
The default pipeline color is opaque white and blending is turned off. If we only draw with that color (e.g. because animations are disabled and we're always drawn with opacity == 255), blending is kept disabled since cogl_pipeline_set_color() returns early if the color doesn't change from what was there before. In our case we always want blending to be enabled which we can achieve by setting the blending string ourselves. https://bugzilla.gnome.org/show_bug.cgi?id=755827
202 lines
6.1 KiB
C
202 lines
6.1 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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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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};
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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 = 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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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 (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_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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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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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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self->priv->pipeline = cogl_pipeline_copy (klass->base_pipeline);
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cogl_pipeline_set_layer_null_texture (self->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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g_type_class_add_private (klass, sizeof (ShellGLSLQuadPrivate));
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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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return cogl_pipeline_get_uniform_location (quad->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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cogl_pipeline_set_uniform_float (quad->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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