* clutter/clutter-actor.[ch]: added clutter_actor_get_shader and

renamed clutter_actor_apply_shader to be clutter_actor_set_shader.
Reindented/aligned header.
* clutter/clutter-texture.c: (clutter_texture_paint): temporarily
disable the shader on top of the clutter context's shader stack while
rendering into the FBO.
* tests/test-fbo.c: (main): s/apply_shader/set_shader/
* tests/test-shader.c: (button_release_cb), (main):
s/apply_shader/set_shader/
This commit is contained in:
Øyvind Kolås 2008-02-04 11:45:12 +00:00
parent 680cd23b43
commit 1fe08217b7
6 changed files with 304 additions and 230 deletions

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@ -1,3 +1,15 @@
2008-02-04 Øyvind Kolås <pippin@o-hand.com>
* clutter/clutter-actor.[ch]: added clutter_actor_get_shader and
renamed clutter_actor_apply_shader to be clutter_actor_set_shader.
Reindented/aligned header.
* clutter/clutter-texture.c: (clutter_texture_paint): temporarily
disable the shader on top of the clutter context's shader stack while
rendering into the FBO.
* tests/test-fbo.c: (main): s/apply_shader/set_shader/
* tests/test-shader.c: (button_release_cb), (main):
s/apply_shader/set_shader/
2008-02-03 Matthew Allum <mallum@openedhand.com> 2008-02-03 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-actor.c: (clutter_actor_set_rotationx): * clutter/clutter-actor.c: (clutter_actor_set_rotationx):

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@ -5027,19 +5027,50 @@ destroy_shader_data (ClutterActor *self)
actor_priv->shader_data = NULL; actor_priv->shader_data = NULL;
} }
/** /**
* clutter_actor_apply_shader: * clutter_actor_get_shader:
* @self: a #ClutterActor * @self: a #ClutterActor
* @shader: a #ClutterShader or %NULL * @shader: a #ClutterShader or %NULL
* *
* Sets the #ClutterShader to be applied on @self. * Queries the currently set #ClutterShader on @self.
*
* Return value: The currently set #ClutterShader or NULL if no shader is set.
*
* Since: 0.6
*/
ClutterShader *
clutter_actor_get_shader (ClutterActor *self)
{
ClutterActorPrivate *actor_priv;
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
actor_priv = self->priv;
shader_data = actor_priv->shader_data;
if (!shader_data)
{
return NULL;
}
return shader_data->shader;
}
/**
* clutter_actor_set_shader:
* @self: a #ClutterActor
* @shader: a #ClutterShader or %NULL to unset the shader.
*
* Sets the #ClutterShader to be used when rendering @self, pass in NULL
* to unset a currently set shader for an actor.
* *
* Return value: %TRUE if the shader was successfully applied * Return value: %TRUE if the shader was successfully applied
* *
* Since: 0.6 * Since: 0.6
*/ */
gboolean gboolean
clutter_actor_apply_shader (ClutterActor *self, clutter_actor_set_shader (ClutterActor *self,
ClutterShader *shader) ClutterShader *shader)
{ {
ClutterActorPrivate *actor_priv; ClutterActorPrivate *actor_priv;
@ -5048,6 +5079,12 @@ clutter_actor_apply_shader (ClutterActor *self,
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE); g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
/* if shader passed in is NULL we destroy the shader */
if (shader == NULL)
{
destroy_shader_data (self);
}
actor_priv = self->priv; actor_priv = self->priv;
shader_data = actor_priv->shader_data; shader_data = actor_priv->shader_data;
@ -5066,13 +5103,17 @@ clutter_actor_apply_shader (ClutterActor *self,
} }
if (shader) if (shader)
{
shader_data->shader = g_object_ref (shader); shader_data->shader = g_object_ref (shader);
}
clutter_actor_queue_redraw (self); clutter_actor_queue_redraw (self);
return TRUE; return TRUE;
} }
static void static void
set_each_param (gpointer key, set_each_param (gpointer key,
gpointer value, gpointer value,

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@ -419,13 +419,13 @@ ClutterActor * clutter_get_actor_by_gid (guint32 id);
gboolean clutter_actor_should_pick_paint (ClutterActor *self); gboolean clutter_actor_should_pick_paint (ClutterActor *self);
gboolean clutter_actor_apply_shader (ClutterActor *self, gboolean clutter_actor_set_shader (ClutterActor *self,
ClutterShader *shader); ClutterShader *shader);
ClutterShader * clutter_actor_get_shader (ClutterActor *self);
void clutter_actor_set_shader_param (ClutterActor *self, void clutter_actor_set_shader_param (ClutterActor *self,
const gchar *param, const gchar *param,
gfloat value); gfloat value);
void clutter_actor_set_anchor_point (ClutterActor *self, void clutter_actor_set_anchor_point (ClutterActor *self,
gint anchor_x, gint anchor_x,
gint anchor_y); gint anchor_y);

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@ -762,6 +762,19 @@ clutter_texture_paint (ClutterActor *self)
if (priv->fbo_handle) if (priv->fbo_handle)
{ {
ClutterMainContext *context;
context = clutter_context_get_default ();
/* Temporarily turn of the shader on the top of the context's
* shader stack, to restore the GL pipeline to it's natural state.
*/
if (context->shaders)
{
clutter_shader_set_is_enabled (
clutter_actor_get_shader (context->shaders->data), FALSE);
}
cogl_offscreen_redirect_start (priv->fbo_handle, cogl_offscreen_redirect_start (priv->fbo_handle,
priv->width, priv->height); priv->width, priv->height);
clutter_actor_paint (priv->fbo_source); clutter_actor_paint (priv->fbo_source);
@ -770,6 +783,13 @@ clutter_texture_paint (ClutterActor *self)
CLUTTER_STAGE_HEIGHT()); CLUTTER_STAGE_HEIGHT());
glBindTexture(CGL_TEXTURE_RECTANGLE_ARB, priv->tiles[0]); glBindTexture(CGL_TEXTURE_RECTANGLE_ARB, priv->tiles[0]);
/* If there is a shader on top of the shader stack, turn it back on. */
if (context->shaders)
{
clutter_shader_set_is_enabled (
clutter_actor_get_shader (context->shaders->data), TRUE);
}
} }

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@ -107,7 +107,7 @@ main (gint argc,
/* apply a shader to it */ /* apply a shader to it */
shader = make_shader(); shader = make_shader();
clutter_actor_apply_shader (fbo, shader); clutter_actor_set_shader (fbo, shader);
clutter_actor_set_shader_param (fbo, "radius", 2.0); clutter_actor_set_shader_param (fbo, "radius", 2.0);

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@ -173,11 +173,12 @@ button_release_cb (ClutterActor *actor,
shader_no, shaders[shader_no].name, shader_no, shaders[shader_no].name,
error->message); error->message);
g_error_free (error); g_error_free (error);
clutter_actor_apply_shader (actor, NULL); clutter_actor_set_shader (actor, NULL);
} }
else else
{ {
clutter_actor_apply_shader (actor, shader); clutter_actor_set_shader (actor, NULL);
clutter_actor_set_shader (actor, shader);
clutter_actor_set_shader_param (actor, "radius", 3.0); clutter_actor_set_shader_param (actor, "radius", 3.0);
} }
} }
@ -262,7 +263,7 @@ main (gint argc,
} }
#endif #endif
clutter_actor_apply_shader (actor, shader); clutter_actor_set_shader (actor, shader);
clutter_actor_set_position (actor, 100, 100); clutter_actor_set_position (actor, 100, 100);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor); clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);