mutter/clutter/clutter-desaturate-effect.c
Neil Roberts 8d51617979 Conditionally use g_object_notify_by_pspec
This adds a wrapper macro to clutter-private that will use
g_object_notify_by_pspec if it's compiled against a version of GLib
that is sufficiently new. Otherwise it will notify by the property
name as before by extracting the name from the pspec. The objects can
then store a static array of GParamSpecs and notify using those as
suggested in the documentation for g_object_notify_by_pspec.

Note that the name of the variable used for storing the array of
GParamSpecs is obj_props instead of properties as used in the
documentation because some places in Clutter uses 'properties' as the
name of a local variable.

Mose of the classes in Clutter have been converted using the script in
the bug report. Some classes have not been modified even though the
script picked them up as described here:

json-generator:

 We probably don't want to modify the internal copy of JSON

behaviour-depth:
rectangle:
score:
stage-manager:

 These aren't using the separate GParamSpec* variable style.

blur-effect:
win32/device-manager:

 Don't actually define any properties even though it has the enum.

box-layout:
flow-layout:

  Have some per-child properties that don't work automatically with
  the script.

clutter-model:

  The script gets confused with ClutterModelIter

stage:

  Script gets confused because PROP_USER_RESIZE doesn't match
  "user-resizable"

test-layout:

  Don't really want to modify the tests

http://bugzilla.clutter-project.org/show_bug.cgi?id=2150
2010-08-10 17:12:06 +01:00

