294702d3f1
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).
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 (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 = 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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