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mutter-performance-source/clutter/clutter/clutter-effect.c
Bilal Elmoussaoui 0f405e9270 Rename remaining usages of material to pipeline
material is almost no longer used in the code base and the
few remaining references makes it confusing when looking at parts
of the codebase. So rename the rest as well.

Note that this renames a DeformEffect property and the only extension
making use of it doesn't use the property so i think it is okay to do
so without deprecating the old property for a few releases

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3910>
2024-08-01 11:06:33 +00:00

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/*
* 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 <http://www.gnu.org/licenses/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*/
/**
* ClutterEffect:
*
* Base class for actor effects
*
* The #ClutterEffect class provides a default type and API for creating
* effects for generic actors.
*
* Effects are a #ClutterActorMeta sub-class that modify the way an actor
* is painted in a way that is not part of the actor's implementation.
*
* Effects should be the preferred way to affect the paint sequence of an
* actor without sub-classing the actor itself and overriding the
* [vfunc@Clutter.Actor.paint] virtual function.
*
* ## Implementing a ClutterEffect
*
* Creating a sub-class of #ClutterEffect requires overriding the
* [vfunc@Clutter.Effect.paint] method. The implementation of the function should look
* something like this:
*
* ```c
* void effect_paint (ClutterEffect *effect, ClutterEffectPaintFlags flags)
* {
* // Set up initialisation of the paint such as binding a
* // CoglOffscreen or other operations
*
* // Chain to the next item in the paint sequence. This will either call
* // paint on the next effect or just paint the actor if this is
* // the last effect.
* ClutterActor *actor =
* clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
*
* clutter_actor_continue_paint (actor);
*
* // perform any cleanup of state, such as popping the CoglOffscreen
* }
* ```
*
* The effect can optionally avoid calling clutter_actor_continue_paint() to skip any
* further stages of the paint sequence. This is useful for example if the effect
* contains a cached image of the actor. In that case it can optimise painting by
* avoiding the actor paint and instead painting the cached image.
*
* The %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY flag is useful in this case. Clutter will set
* this flag when a redraw has been queued on the actor since it was last painted. The
* effect can use this information to decide if the cached image is still valid.
*
* ## A simple ClutterEffect implementation
*
* The example below creates two rectangles: one will be painted "behind" the actor,
* while another will be painted "on top" of the actor.
*
* The #ClutterActorMetaClass.set_actor() implementation will create the two pipelines
* used for the two different rectangles; the #ClutterEffectClass.paint() implementation
* will paint the first pipeline using cogl_rectangle(), before continuing and then it
* will paint paint the second pipeline after.
*
* ```c
* typedef struct {
* ClutterEffect parent_instance;
*
* CoglPipeline *rect_1;
* CoglPipeline *rect_2;
* } MyEffect;
*
* typedef struct _ClutterEffectClass MyEffectClass;
*
* G_DEFINE_TYPE (MyEffect, my_effect, CLUTTER_TYPE_EFFECT);
*
* static void
* my_effect_set_actor (ClutterActorMeta *meta,
* ClutterActor *actor)
* {
* MyEffect *self = MY_EFFECT (meta);
* CoglColor color;
*
* // Clear the previous state //
* if (self->rect_1)
* {
* g_object_unref (self->rect_1);
* self->rect_1 = NULL;
* }
*
* if (self->rect_2)
* {
* g_object_unref (self->rect_2);
* self->rect_2 = NULL;
* }
*
* // Maintain a pointer to the actor
* self->actor = actor;
*
* // If we've been detached by the actor then we should just bail out here
* if (self->actor == NULL)
