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* 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/
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12
ChangeLog
12
ChangeLog
@ -1,3 +1,15 @@
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2008-02-04 Øyvind Kolås <pippin@o-hand.com>
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* clutter/clutter-actor.[ch]: added clutter_actor_get_shader and
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renamed clutter_actor_apply_shader to be clutter_actor_set_shader.
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Reindented/aligned header.
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* clutter/clutter-texture.c: (clutter_texture_paint): temporarily
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disable the shader on top of the clutter context's shader stack while
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rendering into the FBO.
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* tests/test-fbo.c: (main): s/apply_shader/set_shader/
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* tests/test-shader.c: (button_release_cb), (main):
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s/apply_shader/set_shader/
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2008-02-03 Matthew Allum <mallum@openedhand.com>
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* clutter/clutter-actor.c: (clutter_actor_set_rotationx):
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@ -5027,19 +5027,50 @@ destroy_shader_data (ClutterActor *self)
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actor_priv->shader_data = NULL;
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}
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/**
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* clutter_actor_apply_shader:
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* clutter_actor_get_shader:
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* @self: a #ClutterActor
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* @shader: a #ClutterShader or %NULL
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*
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* Sets the #ClutterShader to be applied on @self.
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* Queries the currently set #ClutterShader on @self.
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*
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* Return value: The currently set #ClutterShader or NULL if no shader is set.
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*
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* Since: 0.6
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*/
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ClutterShader *
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clutter_actor_get_shader (ClutterActor *self)
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{
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ClutterActorPrivate *actor_priv;
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ShaderData *shader_data;
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
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actor_priv = self->priv;
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shader_data = actor_priv->shader_data;
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if (!shader_data)
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{
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return NULL;
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}
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return shader_data->shader;
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}
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/**
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* clutter_actor_set_shader:
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* @self: a #ClutterActor
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* @shader: a #ClutterShader or %NULL to unset the shader.
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*
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* Sets the #ClutterShader to be used when rendering @self, pass in NULL
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* to unset a currently set shader for an actor.
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*
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* Return value: %TRUE if the shader was successfully applied
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*
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* Since: 0.6
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*/
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gboolean
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clutter_actor_apply_shader (ClutterActor *self,
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clutter_actor_set_shader (ClutterActor *self,
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ClutterShader *shader)
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{
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ClutterActorPrivate *actor_priv;
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@ -5048,6 +5079,12 @@ clutter_actor_apply_shader (ClutterActor *self,
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
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g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
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/* if shader passed in is NULL we destroy the shader */
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if (shader == NULL)
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{
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destroy_shader_data (self);
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}
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actor_priv = self->priv;
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shader_data = actor_priv->shader_data;
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@ -5066,13 +5103,17 @@ clutter_actor_apply_shader (ClutterActor *self,
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}
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if (shader)
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{
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shader_data->shader = g_object_ref (shader);
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}
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clutter_actor_queue_redraw (self);
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return TRUE;
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}
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static void
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set_each_param (gpointer key,
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gpointer value,
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@ -419,13 +419,13 @@ ClutterActor * clutter_get_actor_by_gid (guint32 id);
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gboolean clutter_actor_should_pick_paint (ClutterActor *self);
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gboolean clutter_actor_apply_shader (ClutterActor *self,
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gboolean clutter_actor_set_shader (ClutterActor *self,
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ClutterShader *shader);
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ClutterShader * clutter_actor_get_shader (ClutterActor *self);
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void clutter_actor_set_shader_param (ClutterActor *self,
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const gchar *param,
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gfloat value);
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void clutter_actor_set_anchor_point (ClutterActor *self,
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gint anchor_x,
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gint anchor_y);
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@ -762,6 +762,19 @@ clutter_texture_paint (ClutterActor *self)
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if (priv->fbo_handle)
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{
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ClutterMainContext *context;
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context = clutter_context_get_default ();
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/* Temporarily turn of the shader on the top of the context's
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* shader stack, to restore the GL pipeline to it's natural state.
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*/
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if (context->shaders)
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{
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clutter_shader_set_is_enabled (
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clutter_actor_get_shader (context->shaders->data), FALSE);
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}
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cogl_offscreen_redirect_start (priv->fbo_handle,
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priv->width, priv->height);
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clutter_actor_paint (priv->fbo_source);
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@ -770,6 +783,13 @@ clutter_texture_paint (ClutterActor *self)
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CLUTTER_STAGE_HEIGHT());
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glBindTexture(CGL_TEXTURE_RECTANGLE_ARB, priv->tiles[0]);
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/* If there is a shader on top of the shader stack, turn it back on. */
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if (context->shaders)
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{
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clutter_shader_set_is_enabled (
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clutter_actor_get_shader (context->shaders->data), TRUE);
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}
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}
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@ -107,7 +107,7 @@ main (gint argc,
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/* apply a shader to it */
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shader = make_shader();
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clutter_actor_apply_shader (fbo, shader);
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clutter_actor_set_shader (fbo, shader);
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clutter_actor_set_shader_param (fbo, "radius", 2.0);
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@ -173,11 +173,12 @@ button_release_cb (ClutterActor *actor,
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shader_no, shaders[shader_no].name,
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error->message);
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g_error_free (error);
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clutter_actor_apply_shader (actor, NULL);
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clutter_actor_set_shader (actor, NULL);
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}
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else
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{
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clutter_actor_apply_shader (actor, shader);
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clutter_actor_set_shader (actor, NULL);
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clutter_actor_set_shader (actor, shader);
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clutter_actor_set_shader_param (actor, "radius", 3.0);
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}
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}
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@ -262,7 +263,7 @@ main (gint argc,
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}
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#endif
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clutter_actor_apply_shader (actor, shader);
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clutter_actor_set_shader (actor, shader);
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clutter_actor_set_position (actor, 100, 100);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
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