snippet: Add a hook for the vertex transform
This adds a hook to wrap or replace the vertex transform stage. Reviewed-by: Robert Bragg <robert@linux.intel.com>
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68b3643b25
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@ -418,13 +418,30 @@ _cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
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0 /* no application private data */);
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COGL_COUNTER_INC (_cogl_uprof_context, vertend_glsl_compile_counter);
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g_string_append (shader_state->source,
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g_string_append (shader_state->header,
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"void\n"
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"cogl_real_vertex_transform ()\n"
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"{\n"
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" cogl_position_out = "
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"cogl_modelview_projection_matrix * "
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"cogl_position_in;\n"
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"}\n");
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g_string_append (shader_state->source,
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" cogl_vertex_transform ();\n"
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" cogl_color_out = cogl_color_in;\n"
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"}\n");
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/* Add hooks for the vertex transform part */
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memset (&snippet_data, 0, sizeof (snippet_data));
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snippet_data.snippets = get_vertex_snippets (pipeline);
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snippet_data.hook = COGL_SNIPPET_HOOK_VERTEX_TRANSFORM;
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snippet_data.chain_function = "cogl_real_vertex_transform";
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snippet_data.final_name = "cogl_vertex_transform";
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snippet_data.function_prefix = "cogl_vertex_transform";
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snippet_data.source_buf = shader_state->header;
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_cogl_pipeline_snippet_generate_code (&snippet_data);
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/* Add all of the hooks for vertex processing */
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memset (&snippet_data, 0, sizeof (snippet_data));
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snippet_data.snippets = get_vertex_snippets (pipeline);
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@ -52,6 +52,7 @@ typedef struct _CoglSnippet CoglSnippet;
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* CoglSnippetHook:
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* @COGL_SNIPPET_HOOK_VERTEX: A hook for the entire vertex processing
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* stage of the pipeline.
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* @COGL_SNIPPET_HOOK_VERTEX_TRANSFORM: A hook for the vertex transformation.
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* @COGL_SNIPPET_HOOK_FRAGMENT: A hook for the entire fragment
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* processing stage of the pipeline.
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* @COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM: A hook for applying the
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@ -98,6 +99,37 @@ typedef struct _CoglSnippet CoglSnippet;
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* </glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>%COGL_SNIPPET_HOOK_VERTEX_TRANSFORM</glossterm>
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* <glossdef>
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* <para>
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* Adds a shader snippet that will hook on to the vertex transform stage.
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* Typically the snippet will use the cogl_modelview_matrix,
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* cogl_projection_matrix and cogl_modelview_projection_matrix matrices and the
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* cogl_position_in attribute. The hook must write to cogl_position_out.
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* The default processing for this hook will multiply cogl_position_in by
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* the combined modelview-projection matrix and store it on cogl_position_out.
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* </para>
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* <para>
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* The ‘declarations’ string in @snippet will be inserted in the
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* global scope of the shader. Use this to declare any uniforms,
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* attributes or functions that the snippet requires.
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* </para>
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* <para>
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* The ‘pre’ string in @snippet will be inserted at the top of the
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* main() function before the vertex transform is done.
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* </para>
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* <para>
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* The ‘replace’ string in @snippet will be used instead of the
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* generated vertex transform if it is present.
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* </para>
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* <para>
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* The ‘post’ string in @snippet will be inserted after all of the
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* standard vertex transformation is done. This can be used to modify the
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* cogl_position_out in addition to the default processing.
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* </para>
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* </glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>%COGL_SNIPPET_HOOK_FRAGMENT</glossterm>
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* <glossdef>
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* <para>
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@ -246,6 +278,7 @@ typedef struct _CoglSnippet CoglSnippet;
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typedef enum {
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/* Per pipeline vertex hooks */
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COGL_SNIPPET_HOOK_VERTEX = 0,
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COGL_SNIPPET_HOOK_VERTEX_TRANSFORM,
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/* Per pipeline fragment hooks */
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COGL_SNIPPET_HOOK_FRAGMENT = 2048,
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@ -45,11 +45,13 @@ paint (TestState *state)
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{
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CoglPipeline *pipeline;
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CoglSnippet *snippet;
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CoglMatrix matrix;
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CoglMatrix matrix, identity_matrix;
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CoglColor color;
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int location;
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int i;
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cogl_matrix_init_identity (&identity_matrix);
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cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
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cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
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@ -351,6 +353,41 @@ paint (TestState *state)
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cogl_pop_source ();
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cogl_object_unref (pipeline);
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/* Test the vertex transform hook */
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pipeline = cogl_pipeline_new ();
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cogl_pipeline_set_color4ub (pipeline, 255, 0, 255, 255);
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_VERTEX_TRANSFORM,
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"uniform mat4 pmat;",
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NULL);
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cogl_snippet_set_replace (snippet, "cogl_position_out = "
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"pmat * cogl_position_in;");
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cogl_pipeline_add_snippet (pipeline, snippet);
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cogl_object_unref (snippet);
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/* Copy the current projection matrix to a uniform */
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cogl_get_projection_matrix (&matrix);
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location = cogl_pipeline_get_uniform_location (pipeline, "pmat");
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cogl_pipeline_set_uniform_matrix (pipeline,
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location,
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4, /* dimensions */
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1, /* count */
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FALSE, /* don't transpose */
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cogl_matrix_get_array (&matrix));
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/* Replace the real projection matrix with the identity. This should
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mess up the drawing unless the snippet replacement is working */
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cogl_set_projection_matrix (&identity_matrix);
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cogl_push_source (pipeline);
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cogl_rectangle (150, 0, 160, 10);
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cogl_pop_source ();
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cogl_object_unref (pipeline);
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/* Restore the projection matrix */
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cogl_set_projection_matrix (&matrix);
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/* Sanity check modifying the snippet */
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT, "foo", "bar");
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g_assert_cmpstr (cogl_snippet_get_declarations (snippet), ==, "foo");
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@ -405,6 +442,7 @@ validate_result (void)
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test_utils_check_pixel (125, 5, 0xff80ffff);
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test_utils_check_pixel (135, 5, 0xffff00ff);
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test_utils_check_pixel (145, 5, 0x00ff00ff);
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test_utils_check_pixel (155, 5, 0xff00ffff);
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}
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void
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