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Refined the ClutterShader API based on a patch from Emmanuele Bassi.
* clutter/clutter-actor.c: (clutter_actor_paint), (clutter_actor_apply_shader): queue a redraw of actor when shader is set. * clutter/clutter-actor.h: indentation. * clutter/clutter-shader.[ch]: made the fragment and vertex shader sources properties. Report error through GError when binding shaders. * tests/test-shader.c: modified to use newer API.
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12
ChangeLog
12
ChangeLog
@ -1,3 +1,15 @@
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2007-12-11 Øyvind Kolås <pippin@o-hand.com>
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Refined the ClutterShader API based on a patch from Emmanuele Bassi.
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* clutter/clutter-actor.c: (clutter_actor_paint),
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(clutter_actor_apply_shader): queue a redraw of actor when shader is
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set.
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* clutter/clutter-actor.h: indentation.
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* clutter/clutter-shader.[ch]: made the fragment and vertex shader
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sources properties. Report error through GError when binding shaders.
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* tests/test-shader.c: modified to use newer API.
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2007-12-10 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-model.c:
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@ -928,8 +928,10 @@ clutter_actor_paint (ClutterActor *self)
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else
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{
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clutter_actor_shader_pre_paint (self, FALSE);
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if (G_LIKELY(klass->paint))
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(klass->paint) (self);
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if (G_LIKELY (klass->paint))
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klass->paint (self);
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clutter_actor_shader_post_paint (self);
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}
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@ -4766,6 +4768,8 @@ clutter_actor_apply_shader (ClutterActor *self,
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if (shader)
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shader_data->shader = g_object_ref (shader);
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clutter_actor_queue_redraw (self);
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return TRUE;
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}
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@ -4802,7 +4806,7 @@ clutter_actor_shader_pre_paint (ClutterActor *actor,
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if (shader)
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{
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clutter_shader_enable (shader);
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clutter_shader_set_is_enabled (shader, TRUE);
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g_hash_table_foreach (shader_data->float1f_hash, set_each_param, shader);
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@ -4832,7 +4836,7 @@ clutter_actor_shader_post_paint (ClutterActor *actor)
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if (shader)
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{
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clutter_shader_disable (shader);
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clutter_shader_set_is_enabled (shader, FALSE);
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context->shaders = g_slist_remove (context->shaders, actor);
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if (context->shaders)
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@ -398,12 +398,11 @@ 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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ClutterShader *shader);
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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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gboolean clutter_actor_apply_shader (ClutterActor *self,
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ClutterShader *shader);
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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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@ -24,44 +24,46 @@
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* Boston, MA 02111-1307, USA.
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*/
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#include "clutter.h"
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <string.h>
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#include <stdlib.h>
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#ifdef HAVE_UNISTD_H
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#include <unistd.h>
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#endif
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#include <glib.h>
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#include <cogl/cogl.h>
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#include "clutter-debug.h"
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#include "clutter-private.h"
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#include "clutter-shader.h"
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#include <unistd.h>
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#include <glib.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include <stdlib.h>
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static GList *clutter_shaders_list = NULL;
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#define CLUTTER_SHADER_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_SHADER, ClutterShaderPrivate))
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static GList *shader_list;
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static void clutter_shader_class_init (ClutterShaderClass *klass);
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static void clutter_shader_init (ClutterShader *sp);
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static void clutter_shader_finalize (GObject *object);
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static GObject *clutter_shader_constructor (GType type,
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guint n_params,
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GObjectConstructParam *params);
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static void clutter_shader_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec);
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static void clutter_shader_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec);
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typedef enum {
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CLUTTER_VERTEX_SHADER,
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CLUTTER_FRAGMENT_SHADER
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} ClutterShaderType;
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struct _ClutterShaderPrivate
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{
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gboolean glsl; /* The shader is a GLSL shader */
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gboolean bound; /* The shader is bound to the GL context */
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guint bound : 1; /* The shader is bound to the GL context */
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guint is_enabled : 1;
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gchar *vertex_shader_source; /* source (or asm) for vertex shader */
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gchar *fragment_shader_source;/* source (or asm) for fragment shader*/
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guint vertex_is_glsl : 1;
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guint fragment_is_glsl : 1;
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gchar *vertex_source; /* source (or asm) for vertex shader */
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gchar *fragment_source; /* source (or asm) for fragment shader */
