/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Copyright (C) 2010 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . * * Author: * Emmanuele Bassi */ /** * SECTION:clutter-desaturate-effect * @short_description: A desaturation effect * @see_also: #ClutterEffect, #ClutterOffscreenEffect * * #ClutterDesaturateEffect is a sub-class of #ClutterEffect that * desaturates the color of an actor and its contents. The strenght * of the desaturation effect is controllable and animatable through * the #ClutterDesaturateEffect:factor property. * * #ClutterDesaturateEffect is available since Clutter 1.4 */ #define CLUTTER_DESATURATE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_DESATURATE_EFFECT, ClutterDesaturateEffectClass)) #define CLUTTER_IS_DESATURATE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_DESATURATE_EFFECT)) #define CLUTTER_DESATURATE_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_DESATURATE_EFFECT, ClutterDesaturateEffectClass)) #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include "clutter-desaturate-effect.h" #include "cogl/cogl.h" #include "clutter-debug.h" #include "clutter-enum-types.h" #include "clutter-offscreen-effect.h" #include "clutter-private.h" struct _ClutterDesaturateEffect { 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 { ClutterOffscreenEffectClass parent_class; }; /* the magic gray vec3 has been taken from the NTSC conversion weights * as defined by: * * "OpenGL Superbible, 4th edition" * -- Richard S. Wright Jr, Benjamin Lipchak, Nicholas Haemel * Addison-Wesley */ static const gchar *desaturate_glsl_shader = "uniform sampler2D tex;\n" "uniform float factor;\n" "\n" "vec3 desaturate (const vec3 color, const float desaturation)\n" "{\n" " const vec3 gray_conv = vec3 (0.299, 0.587, 0.114);\n" " vec3 gray = vec3 (dot (gray_conv, color));\n" " return vec3 (mix (color.rgb, gray, desaturation));\n" "}\n" "\n" "void main ()\n" "{\n" " vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n" " color.rgb = desaturate (color.rgb, factor);\n" " cogl_color_out = color;\n" "}\n"; enum { PROP_0, PROP_FACTOR, PROP_LAST }; static GParamSpec *obj_props[PROP_LAST]; G_DEFINE_TYPE (ClutterDesaturateEffect, clutter_desaturate_effect, CLUTTER_TYPE_OFFSCREEN_EFFECT); static gboolean clutter_desaturate_effect_pre_paint (ClutterEffect *effect) { ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect); ClutterEffectClass *parent_class; if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect))) return FALSE; self->actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect)); if (self->actor == NULL) return FALSE; if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL)) { /* if we don't have support for GLSL shaders then we * forcibly disable the ActorMeta */ g_warning ("Unable to use the ShaderEffect: the graphics hardware " "or the current GL driver does not implement support " "for the GLSL shading language."); clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), FALSE); return FALSE; } 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_paint_target (ClutterOffscreenEffect *effect) { ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect); ClutterOffscreenEffectClass *parent; CoglHandle material; if (self->program == COGL_INVALID_HANDLE) goto out; if (self->tex_uniform > -1) cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0); if (self->factor_uniform > -1) cogl_program_set_uniform_1f (self->program, self->factor_uniform, self->factor); 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 clutter_desaturate_effect_set_property (GObject *gobject, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterDesaturateEffect *effect = CLUTTER_DESATURATE_EFFECT (gobject); switch (prop_id) { case PROP_FACTOR: clutter_desaturate_effect_set_factor (effect, g_value_get_double (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_desaturate_effect_get_property (GObject *gobject, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterDesaturateEffect *effect = CLUTTER_DESATURATE_EFFECT (gobject); switch (prop_id) { case PROP_FACTOR: g_value_set_double (value, effect->factor); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_desaturate_effect_class_init (ClutterDesaturateEffectClass *klass) { ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; 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; /** * ClutterDesaturateEffect:factor: * * The desaturation factor, between 0.0 (no desaturation) and 1.0 (full * desaturation). * * Since: 1.4 */ obj_props[PROP_FACTOR] = g_param_spec_double ("factor", P_("Factor"), P_("The desaturation factor"), 0.0, 1.0, 1.0, CLUTTER_PARAM_READWRITE); gobject_class->dispose = clutter_desaturate_effect_dispose; gobject_class->set_property = clutter_desaturate_effect_set_property; gobject_class->get_property = clutter_desaturate_effect_get_property; g_object_class_install_properties (gobject_class, PROP_LAST, obj_props); } static void clutter_desaturate_effect_init (ClutterDesaturateEffect *self) { self->factor = 1.0; } /** * clutter_desaturate_effect_new: * @factor: the desaturation factor, between 0.0 and 1.0 * * Creates a new #ClutterDesaturateEffect to be used with * clutter_actor_add_effect() * * Return value: the newly created #ClutterDesaturateEffect or %NULL * * Since: 1.4 */ ClutterEffect * clutter_desaturate_effect_new (gdouble factor) { g_return_val_if_fail (factor >= 0.0 && factor <= 1.0, NULL); return g_object_new (CLUTTER_TYPE_DESATURATE_EFFECT, "factor", factor, NULL); } /** * clutter_desaturate_effect_set_factor: * @effect: a #ClutterDesaturateEffect * @factor: the desaturation factor, between 0.0 and 1.0 * * Sets the desaturation factor for @effect, with 0.0 being "do not desaturate" * and 1.0 being "fully desaturate" * * Since: 1.4 */ void clutter_desaturate_effect_set_factor (ClutterDesaturateEffect *effect, gdouble factor) { g_return_if_fail (CLUTTER_IS_DESATURATE_EFFECT (effect)); g_return_if_fail (factor >= 0.0 && factor <= 1.0); if (fabsf (effect->factor - factor) >= 0.00001) { effect->factor = factor; if (effect->actor != NULL) clutter_actor_queue_redraw (effect->actor); g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_FACTOR]); } } /** * clutter_desaturate_effect_get_factor: * @effect: a #ClutterDesaturateEffect * * Retrieves the desaturation factor of @effect * * Return value: the desaturation factor * * Since: 1.4 */ gdouble clutter_desaturate_effect_get_factor (ClutterDesaturateEffect *effect) { g_return_val_if_fail (CLUTTER_IS_DESATURATE_EFFECT (effect), 0.0); return effect->factor; }