RendererFuncs f;
PixbufRenderer *pr;
-
+
gint stereo_mode;
gint stereo_off_x;
gint stereo_off_y;
-
-
+
+
GList *pending_updates;
gint idle_update;
-
+
GList *overlay_list;
-
+
GtkWidget *widget; /* widget and stage may be shared with other renderers */
ClutterActor *stage;
ClutterActor *texture;
ClutterActor *group;
-
+
gboolean clut_updated;
gint64 last_pixbuf_change;
};
gint h;
};
+typedef struct _RendererClutterShaderInfo RendererClutterShaderInfo;
+struct _RendererClutterShaderInfo {
+ float checkersize;
+ float checkercolor0[3];
+ float checkercolor1[3];
+};
+
#define CLUT_SIZE 32
-static void rc_set_shader(CoglHandle material)
+static void rc_set_shader(CoglHandle material, const RendererClutterShaderInfo *shaderInfo)
{
- CoglHandle shader;
- CoglHandle program;
- gint uniform_no;
- shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
- cogl_shader_source (shader,
- "vec3 checker(vec2 texc, vec3 color0, vec3 color1) \n"
- "{ \n"
- " if (mod(floor(texc.x) + floor(texc.y), 2.0) == 0.0) \n"
- " return color0; \n"
- " else \n"
- " return color1; \n"
- "} \n"
- " \n"
- "uniform sampler2D tex; \n"
- "uniform sampler3D clut; \n"
- "uniform float scale; \n"
- "uniform float offset; \n"
- " \n"
- "void main(void) \n"
- "{ \n"
- " vec3 bg = checker(gl_FragCoord.xy / 16.0, vec3(0.6, 0.6, 0.6), vec3(0.4, 0.4, 0.4)); \n"
- " vec4 img4 = texture2D(tex, gl_TexCoord[0].xy); \n"
- " vec3 img3 = img4.bgr; \n"
- " img3 = img3 * scale + offset; \n"
- " img3 = texture3D(clut, img3).rgb; \n"
- " \n"
- " gl_FragColor = vec4(img3 * img4.a + bg * (1.0 - img4.a), 1.0); \n"
- "} \n"
- );
- cogl_shader_compile(shader);
- gchar *err = cogl_shader_get_info_log(shader);
- DEBUG_0("%s\n",err);
- g_free(err);
-
- program = cogl_create_program ();
- cogl_program_attach_shader (program, shader);
- cogl_handle_unref (shader);
- cogl_program_link (program);
-
- uniform_no = cogl_program_get_uniform_location (program, "tex");
- cogl_program_set_uniform_1i (program, uniform_no, 0);
-
- uniform_no = cogl_program_get_uniform_location (program, "clut");
- cogl_program_set_uniform_1i (program, uniform_no, 1);
-
- uniform_no = cogl_program_get_uniform_location (program, "scale");
- cogl_program_set_uniform_1f (program, uniform_no, (double) (CLUT_SIZE - 1) / CLUT_SIZE);
-
- uniform_no = cogl_program_get_uniform_location (program, "offset");
- cogl_program_set_uniform_1f (program, uniform_no, 1.0 / (2 * CLUT_SIZE));
-
- cogl_material_set_user_program (material, program);
- cogl_handle_unref (program);
+ CoglHandle shader;
+ CoglHandle program;
+ gint uniform_no;
+
+ shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
+ cogl_shader_source (shader,
+ "vec3 checker(vec2 texc, vec3 color0, vec3 color1) \n"
+ "{ \n"
+ " if (mod(floor(texc.x) + floor(texc.y), 2.0) == 0.0) \n"
+ " return color0; \n"
+ " else \n"
+ " return color1; \n"
+ "} \n"
+ " \n"
+ "uniform sampler2D tex; \n"
+ "uniform sampler3D clut; \n"
+ "uniform float scale; \n"
+ "uniform float offset; \n"
+ "uniform float checkersize; \n"
+ "uniform vec3 color0; \n"
+ "uniform vec3 color1; \n"
