gala/plugins/pip/ShadowEffect.vala

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Vala
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//
// Copyright (C) 2014 Tom Beckmann
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
using Clutter;
namespace Gala.Plugins.PIP {
public class ShadowEffect : Effect {
private class Shadow {
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public int users;
public Cogl.Texture texture;
public Shadow (Cogl.Texture _texture) {
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texture = _texture;
users = 1;
}
}
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// the sizes of the textures often repeat, especially for the background actor
// so we keep a cache to avoid creating the same texture all over again.
static Gee.HashMap<string,Shadow> shadow_cache;
static construct {
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shadow_cache = new Gee.HashMap<string,Shadow> ();
}
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public int shadow_size { get; construct; }
public int shadow_spread { get; construct; }
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public float scale_factor { get; set; default = 1; }
public uint8 shadow_opacity { get; set; default = 255; }
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Cogl.Pipeline pipeline;
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string? current_key = null;
public ShadowEffect (int shadow_size, int shadow_spread) {
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Object (shadow_size: shadow_size, shadow_spread: shadow_spread);
}
construct {
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pipeline = new Cogl.Pipeline (Clutter.get_default_backend ().get_cogl_context ());
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}
~ShadowEffect () {
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if (current_key != null)
decrement_shadow_users (current_key);
}
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Cogl.Texture? get_shadow (Cogl.Context context, int width, int height, int shadow_size, int shadow_spread) {
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var old_key = current_key;
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current_key = "%ix%i:%i:%i".printf (width, height, shadow_size, shadow_spread);
if (old_key == current_key)
return null;
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if (old_key != null)
decrement_shadow_users (old_key);
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Shadow? shadow = null;
if ((shadow = shadow_cache.@get (current_key)) != null) {
shadow.users++;
return shadow.texture;
}
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// fill a new texture for this size
var buffer = new Granite.Drawing.BufferSurface (width, height);
buffer.context.rectangle (shadow_size - shadow_spread, shadow_size - shadow_spread,
width - shadow_size * 2 + shadow_spread * 2, height - shadow_size * 2 + shadow_spread * 2);
buffer.context.set_source_rgba (0, 0, 0, 0.7);
buffer.context.fill ();
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buffer.exponential_blur (shadow_size / 2);
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var surface = new Cairo.ImageSurface (Cairo.Format.ARGB32, width, height);
var cr = new Cairo.Context (surface);
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cr.set_source_surface (buffer.surface, 0, 0);
cr.paint ();
try {
var texture = new Cogl.Texture2D.from_data (context, width, height, Cogl.PixelFormat.BGRA_8888_PRE,
surface.get_stride (), surface.get_data ());
shadow_cache.@set (current_key, new Shadow (texture));
return texture;
} catch (GLib.Error e) {
debug (e.message);
return null;
}
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}
void decrement_shadow_users (string key) {
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var shadow = shadow_cache.@get (key);
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if (shadow == null)
return;
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if (--shadow.users == 0)
shadow_cache.unset (key);
}
#if HAS_MUTTER40
public override void paint (Clutter.PaintNode node, Clutter.PaintContext context, Clutter.EffectPaintFlags flags) {
#else
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public override void paint (Clutter.PaintContext context, EffectPaintFlags flags) {
#endif
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var bounding_box = get_bounding_box ();
var shadow = get_shadow (context.get_framebuffer ().get_context (), (int) (bounding_box.x2 - bounding_box.x1),
(int) (bounding_box.y2 - bounding_box.y1), shadow_size, shadow_spread);
if (shadow != null)
pipeline.set_layer_texture (0, shadow);
var opacity = actor.get_paint_opacity () * shadow_opacity / 255;
var alpha = Cogl.Color.from_4ub (255, 255, 255, opacity);
alpha.premultiply ();
pipeline.set_color (alpha);
context.get_framebuffer ().draw_rectangle (pipeline, bounding_box.x1, bounding_box.y1, bounding_box.x2, bounding_box.y2);
actor.continue_paint (context);
}
public virtual ActorBox get_bounding_box () {
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var size = shadow_size * scale_factor;
var bounding_box = ActorBox ();
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bounding_box.set_origin (-size, -size);
bounding_box.set_size (actor.width + size * 2, actor.height + size * 2);
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return bounding_box;
}
}
}