/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Copyright (C) 2010 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . * * Author: * Emmanuele Bassi */ /** * SECTION:clutter-blur-effect * @short_description: A blur effect * @see_also: #ClutterEffect, #ClutterOffscreenEffect * * #ClutterBlurEffect is a sub-class of #ClutterEffect that allows blurring a * actor and its contents. * * #ClutterBlurEffect is available since Clutter 1.4 */ #define CLUTTER_BLUR_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_BLUR_EFFECT, ClutterBlurEffectClass)) #define CLUTTER_IS_BLUR_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_BLUR_EFFECT)) #define CLUTTER_BLUR_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_BLUR_EFFECT, ClutterBlurEffectClass)) #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-blur-effect.h" #include "cogl/cogl.h" #include "clutter-debug.h" #include "clutter-offscreen-effect.h" #include "clutter-private.h" typedef struct _ClutterBlurEffectClass ClutterBlurEffectClass; /* FIXME - lame shader; we should really have a decoupled * horizontal/vertical two pass shader for the gaussian blur */ static const gchar *box_blur_glsl_shader = "#version 110\n" "uniform sampler2D tex;\n" "uniform float x_step, y_step;\n" "\n" "vec4 get_rgba_rel (sampler2D source, float dx, float dy)\n" "{\n" " return texture2D (tex, gl_TexCoord[0].st + vec2 (dx, dy) * 2.0);\n" "}\n" "\n" "void main ()\n" "{\n" " vec4 color = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n" " color += get_rgba_rel (tex, -x_step, -y_step);\n" " color += get_rgba_rel (tex, 0.0, -y_step);\n" " color += get_rgba_rel (tex, x_step, -y_step);\n" " color += get_rgba_rel (tex, -x_step, 0.0);\n" " color += get_rgba_rel (tex, 0.0, 0.0);\n" " color += get_rgba_rel (tex, x_step, 0.0);\n" " color += get_rgba_rel (tex, -x_step, y_step);\n" " color += get_rgba_rel (tex, 0.0, y_step);\n" " color += get_rgba_rel (tex, x_step, y_step);\n" " gl_FragColor = color / 9.0;\n" "}"; struct _ClutterBlurEffect { ClutterOffscreenEffect parent_instance; /* a back pointer to our actor, so that we can query it */ ClutterActor *actor; /* the parameters; x_step and y_step depend on * the actor's allocation */ gfloat x_step; gfloat y_step; CoglHandle shader; CoglHandle program; gint tex_uniform; gint x_step_uniform; gint y_step_uniform; guint is_compiled : 1; }; struct _ClutterBlurEffectClass { ClutterOffscreenEffectClass parent_class; }; G_DEFINE_TYPE (ClutterBlurEffect, clutter_blur_effect, CLUTTER_TYPE_OFFSCREEN_EFFECT); static int next_p2 (int a) { int rval = 1; while (rval < a) rval <<= 1; return rval; } static gboolean clutter_blur_effect_pre_paint (ClutterEffect *effect) { ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect); ClutterEffectClass *parent_class; ClutterActorBox allocation; gfloat width, height; if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect))) return FALSE; self->actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect)); if (self->actor == NULL) return FALSE; if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL)) { /* if we don't have support for GLSL shaders then we * forcibly disable the ActorMeta */ g_warning ("Unable to use the ShaderEffect: the graphics hardware " "or the current GL driver does not implement support " "for the GLSL shading language."); clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), FALSE); return FALSE; } clutter_actor_get_allocation_box (self->actor, &allocation); clutter_actor_box_get_size (&allocation, &width, &height); self->x_step = 1.0f / (float) next_p2 (width); self->y_step = 1.0f / (float) next_p2 (height); if (self->shader == COGL_INVALID_HANDLE) { self->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT); cogl_shader_source (self->shader, box_blur_glsl_shader); self->is_compiled = FALSE; self->tex_uniform = -1; self->x_step_uniform = -1; self->y_step_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 box blur 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->x_step_uniform = cogl_program_get_uniform_location (self->program, "x_step"); self->y_step_uniform = cogl_program_get_uniform_location (self->program, "y_step"); } } parent_class = CLUTTER_EFFECT_CLASS (clutter_blur_effect_parent_class); return parent_class->pre_paint (effect); } static void clutter_blur_effect_paint_target (ClutterOffscreenEffect *effect) { ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect); ClutterOffscreenEffectClass *parent; CoglHandle material; if (self->program == COGL_INVALID_HANDLE) goto out; if (self->tex_uniform > -1) cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0); if (self->x_step_uniform > -1) cogl_program_set_uniform_1f (self->program, self->x_step_uniform, self->x_step); if (self->y_step_uniform > -1) cogl_program_set_uniform_1f (self->program, self->y_step_uniform, self->y_step); material = clutter_offscreen_effect_get_target (effect); cogl_material_set_user_program (material, self->program); out: parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_blur_effect_parent_class); parent->paint_target (effect); } static void clutter_blur_effect_dispose (GObject *gobject) { ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (gobject); if (self->program != COGL_INVALID_HANDLE) { cogl_handle_unref (self->program); self->program = COGL_INVALID_HANDLE; self->shader = COGL_INVALID_HANDLE; } G_OBJECT_CLASS (clutter_blur_effect_parent_class)->dispose (gobject); } static void clutter_blur_effect_class_init (ClutterBlurEffectClass *klass) { ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; gobject_class->dispose = clutter_blur_effect_dispose; effect_class->pre_paint = clutter_blur_effect_pre_paint; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->paint_target = clutter_blur_effect_paint_target; } static void clutter_blur_effect_init (ClutterBlurEffect *self) { } /** * clutter_blur_effect_new: * * Creates a new #ClutterBlurEffect to be used with * clutter_actor_add_effect() * * Return value: the newly created #ClutterBlurEffect or %NULL * * Since: 1.4 */ ClutterEffect * clutter_blur_effect_new (void) { return g_object_new (CLUTTER_TYPE_BLUR_EFFECT, NULL); }