mirror of
https://github.com/brl/mutter.git
synced 2024-11-22 16:10:41 -05:00
daf6e73936
Following the commits:c03544da
- clutter-shader: use cogl_program_set_uniform_xyz APIa26119b5
- tests: Remove use of cogl_program_use Remove the users of cogl_program_uniform_* and cogl_program_use() in the shader-based effects.
296 lines
8.5 KiB
C
296 lines
8.5 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*/
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/**
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* SECTION:clutter-blur-effect
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* @short_description: A blur effect
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* @see_also: #ClutterEffect, #ClutterOffscreenEffect
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*
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* #ClutterBlurEffect is a sub-class of #ClutterEffect that allows blurring a
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* actor and its contents.
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*
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* #ClutterBlurEffect is available since Clutter 1.4
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*/
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#define CLUTTER_BLUR_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_BLUR_EFFECT, ClutterBlurEffectClass))
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#define CLUTTER_IS_BLUR_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_BLUR_EFFECT))
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#define CLUTTER_BLUR_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_BLUR_EFFECT, ClutterBlurEffectClass))
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-blur-effect.h"
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#include "cogl/cogl.h"
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#include "clutter-debug.h"
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#include "clutter-offscreen-effect.h"
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#include "clutter-private.h"
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typedef struct _ClutterBlurEffectClass ClutterBlurEffectClass;
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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_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, gl_TexCoord[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 = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n"
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" float count = 1.0;\n"
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" color += get_rgba_rel (tex, -x_step, -y_step); count++;\n"
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" color += get_rgba_rel (tex, 0.0, -y_step); count++;\n"
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" color += get_rgba_rel (tex, x_step, -y_step); count++;\n"
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" color += get_rgba_rel (tex, -x_step, 0.0); count++;\n"
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" color += get_rgba_rel (tex, 0.0, 0.0); count++;\n"
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" color += get_rgba_rel (tex, x_step, 0.0); count++;\n"
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" color += get_rgba_rel (tex, -x_step, y_step); count++;\n"
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" color += get_rgba_rel (tex, 0.0, y_step); count++;\n"
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" color += get_rgba_rel (tex, x_step, y_step); count++;\n"
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" gl_FragColor = color / count;\n"
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"}";
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struct _ClutterBlurEffect
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{
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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 parameters; x_step and y_step depend on
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* the actor's allocation
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*/
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gfloat x_step;
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gfloat y_step;
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CoglHandle shader;
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CoglHandle program;
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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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guint is_compiled : 1;
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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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};
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G_DEFINE_TYPE (ClutterBlurEffect,
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clutter_blur_effect,
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CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static int
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next_p2 (int a)
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{
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int rval = 1;
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while (rval < a)
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rval <<= 1;
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return rval;
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}
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static gboolean
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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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self->actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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if (self->actor == NULL)
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return FALSE;
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if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
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{
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/* if we don't have support for GLSL shaders then we
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* forcibly disable the ActorMeta
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*/
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g_warning ("Unable to use the ShaderEffect: the graphics hardware "
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"or the current GL driver does not implement support "
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"for the GLSL shading language.");
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clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), FALSE);
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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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self->x_step = 1.0f / (float) next_p2 (width);
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self->y_step = 1.0f / (float) next_p2 (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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}
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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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if (self->program == COGL_INVALID_HANDLE)
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goto out;
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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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if (self->x_step_uniform > -1)
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cogl_program_set_uniform_1f (self->program,
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self->x_step_uniform,
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self->x_step);
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if (self->y_step_uniform > -1)
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cogl_program_set_uniform_1f (self->program,
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self->y_step_uniform,
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self->y_step);
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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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}
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static void
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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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{
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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_blur_effect_parent_class)->dispose (gobject);
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}
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static void
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clutter_blur_effect_class_init (ClutterBlurEffectClass *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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gobject_class->dispose = clutter_blur_effect_dispose;
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effect_class->pre_paint = clutter_blur_effect_pre_paint;
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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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}
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static void
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clutter_blur_effect_init (ClutterBlurEffect *self)
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{
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}
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/**
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* clutter_blur_effect_new:
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*
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* Creates a new #ClutterBlurEffect to be used with
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* clutter_actor_add_effect()
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*
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* Return value: the newly created #ClutterBlurEffect or %NULL
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*
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* Since: 1.4
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*/
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ClutterEffect *
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clutter_blur_effect_new (void)
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{
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return g_object_new (CLUTTER_TYPE_BLUR_EFFECT, NULL);
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}
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