+ " \n"
+ "void main(void) \n"
+ "{ \n"
+ " vec3 bg = checker(gl_FragCoord.xy / checkersize, color0, color1); \n"
+ " vec4 img4 = texture2D(tex, gl_TexCoord[0].xy); \n"
+ " vec3 img3 = img4.bgr; \n"
+ " img3 = img3 * scale + offset; \n"
+ " img3 = texture3D(clut, img3).rgb; \n"
+ " \n"
+ " gl_FragColor = vec4(img3 * img4.a + bg * (1.0 - img4.a), 1.0); \n"
+ "} \n"
+ );
+ cogl_shader_compile(shader);
+ gchar *err = cogl_shader_get_info_log(shader);
+ DEBUG_0("%s\n",err);
+ g_free(err);
+
+ program = cogl_create_program ();
+ cogl_program_attach_shader (program, shader);
+ cogl_handle_unref (shader);
+ cogl_program_link (program);
+
+ uniform_no = cogl_program_get_uniform_location (program, "tex");
+ cogl_program_set_uniform_1i (program, uniform_no, 0);
+
+ uniform_no = cogl_program_get_uniform_location (program, "clut");
+ cogl_program_set_uniform_1i (program, uniform_no, 1);
+
+ uniform_no = cogl_program_get_uniform_location (program, "scale");
+ cogl_program_set_uniform_1f (program, uniform_no, (double) (CLUT_SIZE - 1) / CLUT_SIZE);
+
+ uniform_no = cogl_program_get_uniform_location (program, "offset");
+ cogl_program_set_uniform_1f (program, uniform_no, 1.0 / (2 * CLUT_SIZE));
+
+ uniform_no = cogl_program_get_uniform_location (program, "checkersize");
+ cogl_program_set_uniform_1f (program, uniform_no, shaderInfo->checkersize);
+
+ uniform_no = cogl_program_get_uniform_location (program, "color0");
+ cogl_program_set_uniform_float (program, uniform_no, 3, 1, shaderInfo->checkercolor0);
+
+ uniform_no = cogl_program_get_uniform_location (program, "color1");
+ cogl_program_set_uniform_float (program, uniform_no, 3, 1, shaderInfo->checkercolor1);
+
+ cogl_material_set_user_program (material, program);
+ cogl_handle_unref (program);
}
GdkPixbuf *tmp_pixbuf;
CoglHandle material;
CoglHandle tex3d;
-
+
DEBUG_0("%s clut start", get_exec_time());
- for (r = 0; r < CLUT_SIZE; r++)
+ for (r = 0; r < CLUT_SIZE; r++)
{
- for (g = 0; g < CLUT_SIZE; g++)
+ for (g = 0; g < CLUT_SIZE; g++)
{
- for (b = 0; b < CLUT_SIZE; b++)
+ for (b = 0; b < CLUT_SIZE; b++)
{
guchar *ptr = clut + ((b * CLUT_SIZE + g) * CLUT_SIZE + r) * 3;
ptr[0] = floor ((double) r / (CLUT_SIZE - 1) * 255.0 + 0.5);
PixbufRenderer *pr = rc->pr;
gint anchor_x = 0;
gint anchor_y = 0;
-
+ gint rot_z = 0;
+ gint rot_y = 0;
+
clutter_actor_set_anchor_point(CLUTTER_ACTOR(rc->texture), 0, 0);
DEBUG_0("scale %d %d", rc->pr->width, rc->pr->height);
DEBUG_0("pos %d %d", rc->pr->x_offset, rc->pr->y_offset);
-
- clutter_actor_set_scale(CLUTTER_ACTOR(rc->texture),
+
+ clutter_actor_set_scale(CLUTTER_ACTOR(rc->texture),
(gfloat)pr->width / pr->image_width,
(gfloat)pr->height / pr->image_height);
-
+
switch (pr->orientation)
{
case EXIF_ORIENTATION_TOP_LEFT:
- /* normal */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 0, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 0, 0, 0, 0);
- anchor_x = 0;
- anchor_y = 0;
+ /* 1 - Horizontal (normal) */
break;
case EXIF_ORIENTATION_TOP_RIGHT:
- /* mirrored */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 0, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 180, 0, 0, 0);
