mutter/clutter/clutter-colorize-effect.c
Emmanuele Bassi b1ff53d980 effects: Delay the creation of the base pipeline
Unconditionally creating CoglPipeline and CoglSnippets inside the class
initialization functions does not seem to be enough when dealing with
headless builds.

Our last resort is to lazily create the base pipeline the first time we
try to copy it, during the instance initialization.
2012-02-15 09:34:27 +00:00

369 lines
10 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-colorize-effect
* @short_description: A colorization effect
* @see_also: #ClutterEffect, #ClutterOffscreenEffect
*
* #ClutterColorizeEffect is a sub-class of #ClutterEffect that
* colorizes an actor with the given tint.
*
* #ClutterColorizeEffect is available since Clutter 1.4
*/
#define CLUTTER_COLORIZE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_COLORIZE_EFFECT, ClutterColorizeEffectClass))
#define CLUTTER_IS_COLORIZE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_COLORIZE_EFFECT))
#define CLUTTER_COLORIZE_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_COLORIZE_EFFECT, ClutterColorizeEffectClass))
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-colorize-effect.h"
#include "cogl/cogl.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-offscreen-effect.h"
#include "clutter-private.h"
struct _ClutterColorizeEffect
{
ClutterOffscreenEffect parent_instance;
/* the tint of the colorization */
ClutterColor tint;
gint tint_uniform;
gint tex_width;
gint tex_height;
CoglPipeline *pipeline;
};
struct _ClutterColorizeEffectClass
{
ClutterOffscreenEffectClass parent_class;
CoglPipeline *base_pipeline;
};
/* 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 *colorize_glsl_declarations =
"uniform vec3 tint;\n";
static const gchar *colorize_glsl_source =
"float gray = dot (cogl_color_out.rgb, vec3 (0.299, 0.587, 0.114));\n"
"cogl_color_out.rgb = gray * tint;\n";
/* a lame sepia */
static const ClutterColor default_tint = { 255, 204, 153, 255 };
enum
{
PROP_0,
PROP_TINT,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST];
G_DEFINE_TYPE (ClutterColorizeEffect,
clutter_colorize_effect,
CLUTTER_TYPE_OFFSCREEN_EFFECT);
static gboolean
clutter_colorize_effect_pre_paint (ClutterEffect *effect)
{
ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect);
ClutterEffectClass *parent_class;
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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;
}
parent_class = CLUTTER_EFFECT_CLASS (clutter_colorize_effect_parent_class);
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_colorize_effect_paint_target (ClutterOffscreenEffect *effect)
{
ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect);
ClutterActor *actor;
guint8 paint_opacity;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
paint_opacity = clutter_actor_get_paint_opacity (actor);
cogl_pipeline_set_color4ub (self->pipeline,
paint_opacity,
paint_opacity,
paint_opacity,
paint_opacity);
cogl_push_source (self->pipeline);
cogl_rectangle (0, 0, self->tex_width, self->tex_height);
cogl_pop_source ();
}
static void
clutter_colorize_effect_dispose (GObject *gobject)
{
ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (gobject);
if (self->pipeline != NULL)
{
cogl_object_unref (self->pipeline);
self->pipeline = NULL;
}
G_OBJECT_CLASS (clutter_colorize_effect_parent_class)->dispose (gobject);
}
static void
clutter_colorize_effect_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject);
switch (prop_id)
{
case PROP_TINT:
clutter_colorize_effect_set_tint (effect,
clutter_value_get_color (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_colorize_effect_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject);
switch (prop_id)
{
case PROP_TINT:
clutter_value_set_color (value, &effect->tint);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_colorize_effect_class_init (ClutterColorizeEffectClass *klass)
{
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterOffscreenEffectClass *offscreen_class;
offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
offscreen_class->paint_target = clutter_colorize_effect_paint_target;
effect_class->pre_paint = clutter_colorize_effect_pre_paint;
gobject_class->set_property = clutter_colorize_effect_set_property;
gobject_class->get_property = clutter_colorize_effect_get_property;
gobject_class->dispose = clutter_colorize_effect_dispose;
/**
* ClutterColorizeEffect:tint:
*
* The tint to apply to the actor
*
* Since: 1.4
*/
obj_props[PROP_TINT] =
clutter_param_spec_color ("tint",
P_("Tint"),
P_("The tint to apply"),
&default_tint,
CLUTTER_PARAM_READWRITE);
g_object_class_install_properties (gobject_class, PROP_LAST, obj_props);
}
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)
{
ClutterColorizeEffectClass *klass = CLUTTER_COLORIZE_EFFECT_GET_CLASS (self);
if (G_UNLIKELY (klass->base_pipeline == NULL))
{
CoglSnippet *snippet;
klass->base_pipeline = cogl_pipeline_new ();
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);
}
self->pipeline = cogl_pipeline_copy (klass->base_pipeline);
self->tint_uniform =
cogl_pipeline_get_uniform_location (self->pipeline, "tint");
self->tint = default_tint;
update_tint_uniform (self);
}
/**
* clutter_colorize_effect_new:
* @tint: the color to be used
*
* Creates a new #ClutterColorizeEffect to be used with
* clutter_actor_add_effect()
*
* Return value: the newly created #ClutterColorizeEffect or %NULL
*
* Since: 1.4
*/
ClutterEffect *
clutter_colorize_effect_new (const ClutterColor *tint)
{
return g_object_new (CLUTTER_TYPE_COLORIZE_EFFECT,
"tint", tint,
NULL);
}
/**
* clutter_colorize_effect_set_tint:
* @effect: a #ClutterColorizeEffect
* @tint: the color to be used
*
* Sets the tint to be used when colorizing
*
* Since: 1.4
*/
void
clutter_colorize_effect_set_tint (ClutterColorizeEffect *effect,
const ClutterColor *tint)
{
g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (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]);
}
/**
* clutter_colorize_effect_get_tint:
* @effect: a #ClutterColorizeEffect
* @tint: (out caller-allocates): return location for the color used
*
* Retrieves the tint used by @effect
*
* Since: 1.4
*/
void
clutter_colorize_effect_get_tint (ClutterColorizeEffect *effect,
ClutterColor *tint)
{
g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect));
g_return_if_fail (tint != NULL);
*tint = effect->tint;
}