204 lines
6.3 KiB
C
204 lines
6.3 KiB
C
/* -*- 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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#include <cogl/cogl.h>
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#include "shell-glsl-quad.h"
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typedef struct _ShellGLSLQuadPrivate ShellGLSLQuadPrivate;
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struct _ShellGLSLQuadPrivate
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{
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CoglPipeline *pipeline;
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};
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G_DEFINE_TYPE_WITH_PRIVATE (ShellGLSLQuad, shell_glsl_quad, CLUTTER_TYPE_ACTOR);
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static gboolean
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shell_glsl_quad_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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return clutter_paint_volume_set_from_allocation (volume, actor);
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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 = shell_glsl_quad_get_instance_private (self);
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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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cogl_pipeline_set_color4ub (priv->pipeline,
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paint_opacity,
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paint_opacity,
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paint_opacity,
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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 ((CoglSnippetHook)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 ((CoglSnippetHook)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 = shell_glsl_quad_get_instance_private (self);
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g_clear_pointer (&priv->pipeline, 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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}
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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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ShellGLSLQuadPrivate *priv;
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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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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priv = shell_glsl_quad_get_instance_private (self);
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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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cogl_pipeline_set_blend (klass->base_pipeline, "RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))", NULL);
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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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priv->pipeline = cogl_pipeline_copy (klass->base_pipeline);
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cogl_pipeline_set_layer_null_texture (priv->pipeline, 0, COGL_TEXTURE_TYPE_2D);
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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->get_paint_volume = shell_glsl_quad_get_paint_volume;
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actor_class->paint = shell_glsl_quad_paint;
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}
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/**
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* shell_glsl_quad_get_uniform_location:
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* @quad: a #ShellGLSLQuad
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* @name: the uniform name
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*
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* Returns: the location of the uniform named @name, that can be
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* passed to shell_glsl_quad_set_uniform_float().
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*/
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int
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shell_glsl_quad_get_uniform_location (ShellGLSLQuad *quad,
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const char *name)
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{
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ShellGLSLQuadPrivate *priv = shell_glsl_quad_get_instance_private (quad);
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return cogl_pipeline_get_uniform_location (priv->pipeline, name);
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}
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/**
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* shell_glsl_quad_set_uniform_float:
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* @quad: a #ShellGLSLQuad
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* @uniform: the uniform location (as returned by shell_glsl_quad_get_uniform_location())
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* @n_components: the number of components in the uniform (eg. 3 for a vec3)
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* @total_count: the total number of floats in @value
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* @value: (array length=total_count): the array of floats to set @uniform
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*/
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void
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shell_glsl_quad_set_uniform_float (ShellGLSLQuad *quad,
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int uniform,
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int n_components,
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int total_count,
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const float *value)
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{
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ShellGLSLQuadPrivate *priv = shell_glsl_quad_get_instance_private (quad);
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cogl_pipeline_set_uniform_float (priv->pipeline, uniform,
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n_components, total_count / n_components,
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value);
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}
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