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5f30835eae
We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
396 lines
11 KiB
C
396 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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typedef struct _ClutterDesaturateEffectClass ClutterDesaturateEffectClass;
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struct _ClutterDesaturateEffect
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{
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ClutterOffscreenEffect parent_instance;
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/* a back pointer to our actor, so that we can query it */
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ClutterActor *actor;
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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[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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float factor;
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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self->actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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if (self->actor == NULL)
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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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factor = (float) self->factor;
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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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_clutter_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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if (effect->actor != NULL)
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clutter_actor_queue_redraw (effect->actor);
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_clutter_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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