gnome-shell/src/shell-glsl-quad.c
Florian Müllner 294702d3f1 shell: Use G_DECLARE_*_TYPE macros
Cut down on boilerplate by using the (no longer that) new helper
macros. We don't care about breaking ABI in private libraries, so
use G_DECLARE_FINAL_TYPE even where the class struct used to be
exposed in the header, except for types we inherit from ourselves
(obviously) or where the class exposes any vfuncs (where changes
could affect inheritance in extensions).
2015-10-15 22:58:28 +02:00

204 lines
6.3 KiB
C

/* -*- 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 <cogl/cogl.h>
#include "shell-glsl-quad.h"
typedef struct _ShellGLSLQuadPrivate ShellGLSLQuadPrivate;
struct _ShellGLSLQuadPrivate
{
CoglPipeline *pipeline;
};
G_DEFINE_TYPE_WITH_PRIVATE (ShellGLSLQuad, shell_glsl_quad, CLUTTER_TYPE_ACTOR);
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 = shell_glsl_quad_get_instance_private (self);
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 = shell_glsl_quad_get_instance_private (self);
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)
{
}
static void
shell_glsl_quad_constructed (GObject *object)
{
ShellGLSLQuad *self;
ShellGLSLQuadClass *klass;
ShellGLSLQuadPrivate *priv;
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);
priv = shell_glsl_quad_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, "RGBA = 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 (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;
}
/**
* 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)
{
ShellGLSLQuadPrivate *priv = shell_glsl_quad_get_instance_private (quad);
return cogl_pipeline_get_uniform_location (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)
{
ShellGLSLQuadPrivate *priv = shell_glsl_quad_get_instance_private (quad);
cogl_pipeline_set_uniform_float (priv->pipeline, uniform,
n_components, total_count / n_components,
value);
}