mirror of
https://github.com/brl/mutter.git
synced 2024-12-26 04:42:14 +00:00
297 lines
8.6 KiB
C
297 lines
8.6 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
|
|
};
|
|
|
|
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",
|
|
"Factor",
|
|
"The desaturation factor",
|
|
0.0, 1.0,
|
|
1.0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
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);
|
|
|
|
g_object_notify (G_OBJECT (effect), "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;
|
|
}
|