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desaturate-effect: Do not inherit from ShaderEffect

Hide the fact that we're using a fragment shader, in case we're able in
the future to use a material layer combine function when painting the
offscreen target texture.
This commit is contained in:
Emmanuele Bassi 2010-08-11 14:19:48 +01:00
parent 7daeb217bd
commit 1ec577438e

View file

@ -32,10 +32,6 @@
* of the desaturation effect is controllable and animatable through
* the #ClutterDesaturateEffect:factor property.
*
* #ClutterDesaturateEffect uses the programmable pipeline of the GPU
* so it is only available on graphics hardware that supports this
* feature.
*
* #ClutterDesaturateEffect is available since Clutter 1.4
*/
@ -53,25 +49,33 @@
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-offscreen-effect.h"
#include "clutter-private.h"
#include "clutter-shader-effect.h"
typedef struct _ClutterDesaturateEffectClass ClutterDesaturateEffectClass;
struct _ClutterDesaturateEffect
{
ClutterShaderEffect parent_instance;
ClutterOffscreenEffect parent_instance;
/* a back pointer to our actor, so that we can query it */
ClutterActor *actor;
/* the desaturation factor, also known as "strength" */
gdouble factor;
CoglHandle shader;
CoglHandle program;
gint tex_uniform;
gint factor_uniform;
guint is_compiled : 1;
};
struct _ClutterDesaturateEffectClass
{
ClutterShaderEffectClass parent_class;
ClutterOffscreenEffectClass parent_class;
};
/* the magic gray vec3 has been taken from the NTSC conversion weights
@ -112,13 +116,12 @@ static GParamSpec *obj_props[PROP_LAST];
G_DEFINE_TYPE (ClutterDesaturateEffect,
clutter_desaturate_effect,
CLUTTER_TYPE_SHADER_EFFECT);
CLUTTER_TYPE_OFFSCREEN_EFFECT);
static gboolean
clutter_desaturate_effect_pre_paint (ClutterEffect *effect)
{
ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect);
ClutterShaderEffect *shader_effect;
ClutterEffectClass *parent_class;
float factor;
@ -129,30 +132,103 @@ clutter_desaturate_effect_pre_paint (ClutterEffect *effect)
if (self->actor == NULL)
return FALSE;
shader_effect = CLUTTER_SHADER_EFFECT (effect);
clutter_shader_effect_set_shader_source (shader_effect, desaturate_glsl_shader);
factor = (float) self->factor;
/* bind the uniforms to the factor property */
clutter_shader_effect_set_uniform (shader_effect,
"tex",
G_TYPE_INT, 1,
0);
clutter_shader_effect_set_uniform (shader_effect,
"factor",
G_TYPE_FLOAT, 1,
factor);
if (self->shader == COGL_INVALID_HANDLE)
{
self->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
cogl_shader_source (self->shader, desaturate_glsl_shader);
self->is_compiled = FALSE;
self->tex_uniform = -1;
self->factor_uniform = -1;
}
if (self->program == COGL_INVALID_HANDLE)
self->program = cogl_create_program ();
if (!self->is_compiled)
{
g_assert (self->shader != COGL_INVALID_HANDLE);
g_assert (self->program != COGL_INVALID_HANDLE);
cogl_shader_compile (self->shader);
if (!cogl_shader_is_compiled (self->shader))
{
gchar *log_buf = cogl_shader_get_info_log (self->shader);
g_warning (G_STRLOC ": Unable to compile the desaturate shader: %s",
log_buf);
g_free (log_buf);
cogl_handle_unref (self->shader);
cogl_handle_unref (self->program);
self->shader = COGL_INVALID_HANDLE;
self->program = COGL_INVALID_HANDLE;
}
else
{
cogl_program_attach_shader (self->program, self->shader);
cogl_program_link (self->program);
cogl_handle_unref (self->shader);
self->is_compiled = TRUE;
self->tex_uniform =
cogl_program_get_uniform_location (self->program, "tex");
self->factor_uniform =
cogl_program_get_uniform_location (self->program, "factor");
}
}
parent_class = CLUTTER_EFFECT_CLASS (clutter_desaturate_effect_parent_class);
return parent_class->pre_paint (effect);
}
static void
clutter_desaturate_effect_finalize (GObject *gobject)
clutter_desaturate_effect_paint_target (ClutterOffscreenEffect *effect)
{
G_OBJECT_CLASS (clutter_desaturate_effect_parent_class)->finalize (gobject);
ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect);
ClutterOffscreenEffectClass *parent;
CoglHandle material;
if (self->program == COGL_INVALID_HANDLE)
goto out;
cogl_program_use (self->program);
if (self->tex_uniform > -1)
cogl_program_uniform_1i (self->tex_uniform, 0);
if (self->factor_uniform > -1)
cogl_program_uniform_1f (self->factor_uniform, self->factor);
cogl_program_use (COGL_INVALID_HANDLE);
material = clutter_offscreen_effect_get_target (effect);
cogl_material_set_user_program (material, self->program);
out:
parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_desaturate_effect_parent_class);
parent->paint_target (effect);
}
static void
clutter_desaturate_effect_dispose (GObject *gobject)
{
ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (gobject);
if (self->program != COGL_INVALID_HANDLE)
{
cogl_handle_unref (self->program);
self->program = COGL_INVALID_HANDLE;
self->shader = COGL_INVALID_HANDLE;
}
G_OBJECT_CLASS (clutter_desaturate_effect_parent_class)->dispose (gobject);
}
static void
@ -201,13 +277,17 @@ clutter_desaturate_effect_class_init (ClutterDesaturateEffectClass *klass)
{
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterOffscreenEffectClass *offscreen_class;
GParamSpec *pspec;
offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
offscreen_class->paint_target = clutter_desaturate_effect_paint_target;
effect_class->pre_paint = clutter_desaturate_effect_pre_paint;
gobject_class->set_property = clutter_desaturate_effect_set_property;
gobject_class->get_property = clutter_desaturate_effect_get_property;
gobject_class->finalize = clutter_desaturate_effect_finalize;
gobject_class->dispose = clutter_desaturate_effect_dispose;
/**
* ClutterDesaturateEffect:factor: