* #ClutterBlurEffect is a sub-class of #ClutterEffect that allows blurring a
* actor and its contents.
*
- * #ClutterBlurEffect uses the programmable pipeline of the GPU and an
- * offscreen buffer, so it is only available on graphics hardware that supports
- * these two features.
- *
* #ClutterBlurEffect is available since Clutter 1.4
*/
#include "cogl/cogl.h"
#include "clutter-debug.h"
+#include "clutter-offscreen-effect.h"
#include "clutter-private.h"
-#include "clutter-shader-effect.h"
typedef struct _ClutterBlurEffectClass ClutterBlurEffectClass;
struct _ClutterBlurEffect
{
- ClutterShaderEffect parent_instance;
+ ClutterOffscreenEffect parent_instance;
/* a back pointer to our actor, so that we can query it */
ClutterActor *actor;
*/
gfloat x_step;
gfloat y_step;
-};
-struct _ClutterBlurEffectClass
-{
- ClutterShaderEffectClass parent_class;
+ CoglHandle shader;
+ CoglHandle program;
+
+ gint tex_uniform;
+ gint x_step_uniform;
+ gint y_step_uniform;
+
+ guint is_compiled : 1;
};
-enum
+struct _ClutterBlurEffectClass
{
- PROP_0
+ ClutterOffscreenEffectClass parent_class;
};
G_DEFINE_TYPE (ClutterBlurEffect,
clutter_blur_effect,
- CLUTTER_TYPE_SHADER_EFFECT);
+ CLUTTER_TYPE_OFFSCREEN_EFFECT);
static int
next_p2 (int a)
clutter_blur_effect_pre_paint (ClutterEffect *effect)
{
ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect);
- ClutterShaderEffect *shader_effect;
ClutterEffectClass *parent_class;
ClutterActorBox allocation;
gfloat width, height;
self->x_step = 1.0f / (float) next_p2 (width);
self->y_step = 1.0f / (float) next_p2 (height);
- shader_effect = CLUTTER_SHADER_EFFECT (effect);
+ if (self->shader == COGL_INVALID_HANDLE)
+ {
+ self->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
+ cogl_shader_source (self->shader, box_blur_glsl_shader);
- clutter_shader_effect_set_shader_source (shader_effect, box_blur_glsl_shader);
+ self->is_compiled = FALSE;
+ self->tex_uniform = -1;
+ self->x_step_uniform = -1;
+ self->y_step_uniform = -1;
+ }
+
+ if (self->program == COGL_INVALID_HANDLE)
+ self->program = cogl_create_program ();
- clutter_shader_effect_set_uniform (shader_effect,
- "tex",
- G_TYPE_INT, 1,
- 0);
- clutter_shader_effect_set_uniform (shader_effect,
- "x_step",
- G_TYPE_FLOAT, 1,
- self->x_step);
- clutter_shader_effect_set_uniform (shader_effect,
- "y_step",
- G_TYPE_FLOAT, 1,
- self->y_step);
+ 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 box blur 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->x_step_uniform =
+ cogl_program_get_uniform_location (self->program, "x_step");
+ self->y_step_uniform =
+ cogl_program_get_uniform_location (self->program, "y_step");
+ }
+ }
parent_class = CLUTTER_EFFECT_CLASS (clutter_blur_effect_parent_class);
return parent_class->pre_paint (effect);
}
static void
-clutter_blur_effect_finalize (GObject *gobject)
+clutter_blur_effect_paint_target (ClutterOffscreenEffect *effect)
{
- G_OBJECT_CLASS (clutter_blur_effect_parent_class)->finalize (gobject);
-}
+ ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect);
+ ClutterOffscreenEffectClass *parent;
+ CoglHandle material;
-static void
-clutter_blur_effect_set_property (GObject *gobject,
- guint prop_id,
- const GValue *value,
- GParamSpec *pspec)
-{
- switch (prop_id)
- {
- default:
- G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
- break;
- }
+ if (self->program == COGL_INVALID_HANDLE)
+ goto out;
+
+ cogl_program_use (self->program);
+
+ if (self->tex_uniform > -1)
+ cogl_program_uniform_1i (self->tex_uniform, 0);
+
+ if (self->x_step_uniform > -1)
+ cogl_program_uniform_1f (self->x_step_uniform, self->x_step);
+
+ if (self->y_step_uniform > -1)
+ cogl_program_uniform_1f (self->y_step_uniform, self->y_step);
+
+ cogl_program_use (COGL_INVALID_HANDLE);
+
+ material = clutter_offscreen_effect_get_target (effect);
+ cogl_material_set_user_program (material, self->program);
+
+out:
+ parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_blur_effect_parent_class);
+ parent->paint_target (effect);
}
static void
-clutter_blur_effect_get_property (GObject *gobject,
- guint prop_id,
- GValue *value,
- GParamSpec *pspec)
+clutter_blur_effect_dispose (GObject *gobject)
{
- switch (prop_id)
+ ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (gobject);
+
+ if (self->program != COGL_INVALID_HANDLE)
{
- default:
- G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
- break;
+ cogl_handle_unref (self->program);
+
+ self->program = COGL_INVALID_HANDLE;
+ self->shader = COGL_INVALID_HANDLE;
}
+
+ G_OBJECT_CLASS (clutter_blur_effect_parent_class)->dispose (gobject);
}
static void
{
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
+ ClutterOffscreenEffectClass *offscreen_class;
+
+ gobject_class->dispose = clutter_blur_effect_dispose;
effect_class->pre_paint = clutter_blur_effect_pre_paint;
- gobject_class->set_property = clutter_blur_effect_set_property;
- gobject_class->get_property = clutter_blur_effect_get_property;
- gobject_class->finalize = clutter_blur_effect_finalize;
+ offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
+ offscreen_class->paint_target = clutter_blur_effect_paint_target;
}
static void