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COGLint program;
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@ -72,146 +74,19 @@ struct _ClutterShaderPrivate
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enum
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{
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PROP_0,
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PROP_VERTEX_SOURCE,
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PROP_FRAGMENT_SOURCE
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PROP_FRAGMENT_SOURCE,
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PROP_BOUND,
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PROP_ENABLED
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};
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G_DEFINE_TYPE (ClutterShader, clutter_shader, G_TYPE_OBJECT);
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static void
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clutter_shader_class_init (ClutterShaderClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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clutter_shader_parent_class = g_type_class_peek_parent (klass);
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object_class->finalize = clutter_shader_finalize;
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object_class->set_property = clutter_shader_set_property;
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object_class->get_property = clutter_shader_get_property;
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object_class->constructor = clutter_shader_constructor;
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g_type_class_add_private (klass, sizeof (ClutterShaderPrivate));
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g_object_class_install_property (object_class,
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PROP_VERTEX_SOURCE,
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g_param_spec_string ("vertex-source",
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"Vertex Source",
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"Source of vertex shader",
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NULL,
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CLUTTER_PARAM_READWRITE|
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G_PARAM_CONSTRUCT_ONLY));
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g_object_class_install_property (object_class,
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PROP_FRAGMENT_SOURCE,
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g_param_spec_string ("fragment-source",
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"Fragment Source",
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"Source of fragment shader",
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NULL,
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CLUTTER_PARAM_READWRITE|
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G_PARAM_CONSTRUCT_ONLY));
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}
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static void
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clutter_shader_init (ClutterShader *self)
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{
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ClutterShaderPrivate *priv;
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priv = self->priv = CLUTTER_SHADER_GET_PRIVATE (self);
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priv->glsl = FALSE;
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priv->bound = FALSE;
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priv->vertex_shader_source = NULL;
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priv->fragment_shader_source = NULL;
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priv->program = 0;
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priv->vertex_shader = 0;
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priv->fragment_shader = 0;
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}
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static gboolean bind_glsl_shader (ClutterShader *self)
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{
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ClutterShaderPrivate *priv;
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priv = self->priv;
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cogl_enable (CGL_FRAGMENT_SHADER);
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cogl_enable (CGL_VERTEX_SHADER);
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priv->glsl = TRUE;
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priv->program = cogl_create_program ();
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if (priv->vertex_shader_source)
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{
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priv->vertex_shader = cogl_create_shader (CGL_VERTEX_SHADER);
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cogl_shader_source (priv->vertex_shader, priv->vertex_shader_source);
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cogl_shader_compile (priv->vertex_shader);
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cogl_program_attach_shader (priv->program, priv->vertex_shader);
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}
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if (priv->fragment_shader_source)
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{
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GLint compiled = CGL_FALSE;
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priv->fragment_shader = cogl_create_shader (CGL_FRAGMENT_SHADER);
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cogl_shader_source (priv->fragment_shader, priv->fragment_shader_source);
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cogl_shader_compile (priv->fragment_shader);
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cogl_shader_get_parameteriv (priv->fragment_shader,
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CGL_OBJECT_COMPILE_STATUS,
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&compiled);
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if (compiled != CGL_TRUE)
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{
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gchar *buffer;
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gint max_length = 512;
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buffer = g_malloc (max_length);
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cogl_shader_get_info_log (priv->fragment_shader, max_length, buffer);
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g_print ("Shader compilation failed:\n%s", buffer);
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g_free (buffer);
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g_object_unref (self);
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return FALSE;
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}
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cogl_program_attach_shader (priv->program, priv->fragment_shader);
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}
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cogl_program_link (priv->program);
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return TRUE;
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}
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gboolean
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clutter_shader_bind (ClutterShader *self)
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{
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ClutterShaderPrivate *priv;
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priv = self->priv;
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if (priv->bound)
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return priv->bound;
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if (priv->glsl)
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{
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priv->bound = bind_glsl_shader (self);
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}
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return priv->bound;
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}
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void
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clutter_shader_release (ClutterShader *self)
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{
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ClutterShaderPrivate *priv;
