/* * 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 * * #ClutterColorizeEffect is a sub-class of #ClutterEffect that * colorizes an actor with the given tint. * * #ClutterColorizeEffect uses the programmable pipeline of the GPU * so it is only available on graphics hardware that supports this * feature. * * #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 #include "clutter-colorize-effect.h" #include "cogl/cogl.h" #include "clutter-debug.h" #include "clutter-enum-types.h" #include "clutter-private.h" #include "clutter-shader-effect.h" typedef struct _ClutterColorizeEffectClass ClutterColorizeEffectClass; struct _ClutterColorizeEffect { ClutterShaderEffect parent_instance; /* a back pointer to our actor, so that we can query it */ ClutterActor *actor; /* the tint of the colorization */ ClutterColor tint; guint source_set : 1; }; struct _ClutterColorizeEffectClass { ClutterShaderEffectClass 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 *colorize_glsl_shader = "uniform sampler2D tex;\n" "uniform vec3 tint;\n" "\n" "void main ()\n" "{\n" " vec4 color = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n" " float gray = dot (color.rgb, vec3 (0.299, 0.587, 0.114));\n" " gl_FragColor = vec4 (gray * tint, color.a);\n" "}\n"; /* a lame sepia */ static const ClutterColor default_tint = { 255, 204, 153, 255 }; enum { PROP_0, PROP_TINT }; G_DEFINE_TYPE (ClutterColorizeEffect, clutter_colorize_effect, CLUTTER_TYPE_SHADER_EFFECT); static gboolean clutter_colorize_effect_pre_paint (ClutterEffect *effect) { ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect); ClutterShaderEffect *shader_effect; ClutterEffectClass *parent_class; float tint_r, tint_g, tint_b; shader_effect = CLUTTER_SHADER_EFFECT (effect); if (!self->source_set) { CoglHandle shader = clutter_shader_effect_get_shader (shader_effect); if (shader == COGL_INVALID_HANDLE) return FALSE; cogl_shader_source (shader, colorize_glsl_shader); self->source_set = TRUE; } /* we want normalized values here */ tint_r = self->tint.red / 255.0f; tint_g = self->tint.green / 255.0f; tint_b = self->tint.blue / 255.0f; /* 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, "tint", G_TYPE_FLOAT, 3, tint_r, tint_g, tint_b); parent_class = CLUTTER_EFFECT_CLASS (clutter_colorize_effect_parent_class); return parent_class->pre_paint (effect); } static void clutter_colorize_effect_finalize (GObject *gobject) { G_OBJECT_CLASS (clutter_colorize_effect_parent_class)->finalize (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); GParamSpec *pspec; 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->finalize = clutter_colorize_effect_finalize; /** * ClutterColorizeEffect:tint: * * The tint to apply to the actor * * Since: 1.4 */ pspec = clutter_param_spec_color ("tint", "Tint", "The tint to apply", &default_tint, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_TINT, pspec); } static void clutter_colorize_effect_init (ClutterColorizeEffect *self) { self->tint = default_tint; } /** * clutter_colorize_effect_new: * @tint: the color to be used * * Creates a new #ClutterColorizeEffect to be used with * clutter_actor_set_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; if (effect->actor != NULL) clutter_actor_queue_redraw (effect->actor); g_object_notify (G_OBJECT (effect), "tint"); } /** * clutter_colorize_effect_get_tint: * @effect: a #ClutterColorizeEffect * @tint: (out): 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; }