2007-12-03 11:29:18 -05:00
|
|
|
/*
|
|
|
|
* Clutter.
|
|
|
|
*
|
|
|
|
* An OpenGL based 'interactive canvas' library.
|
|
|
|
*
|
|
|
|
* Authored By Matthew Allum <mallum@openedhand.com>
|
|
|
|
* Øyvind Kolås <pippin@o-hand.com>
|
|
|
|
*
|
|
|
|
* Copyright (C) 2007 OpenedHand
|
|
|
|
*
|
|
|
|
* This library is free software; you can redistribute it and/or
|
|
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
|
|
* License as published by the Free Software Foundation; either
|
|
|
|
* version 2 of the License, or (at your option) any later version.
|
|
|
|
*
|
|
|
|
* This library is distributed in the hope that it will be useful,
|
|
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
|
|
* Lesser General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
|
|
* License along with this library; if not, write to the
|
|
|
|
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
|
|
|
|
* Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include "clutter.h"
|
|
|
|
#include "clutter-private.h"
|
|
|
|
#include "clutter-shader.h"
|
|
|
|
|
|
|
|
#include <unistd.h>
|
|
|
|
#include <glib.h>
|
|
|
|
#include <cogl/cogl.h>
|
|
|
|
#include <string.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
|
|
|
|
#define CLUTTER_SHADER_GET_PRIVATE(obj) \
|
|
|
|
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
|
|
|
|
CLUTTER_TYPE_SHADER, ClutterShaderPrivate))
|
|
|
|
|
|
|
|
static GList *shader_list;
|
|
|
|
|
|
|
|
static void clutter_shader_class_init (ClutterShaderClass *klass);
|
|
|
|
static void clutter_shader_init (ClutterShader *sp);
|
|
|
|
static void clutter_shader_finalize (GObject *object);
|
|
|
|
static GObject *clutter_shader_constructor (GType type,
|
|
|
|
guint n_params,
|
|
|
|
GObjectConstructParam *params);
|
|
|
|
static void clutter_shader_set_property (GObject *object,
|
|
|
|
guint prop_id,
|
|
|
|
const GValue *value,
|
|
|
|
GParamSpec *pspec);
|
|
|
|
static void clutter_shader_get_property (GObject *object,
|
|
|
|
guint prop_id,
|
|
|
|
GValue *value,
|
|
|
|
GParamSpec *pspec);
|
|
|
|
|
|
|
|
struct _ClutterShaderPrivate
|
|
|
|
{
|
2007-12-03 12:14:49 -05:00
|
|
|
gboolean glsl; /* The shader is a GLSL shader */
|
|
|
|
gboolean bound; /* The shader is bound to the GL context */
|
2007-12-03 11:29:18 -05:00
|
|
|
|
2007-12-03 12:14:49 -05:00
|
|
|
gchar *vertex_shader_source; /* source (or asm) for vertex shader */
|
|
|
|
gchar *fragment_shader_source;/* source (or asm) for fragment shader*/
|
2007-12-03 11:29:18 -05:00
|
|
|
|
2007-12-03 12:14:49 -05:00
|
|
|
COGLint program;
|
2007-12-03 11:29:18 -05:00
|
|
|
|
2007-12-03 12:14:49 -05:00
|
|
|
COGLint vertex_shader;
|
|
|
|
COGLint fragment_shader;
|
2007-12-03 11:29:18 -05:00
|
|
|
};
|
|
|
|
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
PROP_0,
|
|
|
|
PROP_VERTEX_SOURCE,
|
|
|
|
PROP_FRAGMENT_SOURCE
|
|
|
|
};
|
|
|
|
|
|
|
|
G_DEFINE_TYPE (ClutterShader, clutter_shader, G_TYPE_OBJECT);
|
|
|
|
|
|
|
|
static void
|
|
|
|
clutter_shader_class_init (ClutterShaderClass *klass)
|
|
|
|
{
|
|
|
|
GObjectClass *object_class = G_OBJECT_CLASS (klass);
|
|
|
|
|
|
|
|
clutter_shader_parent_class = g_type_class_peek_parent (klass);
|
|
|
|
object_class->finalize = clutter_shader_finalize;
|
|
|
|
object_class->set_property = clutter_shader_set_property;
|
|
|
|
object_class->get_property = clutter_shader_get_property;