+ /* 2 - Mirror horizontal */
+ rot_y = 180;
anchor_x = pr->width;
- anchor_y = 0;
break;
case EXIF_ORIENTATION_BOTTOM_RIGHT:
- /* upside down */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 180, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 0, 0, 0, 0);
+ /* 3 - Rotate 180 */
+ rot_z = 180;
anchor_x = pr->width;
anchor_y = pr->height;
break;
case EXIF_ORIENTATION_BOTTOM_LEFT:
- /* flipped */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 180, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 180, 0, 0, 0);
- anchor_x = 0;
+ /* 4 - Mirror vertical */
+ rot_z = 180;
+ rot_y = 180;
anchor_y = pr->height;
break;
case EXIF_ORIENTATION_LEFT_TOP:
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- -90, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 180, 0, 0, 0);
- anchor_x = 0;
- anchor_y = 0;
+ /* 5 - Mirror horizontal and rotate 270 CW */
+ rot_z = 270;
+ rot_y = 180;
break;
case EXIF_ORIENTATION_RIGHT_TOP:
- /* rotated -90 (270) */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- -90, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 0, 0, 0, 0);
- anchor_x = 0;
- anchor_y = pr->height;
+ /* 6 - Rotate 90 CW */
+ rot_z = 90;
+ anchor_x = pr->width;
break;
case EXIF_ORIENTATION_RIGHT_BOTTOM:
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 90, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 180, 0, 0, 0);
+ /* 7 - Mirror horizontal and rotate 90 CW */
+ rot_z = 90;
+ rot_y = 180;
anchor_x = pr->width;
anchor_y = pr->height;
break;
case EXIF_ORIENTATION_LEFT_BOTTOM:
- /* rotated 90 */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 90, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 0, 0, 0, 0);
- anchor_x = pr->width;
- anchor_y = 0;
+ /* 8 - Rotate 270 CW */
+ rot_z = 270;
+ anchor_y = pr->height;
break;
default:
/* The other values are out of range */
break;
}
-
- clutter_actor_set_position(CLUTTER_ACTOR(rc->texture),
- pr->x_offset - pr->x_scroll + anchor_x,
+
+ clutter_actor_set_rotation( CLUTTER_ACTOR(rc->texture),
+ CLUTTER_Z_AXIS,
+ rot_z, 0, 0, 0);
+ clutter_actor_set_rotation( CLUTTER_ACTOR(rc->texture),
+ CLUTTER_Y_AXIS,
+ rot_y, 0, 0, 0);
+
+ clutter_actor_set_position(CLUTTER_ACTOR(rc->texture),
+ pr->x_offset - pr->x_scroll + anchor_x,
pr->y_offset - pr->y_scroll + anchor_y);
}
{
gfloat x2, y2;
gfloat clip_x, clip_y, clip_w, clip_h, clip_x2, clip_y2;
-
+
x2 = x + w;
y2 = y + h;
-
+
clutter_actor_get_clip(rc->texture, &clip_x, &clip_y, &clip_w, &clip_h);
-
+
clip_x2 = clip_x + clip_w;
clip_y2 = clip_y + clip_h;
-
+
if (clip_x > x) clip_x = x;
if (clip_x2 < x2) clip_x2 = x2;
if (clip_y > y) clip_y = y;
if (clip_y2 < y2) clip_y2 = y2;
-
+
clip_w = clip_x2 - clip_x;
clip_h = clip_y2 - clip_y;
-
+
clutter_actor_set_clip(rc->texture, clip_x, clip_y, clip_w, clip_h);
}
{
if (g_get_monotonic_time() - rc->last_pixbuf_change < 50000)
{
- /* delay clutter redraw until the texture has some data
+ /* delay clutter redraw until the texture has some data
set priority between gtk redraw and clutter redraw */
