static void shell_grid_desaturate_effect_paint_target (ClutterOffscreenEffect *effect) { ShellGridDesaturateEffect *self = SHELL_GRID_DESATURATE_EFFECT (effect); ClutterActor *actor; CoglHandle texture; guint8 paint_opacity; texture = clutter_offscreen_effect_get_texture (effect); cogl_pipeline_set_layer_texture (self->pipeline, 0, texture); 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, cogl_texture_get_width (texture), cogl_texture_get_height (texture)); cogl_pop_source (); }
static void update_unshaded_uniform (ShellGridDesaturateEffect *self) { float values[4] = { 0., 0., 0., 0.}; ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (self); CoglHandle texture; float width, height; if (self->unshaded_uniform == -1) return; texture = clutter_offscreen_effect_get_texture (offscreen_effect); if (texture == COGL_INVALID_HANDLE) goto out; width = cogl_texture_get_width (texture); height = cogl_texture_get_height (texture); values[0] = MIN (1.0, self->unshaded_rect->origin.x / width); values[1] = MIN (1.0, self->unshaded_rect->origin.y / height); values[2] = MIN (1.0, (self->unshaded_rect->origin.x + self->unshaded_rect->size.width) / width); values[3] = MIN (1.0, (self->unshaded_rect->origin.y + self->unshaded_rect->size.height) / height); self->unshaded_uniform_dirty = FALSE; out: cogl_pipeline_set_uniform_float (self->pipeline, self->unshaded_uniform, 4, 1, values); }
static gboolean shell_grid_desaturate_effect_pre_paint (ClutterEffect *effect) { ShellGridDesaturateEffect *self = SHELL_GRID_DESATURATE_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 (shell_grid_desaturate_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); if (self->unshaded_uniform_dirty) update_unshaded_uniform (self); cogl_pipeline_set_layer_texture (self->pipeline, 0, texture); return TRUE; } else return FALSE; }
static gboolean shell_anamorphosis_effect_pre_paint (ClutterEffect *effect) { ShellAnamorphosisEffect *self = SHELL_ANAMORPHOSIS_EFFECT (effect); ShellAnamorphosisEffectPrivate *priv = shell_anamorphosis_effect_get_instance_private (self); if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect))) return FALSE; /* If we're not doing any bending, we're not needed. */ 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 ShellAnamorphosisEffect: the " "graphics hardware or the current GL driver does not " "implement support for the GLSL shading language. The " "effect will be disabled."); clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), FALSE); return FALSE; } if (!CLUTTER_EFFECT_CLASS (shell_anamorphosis_effect_parent_class)->pre_paint (effect)) return FALSE; ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (effect); CoglObject *texture; texture = clutter_offscreen_effect_get_texture (offscreen_effect); cogl_pipeline_set_layer_texture (priv->pipeline, 0, texture); priv->tex_width = cogl_texture_get_width (texture); priv->tex_height = cogl_texture_get_height (texture); cogl_pipeline_set_uniform_1i (priv->pipeline, priv->tex_width_uniform, priv->tex_width); cogl_pipeline_set_uniform_1i (priv->pipeline, priv->tex_height_uniform, priv->tex_height); return TRUE; }
static gboolean st_background_effect_pre_paint (ClutterEffect *effect) { StBackgroundEffect *self = ST_BACKGROUND_EFFECT (effect); ClutterEffectClass *parent_class; gfloat width; gfloat height; gfloat posx; gfloat posy; guchar *data; guint size; guint rowstride; glong new_time; gdouble time_used; ClutterActor *stage; gfloat stage_width; gfloat stage_height; if (self->bg_bumpmap == NULL) return FALSE; 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; } new_time = clock(); time_used = ((double) (new_time - self->old_time)*100) / (double) CLOCKS_PER_SEC; self->old_time = new_time; posx = 0.0f; posy = 0.0f; width = 0.0f; height = 