|
|
|
|
object_class->constructor = clutter_shader_constructor;
|
|
|
|
g_type_class_add_private (klass, sizeof (ClutterShaderPrivate));
|
|
|
|
|
|
|
|
g_object_class_install_property (object_class,
|
|
|
|
PROP_VERTEX_SOURCE,
|
|
|
|
g_param_spec_string ("vertex-source",
|
|
|
|
"Vertex Source",
|
|
|
|
"Source of vertex shader",
|
|
|
|
NULL,
|
|
|
|
CLUTTER_PARAM_READWRITE|
|
|
|
|
G_PARAM_CONSTRUCT_ONLY));
|
|
|
|
g_object_class_install_property (object_class,
|
|
|
|
PROP_FRAGMENT_SOURCE,
|
|
|
|
g_param_spec_string ("fragment-source",
|
|
|
|
"Fragment Source",
|
|
|
|
"Source of fragment shader",
|
|
|
|
NULL,
|
|
|
|
CLUTTER_PARAM_READWRITE|
|
|
|
|
G_PARAM_CONSTRUCT_ONLY));
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
clutter_shader_init (ClutterShader *self)
|
|
|
|
{
|
|
|
|
ClutterShaderPrivate *priv;
|
|
|
|
|
|
|
|
priv = self->priv = CLUTTER_SHADER_GET_PRIVATE (self);
|
|
|
|
|
|
|
|
priv->glsl = FALSE;
|
|
|
|
priv->bound = FALSE;
|
|
|
|
priv->vertex_shader_source = NULL;
|
|
|
|
priv->fragment_shader_source = NULL;
|
|
|
|
priv->program = 0;
|
|
|
|
priv->vertex_shader = 0;
|
|
|
|
priv->fragment_shader = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean bind_glsl_shader (ClutterShader *self)
|
|
|
|
{
|
|
|
|
ClutterShaderPrivate *priv;
|
|
|
|
priv = self->priv;
|
|
|
|
|
|
|
|
cogl_enable (CGL_FRAGMENT_SHADER);
|
|
|
|
cogl_enable (CGL_VERTEX_SHADER);
|
|
|
|
|
|
|
|
priv->glsl = TRUE;
|
|
|
|
priv->program = cogl_create_program ();
|
|
|
|
|
|
|
|
if (priv->vertex_shader_source)
|
|
|
|
{
|
|
|
|
priv->vertex_shader = cogl_create_shader (CGL_VERTEX_SHADER);
|
|
|
|
cogl_shader_source (priv->vertex_shader, priv->vertex_shader_source);
|
|
|
|
cogl_shader_compile (priv->vertex_shader);
|
|
|
|
cogl_program_attach_shader (priv->program, priv->vertex_shader);
|
|
|
|
}
|
|
|
|
if (priv->fragment_shader_source)
|
|
|
|
{
|
|
|
|
GLint compiled = CGL_FALSE;
|
|
|
|
priv->fragment_shader = cogl_create_shader (CGL_FRAGMENT_SHADER);
|
|
|
|
cogl_shader_source (priv->fragment_shader, priv->fragment_shader_source);
|
|
|
|
cogl_shader_compile (priv->fragment_shader);
|
|
|
|
|
|
|
|
cogl_shader_get_parameteriv (priv->fragment_shader,
|
|
|
|
CGL_OBJECT_COMPILE_STATUS,
|
|
|
|
&compiled);
|
|
|
|
if (compiled != CGL_TRUE)
|
|
|
|
{
|
2007-12-04 04:13:06 -05:00
|
|
|
gchar *buffer;
|
|
|
|
gint max_length = 512;
|
|
|
|
|
2007-12-03 11:29:18 -05:00
|
|
|
buffer = g_malloc (max_length);
|
|
|
|
cogl_shader_get_info_log (priv->fragment_shader, max_length, buffer);
|
|
|
|
g_print ("Shader compilation failed:\n%s", buffer);
|
|
|
|
g_free (buffer);
|
|
|
|
g_object_unref (self);
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
cogl_program_attach_shader (priv->program, priv->fragment_shader);
|
|
|
|
}
|
|
|
|
cogl_program_link (priv->program);
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
gboolean
|
|
|
|
clutter_shader_bind (ClutterShader *self)
|
|
|
|
{
|
|
|
|
ClutterShaderPrivate *priv;
|
|
|
|
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->bound)
|
|
|
|
return priv->bound;
|
|
|
|
|
|
|
|
if (priv->glsl)
|
|
|
|
{
|
|
|
|
priv->bound = bind_glsl_shader (self);
|
|
|
|
}
|
|
|
|
|
|
|
|
return priv->bound;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
clutter_shader_release (ClutterShader *self)
|
|
|
|
{
|
|
|
|
ClutterShaderPrivate *priv;
|
|
|
|
|
|
|
|