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priv = self->priv;
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if (!priv->bound)
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return;
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g_assert (priv->program);
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if (priv->glsl)
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{
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if (priv->vertex_shader)
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cogl_shader_destroy (priv->vertex_shader);
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if (priv->fragment_shader)
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cogl_shader_destroy (priv->fragment_shader);
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if (priv->program)
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cogl_program_destroy (priv->program);
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priv->vertex_shader = 0;
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priv->fragment_shader = 0;
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priv->program = 0;
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}
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priv->bound = FALSE;
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}
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G_CONST_RETURN gchar *clutter_shader_get_source (ClutterShader *shader,
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ClutterShaderType type);
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static void
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clutter_shader_finalize (GObject *object)
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@ -224,89 +99,36 @@ clutter_shader_finalize (GObject *object)
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clutter_shader_release (shader);
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shader_list = g_list_remove (shader_list, object);
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clutter_shaders_list = g_list_remove (clutter_shaders_list, object);
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if (priv->fragment_shader_source)
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g_free (priv->fragment_shader_source);
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if (priv->vertex_shader_source)
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g_free (priv->vertex_shader_source);
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g_free (priv->fragment_source);
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g_free (priv->vertex_source);
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G_OBJECT_CLASS (clutter_shader_parent_class)->finalize (object);
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}
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void
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clutter_shader_enable (ClutterShader *self)
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{
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ClutterShaderPrivate *priv = self->priv;
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clutter_shader_bind (self);
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cogl_program_use (priv->program);
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}
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void
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clutter_shader_disable (ClutterShader *self)
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{
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cogl_program_use (0);
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}
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void
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clutter_shader_set_uniform_1f (ClutterShader *self,
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const gchar *name,
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gfloat value)
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{
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ClutterShaderPrivate *priv = self->priv;
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GLint location = 0;
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GLfloat foo = value;
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location =cogl_program_get_uniform_location (priv->program, name);
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cogl_program_uniform_1f (location, foo);
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}
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void
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clutter_shader_release_all (void)
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{
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GList *iter;
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for (iter = shader_list; iter; iter = g_list_next (iter))
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{
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clutter_shader_release (iter->data);
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}
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}
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static void
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clutter_shader_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterShader *shader;
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ClutterShaderPrivate *priv;
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shader = CLUTTER_SHADER(object);
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priv = shader->priv;
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ClutterShader *shader = CLUTTER_SHADER(object);
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switch (prop_id)
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{
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case PROP_VERTEX_SOURCE:
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if (priv->vertex_shader_source)
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{
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g_free (priv->vertex_shader_source);
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priv->vertex_shader_source = NULL;
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}
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priv->vertex_shader_source = g_value_dup_string (value);
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break;
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case PROP_FRAGMENT_SOURCE:
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if (priv->fragment_shader_source)
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{
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g_free (priv->fragment_shader_source);
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priv->fragment_shader_source = NULL;
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}
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priv->fragment_shader_source = g_value_dup_string (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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case PROP_VERTEX_SOURCE:
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clutter_shader_set_vertex_source (shader, g_value_get_string (value), -1);
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break;
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case PROP_FRAGMENT_SOURCE:
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clutter_shader_set_fragment_source (shader, g_value_get_string (value), -1);
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break;
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case PROP_ENABLED:
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clutter_shader_set_is_enabled (shader, g_value_get_boolean (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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@ -324,15 +146,21 @@ clutter_shader_get_property (GObject *object,
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switch (prop_id)
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{
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case PROP_VERTEX_SOURCE:
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g_value_set_string (value, priv->vertex_shader_source);
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break;
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case PROP_FRAGMENT_SOURCE:
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g_value_set_string (value, priv->fragment_shader_source);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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case PROP_VERTEX_SOURCE:
