167 lines
4.8 KiB
C
167 lines
4.8 KiB
C
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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/**
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* SECTION:shell-glsl-quad
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* @short_description: Draw a rectangle using GLSL
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*
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* A #ShellGLSLQuad draws one single rectangle, sized to the allocation
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* box, but allows running custom GLSL to the vertex and fragment
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* stages of the graphic pipeline.
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*
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* To ease writing the shader, a single texture layer is also used.
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*/
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#include "config.h"
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#define CLUTTER_ENABLE_EXPERIMENTAL_API
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#define COGL_ENABLE_EXPERIMENTAL_API
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#include <cogl/cogl.h>
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#include "shell-glsl-quad.h"
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G_DEFINE_TYPE (ShellGLSLQuad, shell_glsl_quad, CLUTTER_TYPE_ACTOR);
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struct _ShellGLSLQuadPrivate
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{
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CoglPipeline *pipeline;
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CoglTexture2D *texture;
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};
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static void
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shell_glsl_quad_paint (ClutterActor *actor)
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{
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ShellGLSLQuad *self = SHELL_GLSL_QUAD (actor);
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ShellGLSLQuadPrivate *priv;
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guint8 paint_opacity;
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ClutterActorBox box;
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priv = self->priv;
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paint_opacity = clutter_actor_get_paint_opacity (actor);
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clutter_actor_get_allocation_box (actor, &box);
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/* semi-transparent black */
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cogl_pipeline_set_color4ub (priv->pipeline,
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0, 0, 0,
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paint_opacity);
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cogl_framebuffer_draw_rectangle (cogl_get_draw_framebuffer (),
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priv->pipeline,
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box.x1, box.y1,
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box.x2, box.y2);
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}
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/**
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* shell_glsl_quad_add_glsl_snippet:
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* @quad: a #ShellGLSLQuad
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* @hook: where to insert the code
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* @declarations: GLSL declarations
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* @code: GLSL code
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* @is_replace: wheter Cogl code should be replaced by the custom shader
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*
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* Adds a GLSL snippet to the pipeline used for drawing the actor texture.
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* See #CoglSnippet for details.
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*
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* This is only valid inside the a call to the build_pipeline() virtual
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* function.
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*/
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void
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shell_glsl_quad_add_glsl_snippet (ShellGLSLQuad *quad,
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ShellSnippetHook hook,
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const char *declarations,
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const char *code,
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gboolean is_replace)
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{
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ShellGLSLQuadClass *klass = SHELL_GLSL_QUAD_GET_CLASS (quad);
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CoglSnippet *snippet;
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g_return_if_fail (klass->base_pipeline != NULL);
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if (is_replace)
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{
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snippet = cogl_snippet_new (hook, declarations, NULL);
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cogl_snippet_set_replace (snippet, code);
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}
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else
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{
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snippet = cogl_snippet_new (hook, declarations, code);
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}
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if (hook == SHELL_SNIPPET_HOOK_VERTEX ||
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hook == SHELL_SNIPPET_HOOK_FRAGMENT)
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cogl_pipeline_add_snippet (klass->base_pipeline, snippet);
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else
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cogl_pipeline_add_layer_snippet (klass->base_pipeline, 0, snippet);
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cogl_object_unref (snippet);
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}
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static void
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shell_glsl_quad_dispose (GObject *gobject)
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{
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ShellGLSLQuad *self = SHELL_GLSL_QUAD (gobject);
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ShellGLSLQuadPrivate *priv;
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priv = self->priv;
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g_clear_pointer (&priv->pipeline, cogl_object_unref);
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g_clear_pointer (&priv->texture, cogl_object_unref);
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G_OBJECT_CLASS (shell_glsl_quad_parent_class)->dispose (gobject);
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}
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static void
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shell_glsl_quad_init (ShellGLSLQuad *quad)
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{
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quad->priv = G_TYPE_INSTANCE_GET_PRIVATE (quad, SHELL_TYPE_GLSL_QUAD, ShellGLSLQuadPrivate);
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}
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static void
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shell_glsl_quad_constructed (GObject *object)
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{
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ShellGLSLQuad *self;
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ShellGLSLQuadClass *klass;
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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static const uint8_t tex_data[] = { 0, 0, 0, 0 };
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G_OBJECT_CLASS (shell_glsl_quad_parent_class)->constructed (object);
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/* Note that, differently from ClutterBlurEffect, we are calling
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this inside constructed, not init, so klass points to the most-derived
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GTypeClass, not ShellGLSLQuadClass.
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*/
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klass = SHELL_GLSL_QUAD_GET_CLASS (object);
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self = SHELL_GLSL_QUAD (object);
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if (G_UNLIKELY (klass->base_pipeline == NULL))
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{
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klass->base_pipeline = cogl_pipeline_new (ctx);
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if (klass->build_pipeline != NULL)
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klass->build_pipeline (self);
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}
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self->priv->pipeline = cogl_pipeline_copy (klass->base_pipeline);
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self->priv->texture = cogl_texture_2d_new_from_data (ctx, 1, 1,
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COGL_PIXEL_FORMAT_RGBA_8888,
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0, tex_data, NULL);
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cogl_pipeline_set_layer_texture (self->priv->pipeline, 0,
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COGL_TEXTURE (self->priv->texture));
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}
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static void
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shell_glsl_quad_class_init (ShellGLSLQuadClass *klass)
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{
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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gobject_class->constructed = shell_glsl_quad_constructed;
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gobject_class->dispose = shell_glsl_quad_dispose;
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actor_class->paint = shell_glsl_quad_paint;
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g_type_class_add_private (klass, sizeof (ShellGLSLQuadPrivate));
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}
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