priv = self->priv;
|
|
|
|
if (!priv->bound)
|
|
|
|
return;
|
|
|
|
|
|
|
|
g_assert (priv->program);
|
|
|
|
|
|
|
|
if (priv->glsl)
|
|
|
|
{
|
|
|
|
if (priv->vertex_shader)
|
|
|
|
cogl_shader_destroy (priv->vertex_shader);
|
|
|
|
if (priv->fragment_shader)
|
|
|
|
cogl_shader_destroy (priv->fragment_shader);
|
|
|
|
if (priv->program)
|
|
|
|
cogl_program_destroy (priv->program);
|
|
|
|
priv->vertex_shader = 0;
|
|
|
|
priv->fragment_shader = 0;
|
|
|
|
priv->program = 0;
|
|
|
|
}
|
|
|
|
priv->bound = FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
clutter_shader_finalize (GObject *object)
|
|
|
|
{
|
|
|
|
ClutterShader *shader;
|
|
|
|
ClutterShaderPrivate *priv;
|
|
|
|
|
|
|
|
shader = CLUTTER_SHADER (object);
|
|
|
|
priv = shader->priv;
|
|
|
|
|
|
|
|
clutter_shader_release (shader);
|
|
|
|
|
|
|
|
shader_list = g_list_remove (shader_list, object);
|
|
|
|
|
|
|
|
if (priv->fragment_shader_source)
|
|
|
|
g_free (priv->fragment_shader_source);
|
|
|
|
if (priv->vertex_shader_source)
|
|
|
|
g_free (priv->vertex_shader_source);
|
|
|
|
|
|
|
|
G_OBJECT_CLASS (clutter_shader_parent_class)->finalize (object);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
clutter_shader_enable (ClutterShader *self)
|
|
|
|
{
|
|
|
|
ClutterShaderPrivate *priv = self->priv;
|
|
|
|
|
|
|
|
clutter_shader_bind (self);
|
|
|
|
|
|
|
|
cogl_program_use (priv->program);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
clutter_shader_disable (ClutterShader *self)
|
|
|
|
{
|
|
|
|
cogl_program_use (0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
clutter_shader_set_uniform_1f (ClutterShader *self,
|
|
|
|
const gchar *name,
|
|
|
|
gfloat value)
|
|
|
|
{
|
|
|
|
ClutterShaderPrivate *priv = self->priv;
|
|
|
|
GLint location = 0;
|
|
|
|
GLfloat foo = value;
|
|
|
|
|
|
|
|
location =cogl_program_get_uniform_location (priv->program, name);
|
|
|
|
cogl_program_uniform_1f (location, foo);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
clutter_shader_release_all (void)
|
|
|
|
{
|
|
|
|
GList *iter;
|
|
|
|
for (iter = shader_list; iter; iter = g_list_next (iter))
|
|
|
|
{
|
|
|
|
clutter_shader_release (iter->data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
clutter_shader_set_property (GObject *object,
|
|
|
|
guint prop_id,
|
|
|
|
const GValue *value,
|
|
|
|
GParamSpec *pspec)
|
|
|
|
{
|
|
|
|
ClutterShader *shader;
|
|
|
|
ClutterShaderPrivate *priv;
|
|
|
|
|
|
|
|
shader = CLUTTER_SHADER(object);
|
|
|
|
priv = shader->priv;
|
|
|
|
|
|
|
|
switch (prop_id)
|
|
|
|
{
|
|
|
|
case PROP_VERTEX_SOURCE:
|
|
|
|
if (priv->vertex_shader_source)
|
|
|
|
{
|
|
|
|
g_free (priv->vertex_shader_source);
|
|
|
|
priv->vertex_shader_source = NULL;
|
|
|
|
}
|
|
|
|
priv->vertex_shader_source = g_value_dup_string (value);
|
|
|
|
break;
|
|
|
|
case PROP_FRAGMENT_SOURCE:
|
|
|
|
if (priv->fragment_shader_source)
|
|
|
|
{
|
|
|
|
g_free (priv->fragment_shader_source);
|
|
|
|
priv->fragment_shader_source = NULL;
|
|
|
|
}
|
|
|
|
priv->fragment_shader_source = g_value_dup_string (value);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
clutter_shader_get_property (GObject *object,
|
|
|
|
guint prop_id,
|
|
|
|
GValue *value,
|
|
|
|
GParamSpec *pspec)
|
|
|
|
{
|
|
|
|
ClutterShader *shader;
|
|
|
|
ClutterShaderPrivate *priv;
|
|
|
|
|
|
|
|
shader = CLUTTER_SHADER(object);
|
|
|
|
priv = shader->priv;