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g_value_set_string (value, priv->vertex_source);
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break;
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case PROP_FRAGMENT_SOURCE:
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g_value_set_string (value, priv->fragment_source);
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break;
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case PROP_BOUND:
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g_value_set_boolean (value, priv->bound);
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break;
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case PROP_ENABLED:
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g_value_set_boolean (value, priv->is_enabled);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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@ -341,94 +169,529 @@ clutter_shader_constructor (GType type,
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guint n_params,
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GObjectConstructParam *params)
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{
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GObject *object;
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ClutterShader *shader;
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ClutterShaderPrivate *priv;
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GObject *object;
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object = G_OBJECT_CLASS (clutter_shader_parent_class)->constructor (
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type, n_params, params);
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shader = CLUTTER_SHADER (object);
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priv = shader->priv;
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object = G_OBJECT_CLASS (clutter_shader_parent_class)->constructor (type, n_params, params);
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priv->glsl = !((priv->vertex_shader_source &&
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g_str_has_prefix (priv->vertex_shader_source, "!!ARBvp")) ||
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(priv->fragment_shader_source &&
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g_str_has_prefix (priv->fragment_shader_source, "!!ARBfp")));
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if (!priv->glsl)
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{
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g_warning ("ASM shader support not available");
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g_object_unref (object);
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return NULL;
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}
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if (priv->glsl && !clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
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{
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g_warning ("GLSL shaders not supported\n");
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g_object_unref (object);
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return NULL;
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}
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/* add this instance to the global list of shaders */
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clutter_shaders_list = g_list_prepend (clutter_shaders_list, object);
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shader_list = g_list_prepend (shader_list, object);
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return object;
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}
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|
||||
ClutterShader *
|
||||
clutter_shader_new_from_strings (const gchar *vertex_shader_program,
|
||||
const gchar *fragment_shader_program)
|
||||
|
||||
static void
|
||||
clutter_shader_class_init (ClutterShaderClass *klass)
|
||||
{
|
||||
/* evil hack, since g_object_new would interpret a NULL passed as
|
||||
* a argument termination
|
||||
GObjectClass *object_class = G_OBJECT_CLASS (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));
|
||||
|
||||
/**
|
||||
* ClutterShader:vertex-source:
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
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;
|
||||
}
|
||||
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));
|
||||
/**
|
||||
* ClutterShader:fragment-source:
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
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));
|
||||
/**
|
||||
* ClutterShader:bound:
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
g_object_class_install_property (object_class,
|
||||
PROP_BOUND,
|
||||
g_param_spec_boolean ("bound",
|
||||
"Bound",
|
||||
"Whether the shader is bound",
|
||||
FALSE,
|
||||
CLUTTER_PARAM_READABLE));
|
||||
/**
|
||||
* ClutterShader:enabled:
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
g_object_class_install_property (object_class,
|
||||
PROP_ENABLED,
|
||||
g_param_spec_boolean ("enabled",
|
||||
"Enabled",
|
||||
"Whether the shader is enabled",
|
||||
FALSE,
|
||||
CLUTTER_PARAM_READWRITE));
|
||||
}
|
||||
|
||||
ClutterShader *
|
||||
clutter_shader_new_from_files (const gchar *vertex_file,
|
||||
const gchar *fragment_file)
|
||||
static void
|
||||
clutter_shader_init (ClutterShader *self)
|
||||
{
|
||||
ClutterShader *shader;
|
||||
gchar *vertex_shader_program = NULL;
|
||||
gchar *fragment_shader_program = NULL;
|
||||
ClutterShaderPrivate *priv;
|
||||
|
||||
g_assert (vertex_file != NULL ||
|
||||
fragment_file != NULL);
|
||||
priv = self->priv = CLUTTER_SHADER_GET_PRIVATE (self);
|
||||
|
||||
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);
|
||||
priv->bound = FALSE;
|
||||
|
||||
if (vertex_shader_program)
|
||||
{
|
||||
g_free (vertex_shader_program);
|
||||
}
|
||||
if (fragment_shader_program)
|
||||
{
|
||||
g_free (fragment_shader_program);
|
||||
}
|
||||
return shader;
|
||||
priv->vertex_source = NULL;
|
||||
priv->fragment_source = NULL;
|
||||
|
||||
priv->program = 0;
|
||||
priv->vertex_shader = 0;
|
||||
priv->fragment_shader = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_shader_new:
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Return value: FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
ClutterShader *
|
||||
clutter_shader_new (void)
|
||||
{
|
||||
return g_object_new (CLUTTER_TYPE_SHADER, NULL);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* clutter_shader_set_fragment_source:
|
||||
* @shader: a #ClutterShader
|
||||
* @data: FIXME
|
||||
* @length: FIXME (currently ignored)
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
void
|
||||
clutter_shader_set_fragment_source (ClutterShader *shader,
|
||||
const gchar *data,
|
||||
gssize length)
|
||||
{
|
||||
ClutterShaderPrivate *priv;
|
||||
gboolean is_glsl;
|
||||
|
||||
if (shader == NULL)
|
||||
g_error ("quack!");
|
||||
|
||||
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
||||
g_return_if_fail (data != NULL);
|
||||
|
||||
priv = shader->priv;
|
||||
|
||||
/* release shader if bound when changing the source, the shader will
|
||||
* automatically be rebound on the next use.
|
||||
*/
|
||||
if (clutter_shader_is_bound (shader))
|
||||
clutter_shader_release (shader);
|
||||
|
||||
is_glsl = !g_str_has_prefix (data, "!!ARBfp");
|
||||
|
||||
if (priv->fragment_source)
|
||||
{
|
||||
g_free (priv->fragment_source);
|
||||
}
|
||||
|
||||
CLUTTER_NOTE (SHADER, "setting fragment shader (GLSL:%s, len:%d)",
|
||||
is_glsl ? "yes" : "no",
|
||||
length);
|
||||
|
||||
priv->fragment_source = g_strdup (data);
|
||||
priv->fragment_is_glsl = is_glsl;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* clutter_shader_set_vertex_source:
|
||||
* @shader: a #ClutterShader
|
||||
* @data: FIXME
|
||||
* @length: FIXME (currently ignored)
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
void
|
||||
clutter_shader_set_vertex_source (ClutterShader *shader,
|
||||
const gchar *data,
|
||||
gssize length)
|
||||
{
|
||||
ClutterShaderPrivate *priv;
|
||||
gboolean is_glsl;
|
||||
|
||||
if (shader == NULL)
|
||||
g_error ("quack!");
|
||||
|
||||
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
||||
g_return_if_fail (data != NULL);
|
||||
|
||||
priv = shader->priv;
|
||||
|
||||
/* release shader if bound when changing the source, the shader will
|
||||
* automatically be rebound on the next use.
