/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /** * SECTION:shell-glsl-quad * @short_description: Draw a rectangle using GLSL * * A #ShellGLSLQuad draws one single rectangle, sized to the allocation * box, but allows running custom GLSL to the vertex and fragment * stages of the graphic pipeline. * * To ease writing the shader, a single texture layer is also used. */ #include "config.h" #include #include "shell-glsl-quad.h" G_DEFINE_TYPE (ShellGLSLQuad, shell_glsl_quad, CLUTTER_TYPE_ACTOR); struct _ShellGLSLQuadPrivate { CoglPipeline *pipeline; }; static gboolean shell_glsl_quad_get_paint_volume (ClutterActor *actor, ClutterPaintVolume *volume) { return clutter_paint_volume_set_from_allocation (volume, actor); } static void shell_glsl_quad_paint (ClutterActor *actor) { ShellGLSLQuad *self = SHELL_GLSL_QUAD (actor); ShellGLSLQuadPrivate *priv; guint8 paint_opacity; ClutterActorBox box; priv = self->priv; paint_opacity = clutter_actor_get_paint_opacity (actor); clutter_actor_get_allocation_box (actor, &box); cogl_pipeline_set_color4ub (priv->pipeline, paint_opacity, paint_opacity, paint_opacity, paint_opacity); cogl_framebuffer_draw_rectangle (cogl_get_draw_framebuffer (), priv->pipeline, box.x1, box.y1, box.x2, box.y2); } /** * shell_glsl_quad_add_glsl_snippet: * @quad: a #ShellGLSLQuad * @hook: where to insert the code * @declarations: GLSL declarations * @code: GLSL code * @is_replace: wheter Cogl code should be replaced by the custom shader * * Adds a GLSL snippet to the pipeline used for drawing the actor texture. * See #CoglSnippet for details. * * This is only valid inside the a call to the build_pipeline() virtual * function. */ void shell_glsl_quad_add_glsl_snippet (ShellGLSLQuad *quad, ShellSnippetHook hook, const char *declarations, const char *code, gboolean is_replace) { ShellGLSLQuadClass *klass = SHELL_GLSL_QUAD_GET_CLASS (quad); CoglSnippet *snippet; g_return_if_fail (klass->base_pipeline != NULL); if (is_replace) { snippet = cogl_snippet_new (hook, declarations, NULL); cogl_snippet_set_replace (snippet, code); } else { snippet = cogl_snippet_new (hook, declarations, code); } if (hook == SHELL_SNIPPET_HOOK_VERTEX || hook == SHELL_SNIPPET_HOOK_FRAGMENT) cogl_pipeline_add_snippet (klass->base_pipeline, snippet); else cogl_pipeline_add_layer_snippet (klass->base_pipeline, 0, snippet); cogl_object_unref (snippet); } static void shell_glsl_quad_dispose (GObject *gobject) { ShellGLSLQuad *self = SHELL_GLSL_QUAD (gobject); ShellGLSLQuadPrivate *priv; priv = self->priv; g_clear_pointer (&priv->pipeline, cogl_object_unref); G_OBJECT_CLASS (shell_glsl_quad_parent_class)->dispose (gobject); } static void shell_glsl_quad_init (ShellGLSLQuad *quad) { quad->priv = G_TYPE_INSTANCE_GET_PRIVATE (quad, SHELL_TYPE_GLSL_QUAD, ShellGLSLQuadPrivate); } static void shell_glsl_quad_constructed (GObject *object) { ShellGLSLQuad *self; ShellGLSLQuadClass *klass; CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ()); G_OBJECT_CLASS (shell_glsl_quad_parent_class)->constructed (object); /* Note that, differently from ClutterBlurEffect, we are calling this inside constructed, not init, so klass points to the most-derived GTypeClass, not ShellGLSLQuadClass. */ klass = SHELL_GLSL_QUAD_GET_CLASS (object); self = SHELL_GLSL_QUAD (object); if (G_UNLIKELY (klass->base_pipeline == NULL)) { klass->base_pipeline = cogl_pipeline_new (ctx); if (klass->build_pipeline != NULL) klass->build_pipeline (self); } self->priv->pipeline = cogl_pipeline_copy (klass->base_pipeline); cogl_pipeline_set_layer_null_texture (self->priv->pipeline, 0, COGL_TEXTURE_TYPE_2D); } static void shell_glsl_quad_class_init (ShellGLSLQuadClass *klass) { ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); gobject_class->constructed = shell_glsl_quad_constructed; gobject_class->dispose = shell_glsl_quad_dispose; actor_class->get_paint_volume = shell_glsl_quad_get_paint_volume; actor_class->paint = shell_glsl_quad_paint; g_type_class_add_private (klass, sizeof (ShellGLSLQuadPrivate)); } /** * shell_glsl_quad_get_uniform_location: * @quad: a #ShellGLSLQuad * @name: the uniform name * * Returns: the location of the uniform named @name, that can be * passed to shell_glsl_quad_set_uniform_float(). */ int shell_glsl_quad_get_uniform_location (ShellGLSLQuad *quad, const char *name) { return cogl_pipeline_get_uniform_location (quad->priv->pipeline, name); } /** * shell_glsl_quad_set_uniform_float: * @quad: a #ShellGLSLQuad * @uniform: the uniform location (as returned by shell_glsl_quad_get_uniform_location()) * @n_components: the number of components in the uniform (eg. 3 for a vec3) * @total_count: the total number of floats in @value * @value: (array length=total_count): the array of floats to set @uniform */ void shell_glsl_quad_set_uniform_float (ShellGLSLQuad *quad, int uniform, int n_components, int total_count, const float *value) { cogl_pipeline_set_uniform_float (quad->priv->pipeline, uniform, n_components, total_count / n_components, value); }