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The OffscreenEffect class is meant to be used to implement Effect sub-classes that create an offscreen framebuffer and redirect the actor's paint sequence there. The OffscreenEffect is useful for effects using fragment shaders. Any shader-based effect being applied to an actor through an offscreen buffer should be used before painting the resulting target material and not for every actor. This means that doing: pre_paint: cogl_program_use(program) set up offscreen buffer paint: [ actors ] → offscreen buffer → target material post_paint: paint target material cogl_program_use(null) Is not correct. Unfortunately, we cannot really do: post_paint: cogl_program_use(program) paint target material cogl_program_use(null) Because the OffscreenEffect::post_paint() implementation also pops the offscreen buffer and re-instates the previous framebuffer: post_paint: cogl_program_use(program) change frame buffer ← ouch! paint target material cogl_program_use(null) One way to fix it is to allow using the shader right before painting the target material - which means adding a new virtual inside the OffscreenEffect class vtable in additions to the ones defined by the parent Effect class. The newly-added paint_target() virtual allows the correct sequence of actions by adding an entry point for sub-classes to wrap the "paint target material" operation with custom code, in order to implement the case above correctly as: post_paint: change frame buffer cogl_program_use(program) paint target material cogl_program_use(null) The added upside is that sub-classes of OffscreenEffect involving shaders really just need to override the prepare() and paint_target() virtuals, since the pre_paint() and post_paint() do all that's needed.
337 lines
10 KiB
C
337 lines
10 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-offscreen-effect
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* @short_description: Base class for effects using offscreen buffers
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* @see_also: #ClutterBlurEffect, #ClutterEffect
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*
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* #ClutterOffscreenEffect is an abstract class that can be used by
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* #ClutterEffect sub-classes requiring access to an offscreen buffer.
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*
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* Some effects, like the fragment shader based effects, can only use GL
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* textures, and in order to apply those effects to any kind of actor they
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* require that all drawing operations are applied to an offscreen framebuffer
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* that gets redirected to a texture.
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*
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* #ClutterOffscreenEffect provides all the heavy-lifting for creating the
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* offscreen framebuffer, the redirection and the final paint of the texture on
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* the desired stage.
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*
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* <refsect2 id="ClutterOffscreenEffect-implementing">
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* <title>Implementing a ClutterOffscreenEffect</title>
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* <para>Creating a sub-class of #ClutterOffscreenEffect requires, in case
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* of overriding the #ClutterEffect virtual functions, to chain up to the
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* #ClutterOffscreenEffect's implementation.</para>
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* <para>On top of the #ClutterEffect's virtual functions,
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* #ClutterOffscreenEffect also provides a <function>paint_target()</function>
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* function, which encapsulates the effective painting of the texture that
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* contains the result of the offscreen redirection.</para>
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* </refsect2>
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*
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* #ClutterOffscreenEffect is available since Clutter 1.4
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*/
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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-offscreen-effect.h"
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#include "cogl/cogl.h"
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#include "clutter-debug.h"
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#include "clutter-private.h"
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struct _ClutterOffscreenEffectPrivate
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{
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CoglHandle offscreen;
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CoglHandle target;
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ClutterActor *actor;
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};
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G_DEFINE_ABSTRACT_TYPE (ClutterOffscreenEffect,
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clutter_offscreen_effect,
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CLUTTER_TYPE_EFFECT);
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static void
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clutter_offscreen_effect_set_actor (ClutterActorMeta *meta,
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ClutterActor *actor)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (meta);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterActorMetaClass *meta_class;
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ClutterPerspective perspective;
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gfloat width, height, z_camera;
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ClutterActorBox allocation;
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gfloat fb_width, fb_height;
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ClutterActor *stage;
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CoglHandle texture;
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CoglMatrix matrix;
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meta_class = CLUTTER_ACTOR_META_CLASS (clutter_offscreen_effect_parent_class);
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meta_class->set_actor (meta, actor);
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/* clear out the previous state */
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if (priv->offscreen != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (priv->offscreen);
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priv->offscreen = COGL_INVALID_HANDLE;
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}
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if (priv->target != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (priv->target);
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priv->target = COGL_INVALID_HANDLE;
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}
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/* we keep a back pointer here, to avoid going through the ActorMeta */
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priv->actor = clutter_actor_meta_get_actor (meta);
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if (priv->actor == NULL)
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return;
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stage = clutter_actor_get_stage (priv->actor);
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if (stage == NULL)
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{
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CLUTTER_NOTE (MISC, "The actor '%s' is not part of a stage",
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clutter_actor_get_name (actor) == NULL
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? G_OBJECT_TYPE_NAME (actor)
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: clutter_actor_get_name (actor));
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/* we forcibly disable the effect here */
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clutter_actor_meta_set_enabled (meta, FALSE);
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return;
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}
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clutter_stage_get_perspective (CLUTTER_STAGE (stage), &perspective);
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clutter_actor_get_allocation_box (stage, &allocation);
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clutter_actor_box_get_size (&allocation, &fb_width, &fb_height);
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clutter_actor_get_allocation_box (priv->actor, &allocation);
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clutter_actor_box_get_size (&allocation, &width, &height);
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priv->target = cogl_material_new ();
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texture = cogl_texture_new_with_size (MAX (width, 1), MAX (height, 1),
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE);
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cogl_material_set_layer (priv->target, 0, texture);
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cogl_handle_unref (texture);
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cogl_material_set_layer_filters (priv->target, 0,
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COGL_MATERIAL_FILTER_LINEAR,
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COGL_MATERIAL_FILTER_LINEAR);
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priv->offscreen = cogl_offscreen_new_to_texture (texture);
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if (priv->offscreen == COGL_INVALID_HANDLE)
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{
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g_warning ("%s: Unable to create an Offscreen buffer", G_STRLOC);
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/* we forcibly disable the effect here */
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clutter_actor_meta_set_enabled (meta, FALSE);
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return;
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}
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cogl_push_framebuffer (priv->offscreen);
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width = cogl_texture_get_width (texture);