302 lines
8.7 KiB
C

/*
* 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 <http://www.gnu.org/licenses/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*/
/**
* SECTION:clutter-desaturate-effect
* @short_description: A desaturation effect
* @see_also: #ClutterEffect, #ClutterOffscreenEffect
*
* #ClutterDesaturateEffect is a sub-class of #ClutterEffect that
* desaturates the color of an actor and its contents. The strenght
* of the desaturation effect is controllable and animatable through
* the #ClutterDesaturateEffect:factor property.
*
* #ClutterDesaturateEffect uses the programmable pipeline of the GPU
* so it is only available on graphics hardware that supports this
* feature.
*
* #ClutterDesaturateEffect is available since Clutter 1.4
*/
#define CLUTTER_DESATURATE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_DESATURATE_EFFECT, ClutterDesaturateEffectClass))
#define CLUTTER_IS_DESATURATE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_DESATURATE_EFFECT))
#define CLUTTER_DESATURATE_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_DESATURATE_EFFECT, ClutterDesaturateEffectClass))
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-desaturate-effect.h"
#include "cogl/cogl.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-private.h"
#include "clutter-shader-effect.h"
typedef struct _ClutterDesaturateEffectClass ClutterDesaturateEffectClass;
struct _ClutterDesaturateEffect
{
ClutterShaderEffect parent_instance;
/* a back pointer to our actor, so that we can query it */
ClutterActor *actor;
/* the desaturation factor, also known as "strength" */
gdouble factor;
};
struct _ClutterDesaturateEffectClass
{
ClutterShaderEffectClass parent_class;
};
/* the magic gray vec3 has been taken from the NTSC conversion weights
* as defined by:
*
* "OpenGL Superbible, 4th edition"
* -- 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 = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n"
" color.rgb = desaturate (color.rgb, factor);\n"
" gl_FragColor = color;\n"
"}\n";
enum
{
PROP_0,
PROP_FACTOR,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST];
G_DEFINE_TYPE (ClutterDesaturateEffect,
clutter_desaturate_effect,
CLUTTER_TYPE_SHADER_EFFECT);
static gboolean
clutter_desaturate_effect_pre_paint (ClutterEffect *effect)
{
ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect);
ClutterShaderEffect *shader_effect;
ClutterEffectClass *parent_class;
float factor;
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;
shader_effect = CLUTTER_SHADER_EFFECT (effect);
clutter_shader_effect_set_shader_source (shader_effect, desaturate_glsl_shader);
factor = (float) self->factor;
/* bind the uniforms to the factor property */
clutter_shader_effect_set_uniform (shader_effect,
"tex",
G_TYPE_INT, 1,
0);
clutter_shader_effect_set_uniform (shader_effect,
"factor",
G_TYPE_FLOAT, 1,
factor);
parent_class = CLUTTER_EFFECT_CLASS (clutter_desaturate_effect_parent_class);
return parent_class->pre_paint (effect);
}
static void
clutter_desaturate_effect_finalize (GObject *gobject)
{
G_OBJECT_CLASS (clutter_desaturate_effect_parent_class)->finalize (gobject);
}
static void
clutter_desaturate_effect_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterDesaturateEffect *effect = CLUTTER_DESATURATE_EFFECT (gobject);
switch (prop_id)
{
case PROP_FACTOR:
clutter_desaturate_effect_set_factor (effect,
g_value_get_double (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_desaturate_effect_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterDesaturateEffect *effect = CLUTTER_DESATURATE_EFFECT (gobject);
switch (prop_id)
{
case PROP_FACTOR:
g_value_set_double (value, effect->factor);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_desaturate_effect_class_init (ClutterDesaturateEffectClass *klass)
{
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
GParamSpec *pspec;
effect_class->pre_paint = clutter_desaturate_effect_pre_paint;
gobject_class->set_property = clutter_desaturate_effect_set_property;
gobject_class->get_property = clutter_desaturate_effect_get_property;
gobject_class->finalize = clutter_desaturate_effect_finalize;
/**
* ClutterDesaturateEffect:factor:
*
* The desaturation factor, between 0.0 (no desaturation) and 1.0 (full
* desaturation).
*
* Since: 1.4
*/
pspec = g_param_spec_double ("factor",
P_("Factor"),
P_("The desaturation factor"),
0.0, 1.0,
1.0,
CLUTTER_PARAM_READWRITE);
obj_props[PROP_FACTOR] = pspec;
g_object_class_install_property (gobject_class, PROP_FACTOR, pspec);
}
static void
clutter_desaturate_effect_init (ClutterDesaturateEffect *self)
{
self->factor = 1.0;
}
/**
* clutter_desaturate_effect_new:
* @factor: the desaturation factor, between 0.0 and 1.0
*
* Creates a new #ClutterDesaturateEffect to be used with
* clutter_actor_add_effect()
*
* Return value: the newly created #ClutterDesaturateEffect or %NULL
*
* Since: 1.4
*/
ClutterEffect *
clutter_desaturate_effect_new (gdouble factor)
{
g_return_val_if_fail (factor >= 0.0 && factor <= 1.0, NULL);
return g_object_new (CLUTTER_TYPE_DESATURATE_EFFECT,
"factor", factor,
NULL);
}
/**
* clutter_desaturate_effect_set_factor:
* @effect: a #ClutterDesaturateEffect
* @factor: the desaturation factor, between 0.0 and 1.0
*
* Sets the desaturation factor for @effect, with 0.0 being "do not desaturate"
* and 1.0 being "fully desaturate"
*
* Since: 1.4
*/
void
clutter_desaturate_effect_set_factor (ClutterDesaturateEffect *effect,
gdouble factor)
{
g_return_if_fail (CLUTTER_IS_DESATURATE_EFFECT (effect));
g_return_if_fail (factor >= 0.0 && factor <= 1.0);
if (fabsf (effect->factor - factor) >= 0.00001)
{
effect->factor = factor;
if (effect->actor != NULL)
clutter_actor_queue_redraw (effect->actor);
_clutter_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_FACTOR]);
}
}
/**
* clutter_desaturate_effect_get_factor:
* @effect: a #ClutterDesaturateEffect
*
* Retrieves the desaturation factor of @effect
*
* Return value: the desaturation factor
*
* Since: 1.4
*/
gdouble
clutter_desaturate_effect_get_factor (ClutterDesaturateEffect *effect)
{
g_return_val_if_fail (CLUTTER_IS_DESATURATE_EFFECT (effect), 0.0);
return effect->factor;
}