|
||||
*/
|
||||
if (clutter_shader_is_bound (shader))
|
||||
clutter_shader_release (shader);
|
||||
|
||||
|
||||
is_glsl = !g_str_has_prefix (data, "!!ARBvp");
|
||||
|
||||
if (priv->vertex_source)
|
||||
{
|
||||
g_free (priv->vertex_source);
|
||||
}
|
||||
|
||||
CLUTTER_NOTE (SHADER, "setting vertex shader (GLSL:%s, len:%d)",
|
||||
is_glsl ? "yes" : "no",
|
||||
length);
|
||||
|
||||
priv->vertex_source = g_strdup (data);
|
||||
priv->vertex_is_glsl = is_glsl;
|
||||
}
|
||||
|
||||
static gboolean
|
||||
bind_glsl_shader (ClutterShader *self,
|
||||
GError **error)
|
||||
{
|
||||
ClutterShaderPrivate *priv;
|
||||
priv = self->priv;
|
||||
|
||||
cogl_enable (CGL_FRAGMENT_SHADER);
|
||||
cogl_enable (CGL_VERTEX_SHADER);
|
||||
|
||||
priv->program = cogl_create_program ();
|
||||
|
||||
if (priv->vertex_is_glsl && priv->vertex_source)
|
||||
{
|
||||
priv->vertex_shader = cogl_create_shader (CGL_VERTEX_SHADER);
|
||||
|
||||
cogl_shader_source (priv->vertex_shader, priv->vertex_source);
|
||||
cogl_shader_compile (priv->vertex_shader);
|
||||
cogl_program_attach_shader (priv->program, priv->vertex_shader);
|
||||
}
|
||||
|
||||
if (priv->fragment_is_glsl && priv->fragment_source)
|
||||
{
|
||||
GLint compiled = CGL_FALSE;
|
||||
|
||||
priv->fragment_shader = cogl_create_shader (CGL_FRAGMENT_SHADER);
|
||||
|
||||
cogl_shader_source (priv->fragment_shader, priv->fragment_source);
|
||||
cogl_shader_compile (priv->fragment_shader);
|
||||
|
||||
cogl_shader_get_parameteriv (priv->fragment_shader,
|
||||
CGL_OBJECT_COMPILE_STATUS,
|
||||
&compiled);
|
||||
if (compiled != CGL_TRUE)
|
||||
{
|
||||
gchar error_buf[512];
|
||||
|
||||
cogl_shader_get_info_log (priv->fragment_shader, 512, error_buf);
|
||||
|
||||
g_set_error (error, CLUTTER_SHADER_ERROR,
|
||||
CLUTTER_SHADER_ERROR_COMPILE,
|
||||
"Shader compilation failed: %s",
|
||||
error_buf);
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
else
|
||||
cogl_program_attach_shader (priv->program, priv->fragment_shader);
|
||||
}
|
||||
|
||||
cogl_program_link (priv->program);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_shader_bind:
|
||||
* @shader: a #ClutterShader
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Return value: FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
gboolean
|
||||
clutter_shader_bind (ClutterShader *shader,
|
||||
GError **error)
|
||||
{
|
||||
ClutterShaderPrivate *priv;
|
||||
|
||||
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
|
||||
|
||||
priv = shader->priv;
|
||||
|
||||
if (priv->bound)
|
||||
return priv->bound;
|
||||
|
||||
if ((priv->vertex_source && !priv->vertex_is_glsl) ||
|
||||
(priv->fragment_source && !priv->fragment_is_glsl))
|
||||
{
|
||||
/* XXX: maybe this error message should be about only GLSL
|
||||
shaders supportes as of now
|
||||
*/
|
||||
g_set_error (error, CLUTTER_SHADER_ERROR,
|
||||
CLUTTER_SHADER_ERROR_NO_ASM,
|
||||
"ASM shaders not supported");
|
||||
priv->bound = FALSE;
|
||||
return priv->bound;
|
||||
}
|
||||
|
||||
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
|
||||
{
|
||||
g_set_error (error, CLUTTER_SHADER_ERROR,
|
||||
CLUTTER_SHADER_ERROR_NO_GLSL,
|
||||
"GLSL shaders not supported");
|
||||
priv->bound = FALSE;
|
||||
return priv->bound;
|
||||
}
|
||||
|
||||
priv->bound = bind_glsl_shader (shader, error);
|
||||
|
||||
if (priv->bound)
|
||||
g_object_notify (G_OBJECT (shader), "bound");
|
||||
|
||||
return priv->bound;
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_shader_release:
|
||||
* @shader: a #ClutterShader
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
void
|
||||
clutter_shader_release (ClutterShader *shader)
|
||||
{
|
||||
ClutterShaderPrivate *priv;
|
||||
|
||||
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
||||
|
||||
priv = shader->priv;
|
||||
|
||||
if (!priv->bound)
|
||||
return;
|
||||
|
||||
g_assert (priv->program);
|
||||
|
||||
if (priv->vertex_is_glsl && priv->vertex_shader)
|
||||
cogl_shader_destroy (priv->vertex_shader);
|
||||
|
||||
if (priv->fragment_is_glsl && 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;
|
||||
|
||||
g_object_notify (G_OBJECT (shader), "bound");
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_shader_is_bound:
|
||||
* @shader: a #ClutterShader
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Return value: FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
gboolean
|
||||
clutter_shader_is_bound (ClutterShader *shader)
