/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /** * SECTION:shell-glsl-effect * @short_description: An offscreen effect using GLSL * * A #ShellGLSLEffect is a #ClutterOffscreenEffect that allows * running custom GLSL to the vertex and fragment stages of the * graphic pipeline. */ #include "config.h" #include #include "shell-glsl-effect.h" typedef struct _ShellGLSLEffectPrivate ShellGLSLEffectPrivate; struct _ShellGLSLEffectPrivate { CoglPipeline *pipeline; }; G_DEFINE_TYPE_WITH_PRIVATE (ShellGLSLEffect, shell_glsl_effect, CLUTTER_TYPE_OFFSCREEN_EFFECT); static CoglPipeline * shell_glsl_effect_create_pipeline (ClutterOffscreenEffect *effect, CoglTexture *texture) { ShellGLSLEffect *self = SHELL_GLSL_EFFECT (effect); ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (self); cogl_pipeline_set_layer_texture (priv->pipeline, 0, texture); return cogl_object_ref (priv->pipeline); } /** * shell_glsl_effect_add_glsl_snippet: * @effect: a #ShellGLSLEffect * @hook: where to insert the code * @declarations: GLSL declarations * @code: GLSL code * @is_replace: whether Cogl code should be replaced by the custom shader * * Adds a GLSL snippet to the pipeline used for drawing the effect texture. * See #CoglSnippet for details. * * This is only valid inside the a call to the build_pipeline() virtual * function. */ void shell_glsl_effect_add_glsl_snippet (ShellGLSLEffect *effect, ShellSnippetHook hook, const char *declarations, const char *code, gboolean is_replace) { ShellGLSLEffectClass *klass = SHELL_GLSL_EFFECT_GET_CLASS (effect); CoglSnippet *snippet; g_return_if_fail (klass->base_pipeline != NULL); if (is_replace) { snippet = cogl_snippet_new ((CoglSnippetHook)hook, declarations, NULL); cogl_snippet_set_replace (snippet, code); } else { snippet = cogl_snippet_new ((CoglSnippetHook)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_effect_dispose (GObject *gobject) { ShellGLSLEffect *self = SHELL_GLSL_EFFECT (gobject); ShellGLSLEffectPrivate *priv; priv = shell_glsl_effect_get_instance_private (self); g_clear_pointer (&priv->pipeline, cogl_object_unref); G_OBJECT_CLASS (shell_glsl_effect_parent_class)->dispose (gobject); } static void shell_glsl_effect_init (ShellGLSLEffect *effect) { } static void shell_glsl_effect_constructed (GObject *object) { ShellGLSLEffect *self; ShellGLSLEffectClass *klass; ShellGLSLEffectPrivate *priv; CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ()); G_OBJECT_CLASS (shell_glsl_effect_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 ShellGLSLEffectClass. */ klass = SHELL_GLSL_EFFECT_GET_CLASS (object); self = SHELL_GLSL_EFFECT (object); priv = shell_glsl_effect_get_instance_private (self); if (G_UNLIKELY (klass->base_pipeline == NULL)) { klass->base_pipeline = cogl_pipeline_new (ctx); cogl_pipeline_set_blend (klass->base_pipeline, "RGB = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))", NULL); if (klass->build_pipeline != NULL) klass->build_pipeline (self); } priv->pipeline = cogl_pipeline_copy (klass->base_pipeline); cogl_pipeline_set_layer_null_texture (klass->base_pipeline, 0); } static void shell_glsl_effect_class_init (ShellGLSLEffectClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->create_pipeline = shell_glsl_effect_create_pipeline; gobject_class->constructed = shell_glsl_effect_constructed; gobject_class->dispose = shell_glsl_effect_dispose; } /** * shell_glsl_effect_get_uniform_location: * @effect: a #ShellGLSLEffect * @name: the uniform name * * Returns: the location of the uniform named @name, that can be * passed to shell_glsl_effect_set_uniform_float(). */ int shell_glsl_effect_get_uniform_location (ShellGLSLEffect *effect, const char *name) { ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (effect); return cogl_pipeline_get_uniform_location (priv->pipeline, name); } /** * shell_glsl_effect_set_uniform_float: * @effect: a #ShellGLSLEffect * @uniform: the uniform location (as returned by shell_glsl_effect_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_effect_set_uniform_float (ShellGLSLEffect *effect, int uniform, int n_components, int total_count, const float *value) { ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (effect); cogl_pipeline_set_uniform_float (priv->pipeline, uniform, n_components, total_count / n_components, value); } /** * shell_glsl_effect_set_uniform_matrix: * @effect: a #ShellGLSLEffect * @uniform: the uniform location (as returned by shell_glsl_effect_get_uniform_location()) * @transpose: Whether to transpose the matrix * @dimensions: 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_effect_set_uniform_matrix (ShellGLSLEffect *effect, int uniform, gboolean transpose, int dimensions, int total_count, const float *value) { ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (effect); cogl_pipeline_set_uniform_matrix (priv->pipeline, uniform, dimensions, total_count / (dimensions * dimensions), transpose, value); }