DEBUG_0("%s tex upload high prio", get_exec_time());
rc->idle_update = g_idle_add_full(CLUTTER_PRIORITY_REDRAW - 10, rc_area_changed_cb, rc, NULL);
{
RendererClutter *rc = (RendererClutter *)data;
PixbufRenderer *pr = rc->pr;
-
+
RendererClutterAreaParam *par = rc->pending_updates->data;
-
+
gint h = MAX_REGION_AREA / par->w;
if (h == 0) h = 1;
if (h > par->h) h = par->h;
-
-
+
+
DEBUG_0("%s upload start", get_exec_time());
if (pr->pixbuf)
{
CoglHandle texture = clutter_texture_get_cogl_texture(CLUTTER_TEXTURE(rc->texture));
-
+
cogl_texture_set_region(texture,
par->x + GET_RIGHT_PIXBUF_OFFSET(rc),
par->y,
DEBUG_0("%s upload end", get_exec_time());
rc_area_clip_add(rc, par->x, par->y, par->w, h);
-
+
par->y += h;
par->h -= h;
-
+
if (par->h == 0)
{
rc->pending_updates = g_list_remove(rc->pending_updates, par);
gint width = gdk_pixbuf_get_width(pr->pixbuf);
gint height = gdk_pixbuf_get_height(pr->pixbuf);
-
- if (pr->stereo_data == STEREO_PIXBUF_SBS || pr->stereo_data == STEREO_PIXBUF_CROSS)
+
+ if (pr->stereo_data == STEREO_PIXBUF_SBS || pr->stereo_data == STEREO_PIXBUF_CROSS)
{
width /= 2;
}
-
+
if (!pr_clip_region(src_x, src_y, src_w, src_h,
GET_RIGHT_PIXBUF_OFFSET(rc), 0, width, height,
&src_x, &src_y, &src_w, &src_h)) return;
-
+
par = g_new0(RendererClutterAreaParam, 1);
par->rc = rc;
par->x = src_x - GET_RIGHT_PIXBUF_OFFSET(rc);
par->w = src_w;
par->h = src_h;
rc->pending_updates = g_list_append(rc->pending_updates, par);
- if (!rc->idle_update)
+ if (!rc->idle_update)
{
rc_schedule_texture_upload(rc);
}
{
RendererClutter *rc = (RendererClutter *)renderer;
PixbufRenderer *pr = rc->pr;
-
+
DEBUG_0("rc_update_pixbuf");
rc_remove_pending_updates(rc);
rc->last_pixbuf_change = g_get_monotonic_time();
DEBUG_0("%s change time reset", get_exec_time());
-
+
if (pr->pixbuf)
{
gint width = gdk_pixbuf_get_width(pr->pixbuf);
gint height = gdk_pixbuf_get_height(pr->pixbuf);
DEBUG_0("pixbuf size %d x %d (%d)", width, height, gdk_pixbuf_get_has_alpha(pr->pixbuf) ? 32 : 24);
-
+
gint prev_width, prev_height;
-
- if (pr->stereo_data == STEREO_PIXBUF_SBS || pr->stereo_data == STEREO_PIXBUF_CROSS)
+
+ if (pr->stereo_data == STEREO_PIXBUF_SBS || pr->stereo_data == STEREO_PIXBUF_CROSS)
{
width /= 2;
}
-
+
clutter_texture_get_base_size(CLUTTER_TEXTURE(rc->texture), &prev_width, &prev_height);
-
+
if (width != prev_width || height != prev_height)
{
/* FIXME use CoglMaterial with multiple textures for background, color management, anaglyph, ... */
od->x = x;
od->y = y;
od->flags = flags;
-
+
od->actor = gtk_clutter_texture_new();
g_signal_connect (od->actor, "destroy", G_CALLBACK(rc_overlay_actor_destroy_cb), od);
-
+
gtk_clutter_texture_set_from_pixbuf(GTK_CLUTTER_TEXTURE (od->actor), pixbuf, NULL);
clutter_container_add_actor(CLUTTER_CONTAINER(rc->group), od->actor);
static void rc_update_viewport(void *renderer)
{
RendererClutter *rc = (RendererClutter *)renderer;
- ClutterColor stage_color = { 0x00, 0x00, 0x00, 0xff };
+ ClutterColor stage_color = { 0x00, 0x00, 0x00, 0xff };
rc->stereo_off_x = 0;
rc->stereo_off_y = 0;