|
||||
{
|
||||
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
|
||||
|
||||
return shader->priv->bound;
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_shader_set_is_enabled:
|
||||
* @shader: a #ClutterShader
|
||||
* @enabled: FIXME
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
void
|
||||
clutter_shader_set_is_enabled (ClutterShader *shader,
|
||||
gboolean enabled)
|
||||
{
|
||||
ClutterShaderPrivate *priv;
|
||||
|
||||
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
||||
|
||||
priv = shader->priv;
|
||||
|
||||
if (priv->is_enabled != enabled)
|
||||
{
|
||||
GError *error = NULL;
|
||||
gboolean res;
|
||||
|
||||
res = clutter_shader_bind (shader, &error);
|
||||
if (!res)
|
||||
{
|
||||
g_warning ("Unable to bind the shader: %s",
|
||||
error ? error->message : "unknown error");
|
||||
if (error)
|
||||
g_error_free (error);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
priv->is_enabled = enabled;
|
||||
|
||||
if (priv->is_enabled)
|
||||
cogl_program_use (priv->program);
|
||||
else
|
||||
cogl_program_use (0);
|
||||
|
||||
g_object_notify (G_OBJECT (shader), "enabled");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_shader_get_is_enabled:
|
||||
* @shader: a #ClutterShader
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Return value: FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
gboolean
|
||||
clutter_shader_get_is_enabled (ClutterShader *shader)
|
||||
{
|
||||
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
|
||||
|
||||
return shader->priv->is_enabled;
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_shader_set_uniform_1f:
|
||||
* @shader: a #ClutterShader
|
||||
* @name: FIXME
|
||||
* @value: FIXME
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
void
|
||||
clutter_shader_set_uniform_1f (ClutterShader *shader,
|
||||
const gchar *name,
|
||||
gfloat value)
|
||||
{
|
||||
ClutterShaderPrivate *priv;
|
||||
GLint location = 0;
|
||||
GLfloat foo = value;
|
||||
|
||||
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
||||
|
||||
priv = shader->priv;
|
||||
|
||||
location = cogl_program_get_uniform_location (priv->program, name);
|
||||
cogl_program_uniform_1f (location, foo);
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_shader_release_all:
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
void
|
||||
clutter_shader_release_all (void)
|
||||
{
|
||||
g_list_foreach (clutter_shaders_list,
|
||||
(GFunc) clutter_shader_release,
|
||||
NULL);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* clutter_shader_get_fragment_source:
|
||||
* @shader: a #ClutterShader
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Return value: the source of the fragment shader for this ClutterShader object
|
||||
* or %NULL. The returned string is owned by the shader object and should never
|
||||
* be modified or freed
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
G_CONST_RETURN gchar *
|
||||
clutter_shader_get_fragment_source (ClutterShader *shader)
|
||||
{
|
||||
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), NULL);
|
||||
return shader->priv->fragment_source;
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_shader_get_vertex_source:
|
||||
* @shader: a #ClutterShader
|
||||
*
|
||||
* FIXME
|
||||
*
|
||||
* Return value: the source of the vertex shader for this ClutterShader object
|
||||
* or %NULL. The returned string is owned by the shader object and should never
|
||||
* be modified or freed
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
G_CONST_RETURN gchar *
|
||||
clutter_shader_get_vertex_source (ClutterShader *shader)
|
||||
{
|
||||
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), NULL);
|
||||
return shader->priv->vertex_source;
|
||||
}
|
||||
|
||||
GQuark
|
||||
clutter_shader_error_quark (void)
|
||||
{
|
||||
return g_quark_from_static_string ("clutter-shader-error");
|
||||
}
|
||||
|
@ -25,10 +25,9 @@
|
||||
*/
|
||||
|
||||
|
||||
#ifndef CLUTTER_SHADER_H
|
||||
#define CLUTTER_SHADER_H
|
||||
#ifndef __CLUTTER_SHADER_H__
|
||||
#define __CLUTTER_SHADER_H__
|
||||
|
||||
#include <glib.h>
|
||||
#include <glib-object.h>
|
||||
|
||||
G_BEGIN_DECLS
|
||||
@ -40,39 +39,61 @@ G_BEGIN_DECLS
|
||||
#define CLUTTER_IS_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS_TYPE ((k), CLUTTER_TYPE_SHADER))
|
||||
#define CLUTTER_SHADER_GET_CLASS(o) (G_TYPE_INSTANCE_GET_CLASS ((o), CLUTTER_TYPE_SHADER, ClutterShaderClass))
|
||||
|
