[gnome-shell/eos3.8: 46/255] Add new Endless-specific class ShellGridDesaturateEffect



commit 5a4a2ced3514d6d4b4382d5ca06fc63aeac73f1b
Author: Mario Sanchez Prada <mario endlessm com>
Date:   Tue May 9 15:57:30 2017 +0100

    Add new Endless-specific class ShellGridDesaturateEffect
    
    This will be used when opening a folder in the desktop, in order
    to desaturate all the icons but the one for the folder being opened.

 src/meson.build                    |   2 +
 src/shell-grid-desaturate-effect.c | 469 +++++++++++++++++++++++++++++++++++++
 src/shell-grid-desaturate-effect.h |  50 ++++
 3 files changed, 521 insertions(+)
---
diff --git a/src/meson.build b/src/meson.build
index 82faa6081d..b2f12a9767 100644
--- a/src/meson.build
+++ b/src/meson.build
@@ -97,6 +97,7 @@ libshell_public_headers = [
   'shell-glsl-effect.h',
   'shell-gtk-embed.h',
   'shell-global.h',
+  'shell-grid-desaturate-effect.h',
   'shell-invert-lightness-effect.h',
   'shell-action-modes.h',
   'shell-mount-operation.h',
@@ -132,6 +133,7 @@ libshell_sources = [
   'shell-embedded-window.c',
   'shell-embedded-window-private.h',
   'shell-global.c',
+  'shell-grid-desaturate-effect.c',
   'shell-glsl-effect.c',
   'shell-gtk-embed.c',
   'shell-invert-lightness-effect.c',
diff --git a/src/shell-grid-desaturate-effect.c b/src/shell-grid-desaturate-effect.c
new file mode 100644
index 0000000000..cd27a0fded
--- /dev/null
+++ b/src/shell-grid-desaturate-effect.c
@@ -0,0 +1,469 @@
+/*
+ * 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>
+ */
+
+/**
+ * SECTION:clutter-desaturate-effect
+ * @short_description: A desaturation effect
+ * @see_also: #ClutterEffect, #ClutterOffscreenEffect
+ *
+ * #ShellGridDesaturateEffect is a sub-class of #ClutterEffect that
+ * desaturates the color of an actor and its contents. The strenght
+ * of the desaturation effect is controllable and animatable through
+ * the #ShellGridDesaturateEffect:factor property.
+ *
+ * #ShellGridDesaturateEffect is available since Clutter 1.4
+ */
+
+#include <math.h>
+
+#include "shell-grid-desaturate-effect.h"
+
+#include <cogl/cogl.h>
+
+static CoglPipeline *base_pipeline = NULL;
+
+struct _ShellGridDesaturateEffect
+{
+  ClutterOffscreenEffect parent_instance;
+
+  /* the desaturation factor, also known as "strength" */
+  gdouble factor;
+
+  /* an area not to be shaded */
+  graphene_rect_t unshaded_rect;
+
+  gint factor_uniform;
+  gint unshaded_uniform;
+
+  gint tex_width;
+  gint tex_height;
+
+  gboolean unshaded_uniform_dirty;
+
+  CoglPipeline *pipeline;
+};
+
+/* 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 *desaturate_glsl_declarations =
+  "uniform float factor;\n"
+  "uniform vec4 unshaded;\n"
+  "\n"
+  "vec3 desaturate (const vec3 color, const float desaturation)\n"
+  "{\n"
+  "  if ((cogl_tex_coord0_in[0] > unshaded[0]) && (cogl_tex_coord0_in[0] < unshaded[2]) &&\n"
+  "      (cogl_tex_coord0_in[1] > unshaded[1]) && (cogl_tex_coord0_in[1] < unshaded[3]))\n"
+  "    return color;\n"
+  "  const vec3 gray_conv = vec3 (0.299, 0.587, 0.114);\n"
+  "  vec3 gray = vec3 (dot (gray_conv, color));\n"
+  "  return vec3 (mix (color.rgb, gray, desaturation));\n"
+  "}\n";
+
+static const gchar *desaturate_glsl_source =
+  "  cogl_color_out.rgb = desaturate (cogl_color_out.rgb, factor);\n";
+
+enum
+{
+  PROP_0,
+
+  PROP_FACTOR,
+  PROP_UNSHADED_RECT,
+
+  PROP_LAST
+};
+
+static GParamSpec *obj_props[PROP_LAST];
+
+G_DEFINE_TYPE (ShellGridDesaturateEffect,
+               shell_grid_desaturate_effect,
+               CLUTTER_TYPE_OFFSCREEN_EFFECT);
+
+static void update_unshaded_uniform (ShellGridDesaturateEffect *self);
+
+static gboolean
+shell_grid_desaturate_effect_pre_paint (ClutterEffect       *effect,
