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The builtin effects ClutterColorizeEffect, ClutterDesaturateEffect and ClutterShaderEffect all have properties which only affect the rendering of the final texture not the contents of it. When these properties are updated we should queue a repaint of the effect not the actor so that we don't waste time repainting the contents of the offscreen buffer. https://bugzilla.gnome.org/show_bug.cgi?id=665052 Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
383 lines
11 KiB
C
383 lines
11 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-desaturate-effect
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* @short_description: A desaturation effect
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* @see_also: #ClutterEffect, #ClutterOffscreenEffect
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*
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* #ClutterDesaturateEffect is a sub-class of #ClutterEffect that
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* desaturates the color of an actor and its contents. The strenght
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* of the desaturation effect is controllable and animatable through
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* the #ClutterDesaturateEffect:factor property.
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*
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* #ClutterDesaturateEffect is available since Clutter 1.4
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*/
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#define CLUTTER_DESATURATE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_DESATURATE_EFFECT, ClutterDesaturateEffectClass))
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#define CLUTTER_IS_DESATURATE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_DESATURATE_EFFECT))
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#define CLUTTER_DESATURATE_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_DESATURATE_EFFECT, ClutterDesaturateEffectClass))
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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 <math.h>
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#include "clutter-desaturate-effect.h"
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#include "cogl/cogl.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-offscreen-effect.h"
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#include "clutter-private.h"
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struct _ClutterDesaturateEffect
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{
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ClutterOffscreenEffect parent_instance;
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/* the desaturation factor, also known as "strength" */
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gdouble factor;
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CoglHandle shader;
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CoglHandle program;
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gint tex_uniform;
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gint factor_uniform;
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guint is_compiled : 1;
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};
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struct _ClutterDesaturateEffectClass
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{
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ClutterOffscreenEffectClass parent_class;
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};
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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 *desaturate_glsl_shader =
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"uniform sampler2D tex;\n"
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"uniform float factor;\n"
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"\n"
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"vec3 desaturate (const vec3 color, const float desaturation)\n"
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"{\n"
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" const vec3 gray_conv = vec3 (0.299, 0.587, 0.114);\n"
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" vec3 gray = vec3 (dot (gray_conv, color));\n"
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" return vec3 (mix (color.rgb, gray, desaturation));\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 = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n"
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" color.rgb = desaturate (color.rgb, factor);\n"
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" cogl_color_out = color;\n"
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"}\n";
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enum
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{
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PROP_0,
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PROP_FACTOR,
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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 (ClutterDesaturateEffect,
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clutter_desaturate_effect,
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CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static gboolean
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clutter_desaturate_effect_pre_paint (ClutterEffect *effect)
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{
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ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect);
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ClutterEffectClass *parent_class;
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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 (!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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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, desaturate_glsl_shader);
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self->is_compiled = FALSE;
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self->tex_uniform = -1;
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self->factor_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 desaturate 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->factor_uniform =
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cogl_program_get_uniform_location (self->program, "factor");
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}
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}
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parent_class = CLUTTER_EFFECT_CLASS (clutter_desaturate_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_desaturate_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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ClutterDesaturateEffect *self = CLUTTER_DESATURATE_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->factor_uniform > -1)
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cogl_program_set_uniform_1f (self->program,
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self->factor_uniform,
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self->factor);
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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_desaturate_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_desaturate_effect_dispose (GObject *gobject)
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{
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ClutterDesaturateEffect *self = CLUTTER_DESATURATE_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_desaturate_effect_parent_class)->dispose (gobject);
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}
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static void
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clutter_desaturate_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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ClutterDesaturateEffect *effect = CLUTTER_DESATURATE_EFFECT (gobject);
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switch (prop_id)
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{
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case PROP_FACTOR:
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clutter_desaturate_effect_set_factor (effect,
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g_value_get_double (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_desaturate_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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ClutterDesaturateEffect *effect = CLUTTER_DESATURATE_EFFECT (gobject);
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switch (prop_id)
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{
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case PROP_FACTOR:
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g_value_set_double (value, effect->factor);
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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_desaturate_effect_class_init (ClutterDesaturateEffectClass *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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offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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offscreen_class->paint_target = clutter_desaturate_effect_paint_target;
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effect_class->pre_paint = clutter_desaturate_effect_pre_paint;
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/**
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* ClutterDesaturateEffect:factor:
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*
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* The desaturation factor, between 0.0 (no desaturation) and 1.0 (full
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* desaturation).
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*
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* Since: 1.4
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*/
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obj_props[PROP_FACTOR] =
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g_param_spec_double ("factor",
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P_("Factor"),
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P_("The desaturation factor"),
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0.0, 1.0,
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1.0,
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CLUTTER_PARAM_READWRITE);
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gobject_class->dispose = clutter_desaturate_effect_dispose;
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gobject_class->set_property = clutter_desaturate_effect_set_property;
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gobject_class->get_property = clutter_desaturate_effect_get_property;
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g_object_class_install_properties (gobject_class,
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PROP_LAST,
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obj_props);
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}
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static void
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clutter_desaturate_effect_init (ClutterDesaturateEffect *self)
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{
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self->factor = 1.0;
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}
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/**
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* clutter_desaturate_effect_new:
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* @factor: the desaturation factor, between 0.0 and 1.0
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*
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* Creates a new #ClutterDesaturateEffect 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 #ClutterDesaturateEffect 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_desaturate_effect_new (gdouble factor)
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{
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g_return_val_if_fail (factor >= 0.0 && factor <= 1.0, NULL);
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return g_object_new (CLUTTER_TYPE_DESATURATE_EFFECT,
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"factor", factor,
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NULL);
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}
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/**
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* clutter_desaturate_effect_set_factor:
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* @effect: a #ClutterDesaturateEffect
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* @factor: the desaturation factor, between 0.0 and 1.0
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*
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* Sets the desaturation factor for @effect, with 0.0 being "do not desaturate"
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* and 1.0 being "fully desaturate"
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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_desaturate_effect_set_factor (ClutterDesaturateEffect *effect,
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gdouble factor)
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{
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g_return_if_fail (CLUTTER_IS_DESATURATE_EFFECT (effect));
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g_return_if_fail (factor >= 0.0 && factor <= 1.0);
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if (fabsf (effect->factor - factor) >= 0.00001)
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{
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effect->factor = factor;
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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_FACTOR]);
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}
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}
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/**
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* clutter_desaturate_effect_get_factor:
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* @effect: a #ClutterDesaturateEffect
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*
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* Retrieves the desaturation factor of @effect
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*
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* Return value: the desaturation factor
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*
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* Since: 1.4
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*/
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gdouble
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clutter_desaturate_effect_get_factor (ClutterDesaturateEffect *effect)
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{
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g_return_val_if_fail (CLUTTER_IS_DESATURATE_EFFECT (effect), 0.0);
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return effect->factor;
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}
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