|
|
|
|
|
|
|
|
switch (prop_id)
|
|
|
|
{
|
|
|
|
case PROP_VERTEX_SOURCE:
|
|
|
|
g_value_set_string (value, priv->vertex_shader_source);
|
|
|
|
break;
|
|
|
|
case PROP_FRAGMENT_SOURCE:
|
|
|
|
g_value_set_string (value, priv->fragment_shader_source);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static GObject *
|
|
|
|
clutter_shader_constructor (GType type,
|
|
|
|
guint n_params,
|
|
|
|
GObjectConstructParam *params)
|
|
|
|
{
|
|
|
|
GObject *object;
|
|
|
|
ClutterShader *shader;
|
|
|
|
ClutterShaderPrivate *priv;
|
|
|
|
|
|
|
|
object = G_OBJECT_CLASS (clutter_shader_parent_class)->constructor (
|
|
|
|
type, n_params, params);
|
|
|
|
shader = CLUTTER_SHADER (object);
|
|
|
|
priv = shader->priv;
|
|
|
|
|
|
|
|
priv->glsl = !((priv->vertex_shader_source &&
|
|
|
|
g_str_has_prefix (priv->vertex_shader_source, "!!ARBvp")) ||
|
|
|
|
(priv->fragment_shader_source &&
|
|
|
|
g_str_has_prefix (priv->fragment_shader_source, "!!ARBfp")));
|
|
|
|
if (!priv->glsl)
|
|
|
|
{
|
|
|
|
g_warning ("ASM shader support not available");
|
|
|
|
g_object_unref (object);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
if (priv->glsl && !clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
|
|
|
|
{
|
|
|
|
g_warning ("GLSL shaders not supported\n");
|
|
|
|
g_object_unref (object);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
shader_list = g_list_prepend (shader_list, object);
|
|
|
|
return object;
|
|
|
|
}
|
|
|
|
|
|
|
|
ClutterShader *
|
|
|
|
clutter_shader_new_from_strings (const gchar *vertex_shader_program,
|
|
|
|
const gchar *fragment_shader_program)
|
|
|
|
{
|
|
|
|
/* evil hack, since g_object_new would interpret a NULL passed as
|
|
|
|
* a argument termination
|
|
|
|
*/
|
|
|
|
if (vertex_shader_program &&
|
|
|
|
fragment_shader_program)
|
|
|
|
return g_object_new (CLUTTER_TYPE_SHADER,
|
|
|
|
"vertex-source", vertex_shader_program,
|
|
|
|
"fragment-source", fragment_shader_program,
|
|
|
|
NULL);
|
|
|
|
else if (fragment_shader_program)
|
|
|
|
return g_object_new (CLUTTER_TYPE_SHADER,
|
|
|
|
"fragment-source", fragment_shader_program,
|
|
|
|
NULL);
|
|
|
|
else if (vertex_shader_program)
|
|
|
|
return g_object_new (CLUTTER_TYPE_SHADER,
|
|
|
|
"vertex-source", vertex_shader_program,
|
|
|
|
NULL);
|
|
|
|
else {
|
|
|
|
g_warning ("neither fragment nor vertex shader provided");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ClutterShader *
|
|
|
|
clutter_shader_new_from_files (const gchar *vertex_file,
|
|
|
|
const gchar *fragment_file)
|
|
|
|
{
|
|
|
|
ClutterShader *shader;
|
|
|
|
gchar *vertex_shader_program = NULL;
|
|
|
|
gchar *fragment_shader_program = NULL;
|
|
|
|
|
|
|
|
g_assert (vertex_file != NULL ||
|
|
|
|
fragment_file != NULL);
|
|
|
|
|
|
|
|
if (vertex_file)
|
|
|
|
{
|
|
|
|
g_file_get_contents (vertex_file, &vertex_shader_program,
|
|
|
|
NULL, NULL);
|
|
|
|
}
|
|
|
|
if (fragment_file)
|
|
|
|
{
|
|
|
|
g_file_get_contents (fragment_file, &fragment_shader_program,
|
|
|
|
NULL, NULL);
|
|
|
|
}
|
|
|
|
shader = clutter_shader_new_from_strings (vertex_shader_program,
|
|
|
|
fragment_shader_program);
|
|
|
|
|
|
|
|
if (vertex_shader_program)
|
|
|
|
{
|
|
|
|
g_free (vertex_shader_program);
|
|
|
|
}
|
|
|
|
if (fragment_shader_program)
|
|
|
|
{
|
|
|
|
g_free (fragment_shader_program);
|
|
|
|
}
|
|
|
|
return shader;
|
|
|
|
}
|