* return;
*
* // Create a red pipeline
* self->rect_1 = cogl_pipeline_new ();
* cogl_color_init_from_4f (&color, 1.0, 1.0, 1.0, 1.0);
* cogl_pipeline_set_color (self->rect_1, &color);
*
* // Create a green pipeline
* self->rect_2 = cogl_pipeline_new ();
* cogl_color_init_from_4f (&color, 0.0, 1.0, 0.0, 1.0);
* cogl_pipeline_set_color (self->rect_2, &color);
* }
*
* static gboolean
* my_effect_paint (ClutterEffect *effect)
* {
* MyEffect *self = MY_EFFECT (effect);
* gfloat width, height;
*
* clutter_actor_get_size (self->actor, &width, &height);
*
* // Paint the first rectangle in the upper left quadrant
* cogl_set_source (self->rect_1);
* cogl_rectangle (0, 0, width / 2, height / 2);
*
* // Continue to the rest of the paint sequence
* clutter_actor_continue_paint (self->actor);
*
* // Paint the second rectangle in the lower right quadrant
* cogl_set_source (self->rect_2);
* cogl_rectangle (width / 2, height / 2, width, height);
* }
*
* static void
* my_effect_class_init (MyEffectClass *klass)
* {
* ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
*
* meta_class->set_actor = my_effect_set_actor;
*
* klass->paint = my_effect_paint;
* }
* ```
*/
#include "config.h"
#include "clutter/clutter-effect.h"
#include "clutter/clutter-actor-meta-private.h"
#include "clutter/clutter-debug.h"
#include "clutter/clutter-effect-private.h"
#include "clutter/clutter-enum-types.h"
#include "clutter/clutter-marshal.h"
#include "clutter/clutter-paint-node-private.h"
#include "clutter/clutter-paint-nodes.h"
#include "clutter/clutter-private.h"
#include "clutter/clutter-actor-private.h"
G_DEFINE_ABSTRACT_TYPE (ClutterEffect,
clutter_effect,
CLUTTER_TYPE_ACTOR_META);
static gboolean
clutter_effect_real_pre_paint (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context)
{
return TRUE;
}
static void
clutter_effect_real_post_paint (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context)
{
}
static gboolean
clutter_effect_real_modify_paint_volume (ClutterEffect *effect,
ClutterPaintVolume *volume)
{
return TRUE;
}
static void
add_actor_node (ClutterEffect *effect,
ClutterPaintNode *node)
{
ClutterPaintNode *actor_node;
ClutterActor *actor;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
actor_node = clutter_actor_node_new (actor, -1);
clutter_paint_node_add_child (node, actor_node);
clutter_paint_node_unref (actor_node);
}
static void
clutter_effect_real_paint_node (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
{
add_actor_node (effect, node);
}
static void
clutter_effect_real_paint (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
{
ClutterEffectClass *effect_class = CLUTTER_EFFECT_GET_CLASS (effect);
gboolean pre_paint_succeeded;
/* The default implementation provides a compatibility wrapper for
effects that haven't migrated to use the 'paint' virtual yet. This
just calls the old pre and post virtuals before chaining on */
pre_paint_succeeded = effect_class->pre_paint (effect, node,paint_context);
if (pre_paint_succeeded)
{
effect_class->paint_node (effect, node, paint_context, flags);
effect_class->post_paint (effect, node, paint_context);
}
else
{
/* Just paint the actor as fallback */
add_actor_node (effect, node);
}
}
static void
clutter_effect_real_pick (ClutterEffect *effect,
ClutterPickContext *pick_context)
{
ClutterActorMeta *actor_meta = CLUTTER_ACTOR_META (effect);
ClutterActor *actor;
actor = clutter_actor_meta_get_actor (actor_meta);
clutter_actor_continue_pick (actor, pick_context);
}
static void
clutter_effect_set_enabled (ClutterActorMeta *meta,
gboolean is_enabled)
{
ClutterActorMetaClass *parent_class =
CLUTTER_ACTOR_META_CLASS (clutter_effect_parent_class);
ClutterActor *actor;
actor = clutter_actor_meta_get_actor (meta);
if (actor)
clutter_actor_queue_redraw (actor);
parent_class->set_enabled (meta, is_enabled);
}
static void
clutter_effect_class_init (ClutterEffectClass *klass)
{