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height = cogl_texture_get_height (texture);
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fb_width /= fb_width / width;
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fb_height /= fb_height / height;
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cogl_set_viewport (0, 0, width, height);
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cogl_perspective (perspective.fovy,
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perspective.aspect,
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perspective.z_near,
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perspective.z_far);
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cogl_get_projection_matrix (&matrix);
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z_camera = 0.5 * matrix.xx;
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cogl_matrix_init_identity (&matrix);
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cogl_matrix_translate (&matrix, -0.5f, -0.5f, -z_camera);
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cogl_matrix_scale (&matrix,
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1.0f / fb_width,
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-1.0f / fb_height,
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1.0f / fb_width);
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cogl_matrix_translate (&matrix, 0.0f, -1.0f * fb_height, 0.0f);
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cogl_set_modelview_matrix (&matrix);
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cogl_pop_framebuffer ();
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}
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static gboolean
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clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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if (priv->offscreen != COGL_INVALID_HANDLE)
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{
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CoglColor transparent;
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cogl_push_framebuffer (priv->offscreen);
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cogl_push_matrix ();
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cogl_color_set_from_4ub (&transparent, 0, 0, 0, 0);
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cogl_clear (&transparent,
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COGL_BUFFER_BIT_COLOR |
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COGL_BUFFER_BIT_STENCIL |
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COGL_BUFFER_BIT_DEPTH);
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return TRUE;
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}
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return FALSE;
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}
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static void
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clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect)
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{
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ClutterOffscreenEffectPrivate *priv = effect->priv;
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ClutterActorBox allocation;
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gfloat width, height;
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guint8 paint_opacity;
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paint_opacity = clutter_actor_get_paint_opacity (priv->actor);
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clutter_actor_get_allocation_box (priv->actor, &allocation);
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clutter_actor_box_get_size (&allocation, &width, &height);
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cogl_material_set_color4ub (priv->target,
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paint_opacity,
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paint_opacity,
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paint_opacity,
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paint_opacity);
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cogl_set_source (priv->target);
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cogl_rectangle_with_texture_coords (0, 0, width, height,
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0.0, 0.0,
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1.0, 1.0);
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}
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static void
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clutter_offscreen_effect_post_paint (ClutterEffect *effect)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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if (priv->offscreen != COGL_INVALID_HANDLE &&
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priv->target != COGL_INVALID_HANDLE &&
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priv->actor != NULL)
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{
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cogl_pop_matrix ();
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cogl_pop_framebuffer ();
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/* paint the target material; this is virtualized for
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* sub-classes that require special hand-holding
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*/
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clutter_offscreen_effect_paint_target (self);
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}
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}
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static void
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clutter_offscreen_effect_finalize (GObject *gobject)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (gobject);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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if (priv->offscreen)
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cogl_handle_unref (priv->offscreen);
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if (priv->target)
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cogl_handle_unref (priv->target);
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G_OBJECT_CLASS (clutter_offscreen_effect_parent_class)->finalize (gobject);
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}
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static void
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clutter_offscreen_effect_class_init (ClutterOffscreenEffectClass *klass)
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{
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ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
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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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g_type_class_add_private (klass, sizeof (ClutterOffscreenEffectPrivate));
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klass->paint_target = clutter_offscreen_effect_real_paint_target;
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meta_class->set_actor = clutter_offscreen_effect_set_actor;
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effect_class->pre_paint = clutter_offscreen_effect_pre_paint;
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effect_class->post_paint = clutter_offscreen_effect_post_paint;
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gobject_class->finalize = clutter_offscreen_effect_finalize;
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}
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static void
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clutter_offscreen_effect_init (ClutterOffscreenEffect *self)
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{
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self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
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CLUTTER_TYPE_OFFSCREEN_EFFECT,
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ClutterOffscreenEffectPrivate);
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}
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/**
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* clutter_offscreen_effect_get_target:
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* @effect: a #ClutterOffscreenEffect
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*
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* Retrieves the material used as a render target for the offscreen
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* buffer created by @effect
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*
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* Return value: (transfer none): a handle for a #CoglMaterial, or
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* %COGL_INVALID_HANDLE. The returned handle is owned by Clutter
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* and it should not be modified or freed
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*
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* Since: 1.4
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*/
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CoglHandle
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clutter_offscreen_effect_get_target (ClutterOffscreenEffect *effect)
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{
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g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
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COGL_INVALID_HANDLE);
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return effect->priv->target;
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}
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/**
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* clutter_offscreen_effect_paint_target:
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* @effect: a #ClutterOffscreenEffect
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*
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* Calls the paint_target() virtual function of the @effect
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*
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* Since: 1.4
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*/
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void
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clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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g_return_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect));
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CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->paint_target (effect);
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}
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