-
- if (rc->stereo_mode & PR_STEREO_RIGHT)
+
+ if (rc->stereo_mode & PR_STEREO_RIGHT)
{
- if (rc->stereo_mode & PR_STEREO_HORIZ)
+ if (rc->stereo_mode & PR_STEREO_HORIZ)
{
rc->stereo_off_x = rc->pr->viewport_width;
}
- else if (rc->stereo_mode & PR_STEREO_VERT)
+ else if (rc->stereo_mode & PR_STEREO_VERT)
{
rc->stereo_off_y = rc->pr->viewport_height;
}
- else if (rc->stereo_mode & PR_STEREO_FIXED)
+ else if (rc->stereo_mode & PR_STEREO_FIXED)
{
rc->stereo_off_x = rc->pr->stereo_fixed_x_right;
rc->stereo_off_y = rc->pr->stereo_fixed_y_right;
}
else
{
- if (rc->stereo_mode & PR_STEREO_FIXED)
+ if (rc->stereo_mode & PR_STEREO_FIXED)
{
rc->stereo_off_x = rc->pr->stereo_fixed_x_left;
rc->stereo_off_y = rc->pr->stereo_fixed_y_left;
clutter_actor_set_size(rc->group, rc->pr->viewport_width, rc->pr->viewport_height);
clutter_actor_set_position(rc->group, rc->stereo_off_x, rc->stereo_off_y);
-
+
clutter_actor_set_rotation(CLUTTER_ACTOR(rc->group),
CLUTTER_Y_AXIS,
- (rc->stereo_mode & PR_STEREO_MIRROR) ? 180 : 0,
+ (rc->stereo_mode & PR_STEREO_MIRROR) ? 180 : 0,
rc->pr->viewport_width / 2.0, 0, 0);
clutter_actor_set_rotation(CLUTTER_ACTOR(rc->group),
rc_remove_pending_updates(rc);
rc_overlay_free_all(rc);
-
+
if (widget)
{
/* widget still exists */
g_free(rc);
}
+/* initialize shader for transparency background checker */
+static void renderer_clutter_init_checker_shader(RendererClutter *rc)
+{
+ const RendererClutterShaderInfo info = {
+ 16.0, /* checker size */
+ {0.6, 0.6, 0.6}, /* color 0 */
+ {0.4, 0.4, 0.4} /* color 1 */
+ };
+ rc_set_shader(clutter_texture_get_cogl_material(CLUTTER_TEXTURE(rc->texture)), &info);
+}
+
RendererFuncs *renderer_clutter_new(PixbufRenderer *pr)
{
RendererClutter *rc = g_new0(RendererClutter, 1);
-
+
rc->pr = pr;
-
+
rc->f.area_changed = rc_area_changed;
rc->f.update_pixbuf = rc_update_pixbuf;
rc->f.free = rc_free;
rc->f.overlay_get = rc_overlay_get;
rc->f.stereo_set = rc_stereo_set;
-
-
+
+
rc->stereo_mode = 0;
rc->stereo_off_x = 0;
rc->stereo_off_y = 0;
rc->pending_updates = NULL;
rc->widget = gtk_bin_get_child(GTK_BIN(rc->pr));
-
+
if (rc->widget)
{
if (!GTK_CLUTTER_IS_EMBED(rc->widget))
return NULL;
}
}
- else
+ else
{
rc->widget = gtk_clutter_embed_new();
gtk_container_add(GTK_CONTAINER(rc->pr), rc->widget);
}
-
+
gtk_event_box_set_above_child (GTK_EVENT_BOX(rc->pr), TRUE);
rc->stage = gtk_clutter_embed_get_stage (GTK_CLUTTER_EMBED (rc->widget));
-
+
rc->group = clutter_group_new();
clutter_container_add_actor(CLUTTER_CONTAINER(rc->stage), rc->group);
clutter_actor_set_clip_to_allocation(CLUTTER_ACTOR(rc->group), TRUE);
-
+
rc->texture = clutter_texture_new ();
clutter_container_add_actor(CLUTTER_CONTAINER(rc->group), rc->texture);
- rc_set_shader(clutter_texture_get_cogl_material(CLUTTER_TEXTURE(rc->texture)));
- g_object_ref(G_OBJECT(rc->widget));
-
+
+ renderer_clutter_init_checker_shader(rc);
+ g_object_ref(G_OBJECT(rc->widget));
+
gtk_widget_show(rc->widget);
return (RendererFuncs *) rc;
}
-#endif
+#endif
/* vim: set shiftwidth=8 softtabstop=0 cindent cinoptions={1s: */