
self->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
|
||||
cogl_shader_source (self->shader, desaturate_glsl_shader);
|
||||
|
||||
self->is_compiled = FALSE;
|
||||
self->tex_uniform = -1;
|
||||
self->factor_uniform = -1;
|
||||
}
|
||||
|
||||
if (self->program == COGL_INVALID_HANDLE)
|
||||
self->program = cogl_create_program ();
|
||||
|
||||
if (!self->is_compiled)
|
||||
{
|
||||
g_assert (self->shader != COGL_INVALID_HANDLE);
|
||||
g_assert (self->program != COGL_INVALID_HANDLE);
|
||||
|
||||
cogl_shader_compile (self->shader);
|
||||
if (!cogl_shader_is_compiled (self->shader))
|
||||
{
|
||||
gchar *log_buf = cogl_shader_get_info_log (self->shader);
|
||||
|
||||
g_warning (G_STRLOC ": Unable to compile the desaturate shader: %s",
|
||||
log_buf);
|
||||
g_free (log_buf);
|
||||
|
||||
cogl_handle_unref (self->shader);
|
||||
cogl_handle_unref (self->program);
|
||||
|
||||
self->shader = COGL_INVALID_HANDLE;
|
||||
self->program = COGL_INVALID_HANDLE;
|
||||
}
|
||||
else
|
||||
{
|
||||
cogl_program_attach_shader (self->program, self->shader);
|
||||
cogl_program_link (self->program);
|
||||
|
||||
cogl_handle_unref (self->shader);
|
||||
|
||||
self->is_compiled = TRUE;
|
||||
|
||||
self->tex_uniform =
|
||||
cogl_program_get_uniform_location (self->program, "tex");
|
||||
self->factor_uniform =
|
||||
cogl_program_get_uniform_location (self->program, "factor");
|
||||
}
|
||||
}
|
||||
|
||||
parent_class = CLUTTER_EFFECT_CLASS (clutter_desaturate_effect_parent_class);
|
||||
return parent_class->pre_paint (effect);
|
||||
if (parent_class->pre_paint (effect))
|
||||
{
|
||||
ClutterOffscreenEffect *offscreen_effect =
|
||||
CLUTTER_OFFSCREEN_EFFECT (effect);
|
||||
CoglHandle texture;
|
||||
|
||||
texture = clutter_offscreen_effect_get_texture (offscreen_effect);
|
||||
self->tex_width = cogl_texture_get_width (texture);
|
||||
self->tex_height = cogl_texture_get_height (texture);
|
||||
|
||||
cogl_pipeline_set_layer_texture (self->pipeline, 0, texture);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_desaturate_effect_paint_target (ClutterOffscreenEffect *effect)
|
||||
{
|
||||
ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect);
|
||||
ClutterOffscreenEffectClass *parent;
|
||||
CoglHandle material;
|
||||
ClutterActor *actor;
|
||||
CoglHandle texture;
|
||||
guint8 paint_opacity;
|
||||
|
||||
if (self->program == COGL_INVALID_HANDLE)
|
||||
goto out;
|
||||
texture = clutter_offscreen_effect_get_texture (effect);
|
||||
cogl_pipeline_set_layer_texture (self->pipeline, 0, texture);
|
||||
|
||||
if (self->tex_uniform > -1)
|
||||
cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0);
|
||||
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
|
||||
paint_opacity = clutter_actor_get_paint_opacity (actor);
|
||||
|
||||
if (self->factor_uniform > -1)
|
||||
cogl_program_set_uniform_1f (self->program,
|
||||
self->factor_uniform,
|
||||
self->factor);
|
||||
cogl_pipeline_set_color4ub (self->pipeline,
|
||||
paint_opacity,
|
||||
paint_opacity,
|
||||
paint_opacity,
|
||||
paint_opacity);
|
||||
cogl_push_source (self->pipeline);
|
||||
|
||||
material = clutter_offscreen_effect_get_target (effect);
|
||||
cogl_material_set_user_program (material, self->program);
|
||||
cogl_rectangle (0, 0,
|
||||
cogl_texture_get_width (texture),
|
||||
cogl_texture_get_height (texture));
|
||||
|
||||
out:
|
||||
parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_desaturate_effect_parent_class);
|
||||
parent->paint_target (effect);
|
||||
cogl_pop_source ();
|
||||
}
|
||||
|
||||
static void
|
||||
@ -220,12 +184,10 @@ clutter_desaturate_effect_dispose (GObject *gobject)
|
||||
{
|
||||
ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (gobject);
|
||||
|
||||
if (self->program != COGL_INVALID_HANDLE)
|
||||
if (self->pipeline != NULL)
|
||||
{
|
||||
cogl_handle_unref (self->program);
|
||||
|
||||
self->program = COGL_INVALID_HANDLE;
|
||||
self->shader = COGL_INVALID_HANDLE;
|
||||
cogl_object_unref (self->pipeline);
|
||||
self->pipeline = NULL;
|
||||
}
|
||||
|
||||
G_OBJECT_CLASS (clutter_desaturate_effect_parent_class)->dispose (gobject);
|
||||
@ -272,6 +234,15 @@ clutter_desaturate_effect_get_property (GObject *gobject,
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
update_factor_uniform (ClutterDesaturateEffect *self)
|
||||
{
|
||||
if (self->factor_uniform > -1)
|
||||
cogl_pipeline_set_uniform_1f (self->pipeline,
|
||||
self->factor_uniform,
|
||||
self->factor);
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_desaturate_effect_class_init (ClutterDesaturateEffectClass *klass)
|
||||
{
|
||||
@ -307,12 +278,39 @@ clutter_desaturate_effect_class_init (ClutterDesaturateEffectClass *klass)
|
||||
g_object_class_install_properties (gobject_class,
|
||||
PROP_LAST,
|
||||
obj_props);
|
||||
|
||||
klass->base_pipeline = cogl_pipeline_new ();
|
||||
|
||||
if (clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
|
||||
{
|
||||
CoglSnippet *snippet;
|
||||
|
||||
snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
|
||||
desaturate_glsl_declarations,
|
||||
desaturate_glsl_source);
|
||||
cogl_pipeline_add_snippet (klass->base_pipeline, snippet);
|
||||
cogl_object_unref (snippet);
|
||||
}
|
||||
|
||||
cogl_pipeline_set_layer_null_texture (klass->base_pipeline,
|
||||
0, /* layer number */
|
||||
COGL_TEXTURE_TYPE_2D);
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_desaturate_effect_init (ClutterDesaturateEffect *self)
|
||||
{
|
||||
CoglPipeline *base_pipeline =
|
||||
CLUTTER_DESATURATE_EFFECT_GET_CLASS (self)->base_pipeline;
|
||||
|
||||
self->pipeline = cogl_pipeline_copy (base_pipeline);
|
||||
|
||||
self->factor_uniform =
|
||||
cogl_pipeline_get_uniform_location (self->pipeline, "factor");
|
||||
|
||||
self->factor = 1.0;
|
||||
|
||||
update_factor_uniform (self);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -356,6 +354,7 @@ clutter_desaturate_effect_set_factor (ClutterDesaturateEffect *effect,
|
||||
if (fabsf (effect->factor - factor) >= 0.00001)
|
||||
{
|
||||
effect->factor = factor;
|
||||
update_factor_uniform (effect);
|
||||
|
||||
clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user