+                                        ClutterPaintContext *paint_context)
+{
+  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, paint_context))
+    {
+      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 void
+shell_grid_desaturate_effect_paint_target (ClutterOffscreenEffect *effect,
+                                           ClutterPaintContext    *paint_context)
+{
+  ShellGridDesaturateEffect *self = SHELL_GRID_DESATURATE_EFFECT (effect);
+  CoglFramebuffer *framebuffer;
+  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);
+
+  framebuffer = clutter_paint_context_get_framebuffer (paint_context);
+  cogl_framebuffer_draw_rectangle (framebuffer,
+                                   self->pipeline,
+                                   0, 0,
+                                   cogl_texture_get_width (texture),
+                                   cogl_texture_get_height (texture));
+}
+
+static void
+shell_grid_desaturate_effect_dispose (GObject *gobject)
+{
+  ShellGridDesaturateEffect *self = SHELL_GRID_DESATURATE_EFFECT (gobject);
+
+  if (self->pipeline != NULL)
+    {
+      cogl_object_unref (self->pipeline);
+      self->pipeline = NULL;
+    }
+
+  G_OBJECT_CLASS (shell_grid_desaturate_effect_parent_class)->dispose (gobject);
+}
+
+static void
+shell_grid_desaturate_effect_set_property (GObject      *gobject,
+                                           guint         prop_id,
+                                           const GValue *value,
+                                           GParamSpec   *pspec)
+{
+  ShellGridDesaturateEffect *effect = SHELL_GRID_DESATURATE_EFFECT (gobject);
+
+  switch (prop_id)
+    {
+    case PROP_FACTOR:
+      shell_grid_desaturate_effect_set_factor (effect,
+                                               g_value_get_double (value));
+      break;
+
+    case PROP_UNSHADED_RECT:
+      shell_grid_desaturate_effect_set_unshaded_rect (effect,
+                                                      g_value_get_boxed (value));
+      break;
+
+    default:
+      G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
+      break;
+    }
+}
+
+static void
+shell_grid_desaturate_effect_get_property (GObject    *gobject,
+                                           guint       prop_id,
+                                           GValue     *value,
+                                           GParamSpec *pspec)
+{
+  ShellGridDesaturateEffect *effect = SHELL_GRID_DESATURATE_EFFECT (gobject);
+
+  switch (prop_id)
+    {
+    case PROP_FACTOR:
+      g_value_set_double (value, effect->factor);
+      break;
+
+    case PROP_UNSHADED_RECT:
+      g_value_set_boxed (value, &effect->unshaded_rect);
+      break;
+
+    default:
+      G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
+      break;
+    }
+}
+
+static void
+update_factor_uniform (ShellGridDesaturateEffect *self)
+{
+  if (self->factor_uniform > -1)
+    cogl_pipeline_set_uniform_1f (self->pipeline,
+                                  self->factor_uniform,
+                                  self->factor);
+}
+
+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)
+    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 void
+shell_grid_desaturate_effect_class_init (ShellGridDesaturateEffectClass *klass)
+{
+  ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
+  GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
+  ClutterOffscreenEffectClass *offscreen_class;
+
+  offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
+  offscreen_class->paint_target = shell_grid_desaturate_effect_paint_target;
+
+  effect_class->pre_paint = shell_grid_desaturate_effect_pre_paint;
+
+  /**
+   * ShellGridDesaturateEffect:factor:
+   *
+   * The desaturation factor, between 0.0 (no desaturation) and 1.0 (full
+   * desaturation).
