/* * 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-colorize-effect * @short_description: A colorization effect * @see_also: #ClutterEffect, #ClutterOffscreenEffect * * #ClutterColorizeEffect is a sub-class of #ClutterEffect that * colorizes an actor with the given tint. * * #ClutterColorizeEffect is available since Clutter 1.4 */ #define CLUTTER_COLORIZE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_COLORIZE_EFFECT, ClutterColorizeEffectClass)) #define CLUTTER_IS_COLORIZE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_COLORIZE_EFFECT)) #define CLUTTER_COLORIZE_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_COLORIZE_EFFECT, ClutterColorizeEffectClass)) #ifdef HAVE_CONFIG_H #include "config.h" #endif #define CLUTTER_ENABLE_EXPERIMENTAL_API #include "clutter-colorize-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 _ClutterColorizeEffect { ClutterOffscreenEffect parent_instance; /* the tint of the colorization */ ClutterColor tint; gint tint_uniform; gint tex_width; gint tex_height; CoglPipeline *pipeline; }; struct _ClutterColorizeEffectClass { ClutterOffscreenEffectClass parent_class; CoglPipeline *base_pipeline; }; /* 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 *colorize_glsl_declarations = "uniform vec3 tint;\n"; static const gchar *colorize_glsl_source = "float gray = dot (cogl_color_out.rgb, vec3 (0.299, 0.587, 0.114));\n" "cogl_color_out.rgb = gray * tint;\n"; /* a lame sepia */ static const ClutterColor default_tint = { 255, 204, 153, 255 }; enum { PROP_0, PROP_TINT, PROP_LAST }; static GParamSpec *obj_props[PROP_LAST]; G_DEFINE_TYPE (ClutterColorizeEffect, clutter_colorize_effect, CLUTTER_TYPE_OFFSCREEN_EFFECT); static gboolean clutter_colorize_effect_pre_paint (ClutterEffect *effect) { ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect); ClutterEffectClass *parent_class; if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect))) 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; } parent_class = CLUTTER_EFFECT_CLASS (clutter_colorize_effect_parent_class); if (parent_class->pre_paint (effect)) { ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (effect); CoglHandle texture; texture = clutter_offscreen_effect_get_texture (offscreen_effect); self->tex_width = cogl_texture_get_width (texture); self->tex_height = cogl_texture_get_height (texture); cogl_pipeline_set_layer_texture (self->pipeline, 0, texture); return TRUE; } else return FALSE; } static void clutter_colorize_effect_paint_target (ClutterOffscreenEffect *effect) { ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect); ClutterActor *actor; guint8 paint_opacity; actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect)); paint_opacity = clutter_actor_get_paint_opacity (actor); cogl_pipeline_set_color4ub (self->pipeline, paint_opacity, paint_opacity, paint_opacity, paint_opacity); cogl_push_source (self->pipeline); cogl_rectangle (0, 0, self->tex_width, self->tex_height); cogl_pop_source (); } static void clutter_colorize_effect_dispose (GObject *gobject) { ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (gobject); if (self->pipeline != NULL) { cogl_object_unref (self->pipeline); self->pipeline = NULL; } G_OBJECT_CLASS (clutter_colorize_effect_parent_class)->dispose (gobject); } static void clutter_colorize_effect_set_property (GObject *gobject, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject); switch (prop_id) { case PROP_TINT: clutter_colorize_effect_set_tint (effect, clutter_value_get_color (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_colorize_effect_get_property (GObject *gobject, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject); switch (prop_id) { case PROP_TINT: clutter_value_set_color (value, &effect->tint); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_colorize_effect_class_init (ClutterColorizeEffectClass *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_colorize_effect_paint_target; effect_class->pre_paint = clutter_colorize_effect_pre_paint; gobject_class->set_property = clutter_colorize_effect_set_property; gobject_class->get_property = clutter_colorize_effect_get_property; gobject_class->dispose = clutter_colorize_effect_dispose; /** * ClutterColorizeEffect:tint: * * The tint to apply to the actor * * Since: 1.4 */ obj_props[PROP_TINT] = clutter_param_spec_color ("tint", P_("Tint"), P_("The tint to apply"), &default_tint, CLUTTER_PARAM_READWRITE); g_object_class_install_properties (gobject_class, PROP_LAST, obj_props); } static void update_tint_uniform (ClutterColorizeEffect *self) { if (self->tint_uniform > -1) { float tint[3] = { self->tint.red / 255.0, self->tint.green / 255.0, self->tint.blue / 255.0 }; cogl_pipeline_set_uniform_float (self->pipeline, self->tint_uniform, 3, /* n_components */ 1, /* count */ tint); } } static void clutter_colorize_effect_init (ClutterColorizeEffect *self) { ClutterColorizeEffectClass *klass = CLUTTER_COLORIZE_EFFECT_GET_CLASS (self); if (G_UNLIKELY (klass->base_pipeline == NULL)) { CoglSnippet *snippet; CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ()); klass->base_pipeline = cogl_pipeline_new (ctx); snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT, colorize_glsl_declarations, colorize_glsl_source); cogl_pipeline_add_snippet (klass->base_pipeline, snippet); cogl_object_unref (snippet); cogl_pipeline_set_layer_null_texture (klass->base_pipeline, 0, /* layer number */ COGL_TEXTURE_TYPE_2D); } self->pipeline = cogl_pipeline_copy (klass->base_pipeline); self->tint_uniform = cogl_pipeline_get_uniform_location (self->pipeline, "tint"); self->tint = default_tint; update_tint_uniform (self); } /** * clutter_colorize_effect_new: * @tint: the color to be used * * Creates a new #ClutterColorizeEffect to be used with * clutter_actor_add_effect() * * Return value: the newly created #ClutterColorizeEffect or %NULL * * Since: 1.4 */ ClutterEffect * clutter_colorize_effect_new (const ClutterColor *tint) { return g_object_new (CLUTTER_TYPE_COLORIZE_EFFECT, "tint", tint, NULL); } /** * clutter_colorize_effect_set_tint: * @effect: a #ClutterColorizeEffect * @tint: the color to be used * * Sets the tint to be used when colorizing * * Since: 1.4 */ void clutter_colorize_effect_set_tint (ClutterColorizeEffect *effect, const ClutterColor *tint) { g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect)); effect->tint = *tint; update_tint_uniform (effect); clutter_effect_queue_repaint (CLUTTER_EFFECT (effect)); g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_TINT]); } /** * clutter_colorize_effect_get_tint: * @effect: a #ClutterColorizeEffect * @tint: (out caller-allocates): return location for the color used * * Retrieves the tint used by @effect * * Since: 1.4 */ void clutter_colorize_effect_get_tint (ClutterColorizeEffect *effect, ClutterColor *tint) { g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect)); g_return_if_fail (tint != NULL); *tint = effect->tint; }