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https://github.com/brl/mutter.git
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298 lines
8.3 KiB
C
298 lines
8.3 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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* ClutterColorizeEffect:
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*
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* A colorization effect
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*
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* #ClutterColorizeEffect is a sub-class of #ClutterEffect that
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* colorizes an actor with the given tint.
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*/
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#include "config.h"
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#include "clutter/clutter-colorize-effect.h"
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#include "cogl/cogl.h"
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#include "clutter/clutter-debug.h"
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#include "clutter/clutter-enum-types.h"
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#include "clutter/clutter-private.h"
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typedef struct _ClutterColorizeEffectPrivate
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{
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ClutterOffscreenEffect parent_instance;
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/* the tint of the colorization */
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ClutterColor tint;
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gint tint_uniform;
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CoglPipeline *pipeline;
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} ClutterColorizeEffectPrivate;
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/* the magic gray vec3 has been taken from the NTSC conversion weights
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* as defined by:
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*
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* "OpenGL Superbible, 4th Edition"
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* -- Richard S. Wright Jr, Benjamin Lipchak, Nicholas Haemel
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* Addison-Wesley
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*/
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static const gchar *colorize_glsl_declarations =
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"uniform vec3 tint;\n";
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static const gchar *colorize_glsl_source =
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"float gray = dot (cogl_color_out.rgb, vec3 (0.299, 0.587, 0.114));\n"
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"cogl_color_out.rgb = gray * tint;\n";
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/* a lame sepia */
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static const ClutterColor default_tint = { 255, 204, 153, 255 };
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enum
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{
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PROP_0,
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PROP_TINT,
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PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST];
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G_DEFINE_TYPE_WITH_PRIVATE (ClutterColorizeEffect,
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clutter_colorize_effect,
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CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static CoglPipeline *
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clutter_colorize_effect_create_pipeline (ClutterOffscreenEffect *effect,
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CoglTexture *texture)
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{
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ClutterColorizeEffect *colorize_effect = CLUTTER_COLORIZE_EFFECT (effect);
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ClutterColorizeEffectPrivate *priv =
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clutter_colorize_effect_get_instance_private (colorize_effect);
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cogl_pipeline_set_layer_texture (priv->pipeline, 0, texture);
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return g_object_ref (priv->pipeline);
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}
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static void
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clutter_colorize_effect_dispose (GObject *gobject)
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{
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ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (gobject);
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ClutterColorizeEffectPrivate *priv =
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clutter_colorize_effect_get_instance_private (self);
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g_clear_object (&priv->pipeline);
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G_OBJECT_CLASS (clutter_colorize_effect_parent_class)->dispose (gobject);
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}
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static void
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clutter_colorize_effect_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject);
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switch (prop_id)
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{
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case PROP_TINT:
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clutter_colorize_effect_set_tint (effect,
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clutter_value_get_color (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_colorize_effect_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject);
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ClutterColorizeEffectPrivate *priv =
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clutter_colorize_effect_get_instance_private (effect);
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switch (prop_id)
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{
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case PROP_TINT:
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clutter_value_set_color (value, &priv->tint);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_colorize_effect_class_init (ClutterColorizeEffectClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterOffscreenEffectClass *offscreen_class;
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offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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offscreen_class->create_pipeline = clutter_colorize_effect_create_pipeline;
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gobject_class->set_property = clutter_colorize_effect_set_property;
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gobject_class->get_property = clutter_colorize_effect_get_property;
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gobject_class->dispose = clutter_colorize_effect_dispose;
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/**
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* ClutterColorizeEffect:tint:
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*
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* The tint to apply to the actor
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*/
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obj_props[PROP_TINT] =
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clutter_param_spec_color ("tint", NULL, NULL,
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&default_tint,
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G_PARAM_READWRITE |
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G_PARAM_STATIC_STRINGS);
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g_object_class_install_properties (gobject_class, PROP_LAST, obj_props);
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}
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static void
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update_tint_uniform (ClutterColorizeEffect *self)
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{
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ClutterColorizeEffectPrivate *priv =
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clutter_colorize_effect_get_instance_private (self);
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if (priv->tint_uniform > -1)
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{
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float tint[3] = {
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priv->tint.red / 255.0,
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priv->tint.green / 255.0,
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priv->tint.blue / 255.0
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};
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cogl_pipeline_set_uniform_float (priv->pipeline,
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priv->tint_uniform,
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3, /* n_components */
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1, /* count */
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tint);
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}
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}
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static void
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clutter_colorize_effect_init (ClutterColorizeEffect *self)
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{
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ClutterColorizeEffectClass *klass = CLUTTER_COLORIZE_EFFECT_GET_CLASS (self);
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ClutterColorizeEffectPrivate *priv =
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clutter_colorize_effect_get_instance_private (self);
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if (G_UNLIKELY (klass->base_pipeline == NULL))
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{
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CoglSnippet *snippet;
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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klass->base_pipeline = cogl_pipeline_new (ctx);
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
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colorize_glsl_declarations,
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colorize_glsl_source);
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cogl_pipeline_add_snippet (klass->base_pipeline, snippet);
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g_object_unref (snippet);
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cogl_pipeline_set_layer_null_texture (klass->base_pipeline, 0);
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}
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priv->pipeline = cogl_pipeline_copy (klass->base_pipeline);
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priv->tint_uniform =
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cogl_pipeline_get_uniform_location (priv->pipeline, "tint");
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priv->tint = default_tint;
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update_tint_uniform (self);
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}
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/**
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* clutter_colorize_effect_new:
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* @tint: the color to be used
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*
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* Creates a new #ClutterColorizeEffect to be used with
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* [method@Clutter.Actor.add_effect]
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*
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* Return value: the newly created #ClutterColorizeEffect or %NULL
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*/
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ClutterEffect *
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clutter_colorize_effect_new (const ClutterColor *tint)
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{
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return g_object_new (CLUTTER_TYPE_COLORIZE_EFFECT,
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"tint", tint,
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NULL);
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}
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/**
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* clutter_colorize_effect_set_tint:
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* @effect: a #ClutterColorizeEffect
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* @tint: the color to be used
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*
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* Sets the tint to be used when colorizing
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*/
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void
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clutter_colorize_effect_set_tint (ClutterColorizeEffect *effect,
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const ClutterColor *tint)
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{
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ClutterColorizeEffectPrivate *priv;
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g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect));
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priv = clutter_colorize_effect_get_instance_private (effect);
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priv->tint = *tint;
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update_tint_uniform (effect);
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clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
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g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_TINT]);
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}
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/**
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* clutter_colorize_effect_get_tint:
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* @effect: a #ClutterColorizeEffect
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* @tint: (out caller-allocates): return location for the color used
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*
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* Retrieves the tint used by @effect
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*/
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void
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clutter_colorize_effect_get_tint (ClutterColorizeEffect *effect,
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ClutterColor *tint)
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{
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ClutterColorizeEffectPrivate *priv;
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g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect));
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g_return_if_fail (tint != NULL);
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priv = clutter_colorize_effect_get_instance_private (effect);
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*tint = priv->tint;
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}
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