ClutterActorMetaClass *actor_meta_class = CLUTTER_ACTOR_META_CLASS (klass);
actor_meta_class->set_enabled = clutter_effect_set_enabled;
klass->pre_paint = clutter_effect_real_pre_paint;
klass->post_paint = clutter_effect_real_post_paint;
klass->modify_paint_volume = clutter_effect_real_modify_paint_volume;
klass->paint = clutter_effect_real_paint;
klass->paint_node = clutter_effect_real_paint_node;
klass->pick = clutter_effect_real_pick;
}
static void
clutter_effect_init (ClutterEffect *self)
{
}
void
_clutter_effect_paint (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
{
g_return_if_fail (CLUTTER_IS_EFFECT (effect));
CLUTTER_EFFECT_GET_CLASS (effect)->paint (effect,
node,
paint_context,
flags);
}
void
_clutter_effect_pick (ClutterEffect *effect,
ClutterPickContext *pick_context)
{
g_return_if_fail (CLUTTER_IS_EFFECT (effect));
CLUTTER_EFFECT_GET_CLASS (effect)->pick (effect, pick_context);
}
gboolean
_clutter_effect_modify_paint_volume (ClutterEffect *effect,
ClutterPaintVolume *volume)
{
g_return_val_if_fail (CLUTTER_IS_EFFECT (effect), FALSE);
g_return_val_if_fail (volume != NULL, FALSE);
return CLUTTER_EFFECT_GET_CLASS (effect)->modify_paint_volume (effect,
volume);
}
gboolean
_clutter_effect_has_custom_paint_volume (ClutterEffect *effect)
{
g_return_val_if_fail (CLUTTER_IS_EFFECT (effect), FALSE);
return CLUTTER_EFFECT_GET_CLASS (effect)->modify_paint_volume != clutter_effect_real_modify_paint_volume;
}
/**
* clutter_effect_queue_repaint:
* @effect: A #ClutterEffect which needs redrawing
*
* Queues a repaint of the effect. The effect can detect when the paint
* method is called as a result of this function because it will not
* have the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY flag set. In that case the
* effect is free to assume that the actor has not changed its
* appearance since the last time it was painted so it doesn't need to
* call clutter_actor_continue_paint() if it can draw a cached
* image. This is mostly intended for effects that are using a
* %CoglOffscreen to redirect the actor (such as
* %ClutterOffscreenEffect). In that case the effect can save a bit of
* rendering time by painting the cached texture without causing the
* entire actor to be painted.
*
* This function can be used by effects that have their own animatable
* parameters. For example, an effect which adds a varying degree of a
* red tint to an actor by redirecting it through a CoglOffscreen
* might have a property to specify the level of tint. When this value
* changes, the underlying actor doesn't need to be redrawn so the
* effect can call clutter_effect_queue_repaint() to make sure the
* effect is repainted.
*
* Note however that modifying the position of the parent of an actor
* may change the appearance of the actor because its transformation
* matrix would change. In this case a redraw wouldn't be queued on
* the actor itself so the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY would still
* not be set. The effect can detect this case by keeping track of the
* last modelview matrix that was used to render the actor and
* verifying that it remains the same in the next paint.
*
* Any other effects that are layered on top of the passed in effect
* will still be passed the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY flag. If
* anything queues a redraw on the actor without specifying an effect
* or with an effect that is lower in the chain of effects than this
* one then that will override this call. In that case this effect
* will instead be called with the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY
* flag set.
*/
void
clutter_effect_queue_repaint (ClutterEffect *effect)
{
ClutterActor *actor;
g_return_if_fail (CLUTTER_IS_EFFECT (effect));
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
/* If the effect has no actor then nothing needs to be done */
if (actor != NULL)
_clutter_actor_queue_redraw_full (actor,
NULL, /* clip volume */
effect /* effect */);
}