0.0f; stage_width = 0.0f; stage_height = 0.0f; clutter_actor_get_transformed_position (self->actor, &posx, &posy); clutter_actor_get_transformed_size (self->actor, &width, &height); self->opacity = clutter_actor_get_paint_opacity (self->actor); stage = clutter_actor_get_stage (self->actor); clutter_actor_get_size (stage, &stage_width, &stage_height); if ((posx < 0) || (posy < 0) || ((posx + width) > stage_width) || ((posy + height) > stage_height)) return FALSE; if (( posx != self->posx_old) || ( posy != self->posy_old) || ( width != self->width_old) || ( height != self->height_old) || (time_used > 50.0)) { self->posx_old = posx; self->posy_old = posy; self->width_old = width; self->height_old = height; self->bg_posx_i = round(posx)+2; self->bg_posy_i = round(posy)+2; self->bg_width_i = round(width)-4; self->bg_height_i = round(height)-4; size = (self->bg_width_i) * (self->bg_height_i) * 4; if (((self->opacity == 0xff) || (self->bg_texture == NULL)) && (size > 400)) { rowstride = (self->bg_width_i) * 4; data = g_malloc (size); cogl_read_pixels (self->bg_posx_i, self->bg_posy_i, self->bg_width_i, self->bg_height_i, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888_PRE, data); if (data != NULL) { if (self->bg_texture != NULL) { cogl_handle_unref (self->bg_texture); self->bg_texture = NULL; } self->bg_texture = st_cogl_texture_new_from_data_wrapper (self->bg_width_i, self->bg_height_i, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888_PRE, COGL_PIXEL_FORMAT_RGBA_8888_PRE, rowstride, data); g_free (data); } } } parent_class = CLUTTER_EFFECT_CLASS (st_background_effect_parent_class); if (parent_class->pre_paint (effect)) { ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (effect); CoglHandle fg_texture; fg_texture = clutter_offscreen_effect_get_texture (offscreen_effect); if (fg_texture != COGL_INVALID_HANDLE) { self->fg_width_i = cogl_texture_get_width (fg_texture); self->fg_height_i = cogl_texture_get_height (fg_texture); if ((self->bg_texture != NULL) && (self->opacity == 0xff)) { if (self->pixel_step_uniform0 > -1) { gfloat pixel_step[3]; pixel_step[0] = 1.0f / (self->bg_width_i); pixel_step[1] = 1.0f / (self->bg_height_i); pixel_step[2] = 0.0f; cogl_pipeline_set_uniform_float (self->pipeline0, self->pixel_step_uniform0, 3, 1, pixel_step); } if (self->BumpTex_uniform > -1) { cogl_pipeline_set_uniform_1i (self->pipeline0, self->BumpTex_uniform, 1); } if (self->bump_step_uniform > -1) { gfloat bump_step[2]; bump_step[0] = 1.0f / (self->bumptex_width_i); bump_step[1] = 1.0f / (self->bumptex_height_i); cogl_pipeline_set_uniform_float (self->pipeline0, self->bump_step_uniform, 2, 1, bump_step); } if (self->bg_sub_texture != NULL) { cogl_handle_unref (self->bg_sub_texture); self->bg_sub_texture = NULL; } self->bg_sub_texture = st_cogl_texture_new_with_size_wrapper (self->bg_width_i, self->bg_height_i, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888_PRE); cogl_pipeline_set_layer_texture (self->pipeline0, 0, self->bg_texture); if (self->pixel_step_uniform1 > -1) { gfloat pixel_step[3]; pixel_step[0] = 1.0f / (self->bg_width_i); pixel_step[1] = 1.0f / (self->bg_height_i); pixel_step[2] = 1.0f; cogl_pipeline_set_uniform_float (self->pipeline1, self->pixel_step_uniform1, 3, 1, pixel_step); } if (self->pixel_step_uniform2 > -1) { gfloat pixel_step[3]; pixel_step[0] = 1.0f / (self->fg_width_i); pixel_step[1] = 1.0f / (self->fg_height_i); pixel_step[2] = 2.0f; cogl_pipeline_set_uniform_float (self->pipeline3, self->pixel_step_uniform2, 3, 1, pixel_step); } } cogl_pipeline_set_layer_texture (self->pipeline2, 0, fg_texture); cogl_pipeline_set_layer_texture (self->pipeline3, 0, fg_texture); cogl_pipeline_set_layer_texture (self->pipeline4, 0, fg_texture); } return TRUE; } else { return FALSE; } }