||||
#define CLUTTER_SHADER_ERROR (clutter_shader_error_quark ())
|
||||
|
||||
typedef enum {
|
||||
CLUTTER_SHADER_ERROR_NO_ASM,
|
||||
CLUTTER_SHADER_ERROR_NO_GLSL,
|
||||
CLUTTER_SHADER_ERROR_COMPILE
|
||||
} ClutterShaderError;
|
||||
|
||||
typedef struct _ClutterShader ClutterShader;
|
||||
typedef struct _ClutterShaderPrivate ClutterShaderPrivate;
|
||||
typedef struct _ClutterShaderClass ClutterShaderClass;
|
||||
|
||||
struct _ClutterShader
|
||||
{
|
||||
/*< private >*/
|
||||
GObject parent;
|
||||
ClutterShaderPrivate *priv;
|
||||
};
|
||||
|
||||
struct _ClutterShaderClass
|
||||
{
|
||||
/*< private >*/
|
||||
GObjectClass parent_class;
|
||||
};
|
||||
|
||||
GType clutter_shader_get_type ();
|
||||
GQuark clutter_shader_error_quark (void);
|
||||
GType clutter_shader_get_type (void) G_GNUC_CONST;
|
||||
|
||||
ClutterShader * clutter_shader_new_from_files (const gchar *vertex_file,
|
||||
const gchar *fragment_file);
|
||||
ClutterShader * clutter_shader_new_from_strings (const gchar *vertex_file,
|
||||
const gchar *fragment_file);
|
||||
void clutter_shader_enable (ClutterShader *self);
|
||||
void clutter_shader_disable (ClutterShader *self);
|
||||
ClutterShader * clutter_shader_new (void);
|
||||
|
||||
gboolean clutter_shader_bind (ClutterShader *self);
|
||||
void clutter_shader_release (ClutterShader *self);
|
||||
void clutter_shader_set_uniform_1f (ClutterShader *self,
|
||||
const gchar *name,
|
||||
gfloat value);
|
||||
void clutter_shader_set_is_enabled (ClutterShader *shader,
|
||||
gboolean enabled);
|
||||
gboolean clutter_shader_get_is_enabled (ClutterShader *shader);
|
||||
|
||||
gboolean clutter_shader_bind (ClutterShader *shader,
|
||||
GError **error);
|
||||
void clutter_shader_release (ClutterShader *shader);
|
||||
gboolean clutter_shader_is_bound (ClutterShader *shader);
|
||||
|
||||
void clutter_shader_set_vertex_source (ClutterShader *shader,
|
||||
const gchar *data,
|
||||
gssize length);
|
||||
void clutter_shader_set_fragment_source (ClutterShader *shader,
|
||||
const gchar *data,
|
||||
gssize length);
|
||||
|
||||
G_CONST_RETURN gchar *clutter_shader_get_vertex_source (ClutterShader *shader);
|
||||
G_CONST_RETURN gchar *clutter_shader_get_fragment_source (ClutterShader *shader);
|
||||
|
||||
void clutter_shader_set_uniform_1f (ClutterShader *shader,
|
||||
const gchar *name,
|
||||
gfloat value);
|
||||
/* should be private and internal */
|
||||
void clutter_shader_release_all (void);
|
||||
|
||||
void clutter_shader_release_all (void);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* CLUTTER_SHADER_H */
|
||||
#endif /* __CLUTTER_SHADER_H__ */
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* #define TEST_GROUP 1 */
|
||||
/*#define TEST_GROUP */
|
||||
|
||||
#include <clutter/clutter.h>
|
||||
|
||||
@ -127,7 +127,8 @@ static ShaderSource shaders[]=
|
||||
{NULL, NULL}
|
||||
};
|
||||
|
||||
static gint shader_no=0;
|
||||
static gint shader_no = 0;
|
||||
ClutterShader *shader;
|
||||
|
||||
static gboolean
|
||||
button_release_cb (ClutterActor *actor,
|
||||
@ -135,26 +136,51 @@ button_release_cb (ClutterActor *actor,
|
||||
gpointer data)
|
||||
{
|
||||
gint new_no;
|
||||
|
||||
if (event->button.button == 1)
|
||||
{
|
||||
new_no = shader_no-1;
|
||||
new_no = shader_no - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
new_no = shader_no+1;
|
||||
new_no = shader_no + 1;
|
||||
}
|
||||
|
||||
if (new_no >= 0 && shaders[new_no].name)
|
||||
{
|
||||
ClutterShader *shader;
|
||||
GError *error;
|
||||
shader_no = new_no;
|
||||
|
||||
g_print ("setting shaders[%i] named '%s'\n", shader_no, shaders[shader_no].name);
|
||||
shader = clutter_shader_new_from_strings (NULL, shaders[shader_no].source);
|
||||
clutter_actor_apply_shader (actor, shader);
|
||||
g_print ("setting shaders[%i] named '%s'\n",
|
||||
shader_no,
|
||||
shaders[shader_no].name);
|
||||
|
||||
shader = clutter_shader_new ();
|
||||
|
||||
clutter_actor_set_shader_param (actor, "radius", 3.0);
|
||||
clutter_redraw();
|
||||
error = NULL;
|
||||
g_object_set (G_OBJECT (shader), "fragment-source", shaders[shader_no].source, NULL);
|
||||
|
||||
/* try to bind the shader, provoking an error we catch if there is issues
|
||||
* with the shader sources we've provided. At a later stage it should be possible to
|
||||
* iterate through a set of alternate shader sources (glsl -> asm -> cg?) and the one
|
||||
* that succesfully compiles is used.