+   */
+  obj_props[PROP_FACTOR] =
+    g_param_spec_double ("factor",
+                         "Factor",
+                         "The desaturation factor",
+                         0.0, 1.0,
+                         1.0,
+                         G_PARAM_READWRITE);
+
+  /**
+   * ShellGridDesaturateEffect:unshaded-rect:
+   *
+   * The unshaded rectangle.
+   */
+  obj_props[PROP_UNSHADED_RECT] =
+    g_param_spec_boxed ("unshaded-rect",
+                        "Unshaded rect",
+                        "The unshaded rectangle",
+                        GRAPHENE_TYPE_RECT,
+                        G_PARAM_READWRITE);
+
+  gobject_class->dispose = shell_grid_desaturate_effect_dispose;
+  gobject_class->set_property = shell_grid_desaturate_effect_set_property;
+  gobject_class->get_property = shell_grid_desaturate_effect_get_property;
+
+  g_object_class_install_properties (gobject_class, PROP_LAST, obj_props);
+}
+
+static void
+shell_grid_desaturate_effect_init (ShellGridDesaturateEffect *self)
+{
+  if (G_UNLIKELY (base_pipeline == NULL))
+    {
+      CoglContext *ctx =
+        clutter_backend_get_cogl_context (clutter_get_default_backend ());
+      CoglSnippet *snippet;
+
+      base_pipeline = cogl_pipeline_new (ctx);
+
+      snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
+                                  desaturate_glsl_declarations,
+                                  desaturate_glsl_source);
+      cogl_pipeline_add_snippet (base_pipeline, snippet);
+      cogl_object_unref (snippet);
+
+      cogl_pipeline_set_layer_null_texture (base_pipeline, 0);
+    }
+
+  self->pipeline = cogl_pipeline_copy (base_pipeline);
+
+  self->factor_uniform =
+    cogl_pipeline_get_uniform_location (self->pipeline, "factor");
+
+  self->factor = 1.0;
+
+  update_factor_uniform (self);
+
+  self->unshaded_rect = GRAPHENE_RECT_INIT_ZERO;
+
+  self->unshaded_uniform =
+    cogl_pipeline_get_uniform_location (self->pipeline, "unshaded");
+
+  update_unshaded_uniform (self);
+}
+
+/**
+ * shell_grid_desaturate_effect_new:
+ * @factor: the desaturation factor, between 0.0 and 1.0
+ *
+ * Creates a new #ShellGridDesaturateEffect to be used with
+ * clutter_actor_add_effect()
+ *
+ * Return value: the newly created #ShellGridDesaturateEffect or %NULL
+ */
+ClutterEffect *
+shell_grid_desaturate_effect_new (gdouble factor)
+{
+  g_return_val_if_fail (factor >= 0.0 && factor <= 1.0, NULL);
+
+  return g_object_new (CLUTTER_TYPE_DESATURATE_EFFECT,
+                       "factor", factor,
+                       NULL);
+}
+
+/**
+ * shell_grid_desaturate_effect_set_factor:
+ * @effect: a #ShellGridDesaturateEffect
+ * @factor: the desaturation factor, between 0.0 and 1.0
+ *
+ * Sets the desaturation factor for @effect, with 0.0 being "do not desaturate"
+ * and 1.0 being "fully desaturate"
+ */
+void
+shell_grid_desaturate_effect_set_factor (ShellGridDesaturateEffect *effect,
+                                         gdouble                    factor)
+{
+  g_return_if_fail (SHELL_IS_GRID_DESATURATE_EFFECT (effect));
+  g_return_if_fail (factor >= 0.0 && factor <= 1.0);
+
+  if (fabsf (effect->factor - factor) >= 0.00001)
+    {
+      effect->factor = factor;
+      update_factor_uniform (effect);
+
+      clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
+
+      g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_FACTOR]);
+    }
+}
+
+/**
+ * shell_grid_desaturate_effect_get_unshaded_rect:
+ * @effect: a #ShellGridDesaturateEffect
+ *
+ * Retrieves the unshaded area of @effect
+ *
+ * Return value: (transfer none): the unshaded area
+ */
+const graphene_rect_t *
+shell_grid_desaturate_effect_get_unshaded_rect (ShellGridDesaturateEffect *effect)
+{
+  g_return_val_if_fail (SHELL_IS_GRID_DESATURATE_EFFECT (effect), NULL);
+
+  return &effect->unshaded_rect;
+}
+
+/**
+ * shell_grid_desaturate_effect_set_unshaded_rect:
+ * @effect: a #ShellGridDesaturateEffect
+ * @rect: (allow-none): the unshaded area
+ *
+ * Sets an unshaded area to the effect
+ */
+void
+shell_grid_desaturate_effect_set_unshaded_rect (ShellGridDesaturateEffect *effect,
+                                                graphene_rect_t           *rect)
+{
+  g_return_if_fail (SHELL_IS_GRID_DESATURATE_EFFECT (effect));
+
+  if (!graphene_rect_equal (rect, &effect->unshaded_rect))
+    {
+      effect->unshaded_rect = *rect;
+      effect->unshaded_uniform_dirty = TRUE;
+
+      clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
+
+      g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_UNSHADED_RECT]);
+    }
+}
+
+/**
+ * shell_grid_desaturate_effect_get_factor:
+ * @effect: a #ShellGridDesaturateEffect
+ *
+ * Retrieves the desaturation factor of @effect
+ *
+ * Return value: the desaturation factor
+ */
+gdouble
+shell_grid_desaturate_effect_get_factor (ShellGridDesaturateEffect *effect)
+{
+  g_return_val_if_fail (SHELL_IS_GRID_DESATURATE_EFFECT (effect), 0.0);
+
+  return effect->factor;
+}
diff --git a/src/shell-grid-desaturate-effect.h b/src/shell-grid-desaturate-effect.h
new file mode 100644
index 0000000000..56f3fe5b99
--- /dev/null
+++ b/src/shell-grid-desaturate-effect.h
@@ -0,0 +1,50 @@
+/*
+ * 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>
+ */
+
+#ifndef __SHELL_GRID_DESATURATE_EFFECT_H__
+#define __SHELL_GRID_DESATURATE_EFFECT_H__
+
+#include <clutter/clutter.h>
+
+G_BEGIN_DECLS
+
+#define SHELL_TYPE_GRID_DESATURATE_EFFECT (shell_grid_desaturate_effect_get_type ())
+G_DECLARE_FINAL_TYPE (ShellGridDesaturateEffect, shell_grid_desaturate_effect,
+                      SHELL, GRID_DESATURATE_EFFECT, ClutterOffscreenEffect)
+
+ClutterEffect *    shell_grid_desaturate_effect_new        (gdouble                  factor);
+
+void               shell_grid_desaturate_effect_set_factor (ShellGridDesaturateEffect *effect,
+                                                            gdouble                    factor);
+gdouble            shell_grid_desaturate_effect_get_factor (ShellGridDesaturateEffect *effect);
+
+void               shell_grid_desaturate_effect_set_unshaded_rect (ShellGridDesaturateEffect *effect,
+                                                                   graphene_rect_t           *rect);
+
+const graphene_rect_t *
+                   shell_grid_desaturate_effect_get_unshaded_rect (ShellGridDesaturateEffect *effect);
+
+G_END_DECLS
+
+#endif /* __SHELL_GRID_DESATURATE_EFFECT_H__ */


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