|
||||
*/
|
||||
clutter_shader_bind (shader, &error);
|
||||
|
||||
if (error)
|
||||
{
|
||||
g_print ("unable to set shaders[%i] named '%s': %s",
|
||||
shader_no, shaders[shader_no].name,
|
||||
error->message);
|
||||
g_error_free (error);
|
||||
clutter_actor_apply_shader (actor, NULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
clutter_actor_apply_shader (actor, shader);
|
||||
clutter_actor_set_shader_param (actor, "radius", 3.0);
|
||||
}
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
@ -171,21 +197,35 @@ main (gint argc,
|
||||
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
|
||||
GdkPixbuf *pixbuf;
|
||||
GError *error;
|
||||
ClutterShader *shader;
|
||||
|
||||
error = NULL;
|
||||
|
||||
clutter_init (&argc, &argv);
|
||||
g_print ("applying shaders[%i] named '%s'\n", shader_no, shaders[shader_no].name);
|
||||
shader = clutter_shader_new_from_strings (NULL, shaders[shader_no].source);
|
||||
|
||||
stage = clutter_stage_get_default ();
|
||||
clutter_actor_set_size (stage, 512, 384);
|
||||
|
||||
pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL);
|
||||
g_print ("applying shaders[%i] named '%s'\n",
|
||||
shader_no,
|
||||
shaders[shader_no].name);
|
||||
|
||||
shader = clutter_shader_new ();
|
||||
|
||||
error = NULL;
|
||||
clutter_shader_set_fragment_source (shader, shaders[shader_no].source, NULL);
|
||||
clutter_shader_bind (shader, &error);
|
||||
if (error)
|
||||
{
|
||||
g_print ("unable to load shaders[%d] named '%s': %s\n",
|
||||
shader_no,
|
||||
shaders[shader_no].name,
|
||||
error->message);
|
||||
g_error_free (error);
|
||||
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
pixbuf = gdk_pixbuf_new_from_file ("redhand.png", &error);
|
||||
if (!pixbuf)
|
||||
g_error("pixbuf load failed");
|
||||
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
|
||||
|
||||
clutter_stage_set_title (CLUTTER_STAGE (stage), "Shader Test");
|
||||
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
|
||||
@ -200,7 +240,7 @@ main (gint argc,
|
||||
actor = clutter_group_new ();
|
||||
{
|
||||
ClutterActor *child1, *child2, *child3, *child4;
|
||||
ClutterColor color={0xff, 0x22, 0x66, 0x99};
|
||||
ClutterColor color = { 0xff, 0x22, 0x66, 0x99 };
|
||||
|
||||
child1 = clutter_texture_new_from_pixbuf (pixbuf);
|
||||
child2 = clutter_texture_new_from_pixbuf (pixbuf);
|
||||
@ -218,14 +258,16 @@ main (gint argc,
|
||||
clutter_group_add (CLUTTER_GROUP (actor), child2);
|
||||
clutter_group_add (CLUTTER_GROUP (actor), child3);
|
||||
clutter_group_add (CLUTTER_GROUP (actor), child4);
|
||||
|
||||
clutter_actor_show_all (actor);
|
||||
}
|
||||
#endif
|
||||
|
||||
clutter_actor_apply_shader (actor, shader);
|
||||
clutter_actor_set_position (actor, 100, 100);
|
||||
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
|
||||
|
||||
clutter_actor_apply_shader (actor, shader);
|
||||
|
||||
clutter_actor_set_shader_param (actor, "brightness", 0.4);
|
||||
clutter_actor_set_shader_param (actor, "contrast", -1.9);
|
||||
@ -242,5 +284,5 @@ main (gint argc,
|
||||
|
||||
clutter_main ();
|
||||
|
||||
return 0;
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user