actor: Move ClutterShader-related code out of clutter-actor.c

Since the code dealing with ClutterShader is pretty self-contained, now,
we can safely move it outside of the main ClutterActor source file and
into its own. This will allow us to just drop a bunch of files when
branching for 2.0.
This commit is contained in:
Emmanuele Bassi 2011-12-18 22:52:49 +00:00 committed by Emmanuele Bassi
parent 2ed9e0d557
commit 8ee6d10681
4 changed files with 326 additions and 317 deletions

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@ -252,6 +252,7 @@ deprecated_h = \
# deprecated source code # deprecated source code
deprecated_c = \ deprecated_c = \
$(srcdir)/deprecated/clutter-actor-deprecated.c \
$(srcdir)/deprecated/clutter-behaviour.c \ $(srcdir)/deprecated/clutter-behaviour.c \
$(srcdir)/deprecated/clutter-behaviour-depth.c \ $(srcdir)/deprecated/clutter-behaviour-depth.c \
$(srcdir)/deprecated/clutter-behaviour-ellipse.c \ $(srcdir)/deprecated/clutter-behaviour-ellipse.c \

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@ -267,6 +267,10 @@ void _clutter_actor_pop_clone_paint (void);
guint32 _clutter_actor_get_pick_id (ClutterActor *self); guint32 _clutter_actor_get_pick_id (ClutterActor *self);
void _clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat);
void _clutter_actor_shader_post_paint (ClutterActor *actor);
G_END_DECLS G_END_DECLS
#endif /* __CLUTTER_ACTOR_PRIVATE_H__ */ #endif /* __CLUTTER_ACTOR_PRIVATE_H__ */

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@ -318,12 +318,8 @@
#include "clutter-stage-private.h" #include "clutter-stage-private.h"
#include "clutter-units.h" #include "clutter-units.h"
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
#include "deprecated/clutter-behaviour.h" #include "deprecated/clutter-behaviour.h"
#include "deprecated/clutter-container.h" #include "deprecated/clutter-container.h"
#include "deprecated/clutter-shader.h"
typedef struct _ShaderData ShaderData;
#define CLUTTER_ACTOR_GET_PRIVATE(obj) \ #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate)) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
@ -632,10 +628,6 @@ static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
static void clutter_animatable_iface_init (ClutterAnimatableIface *iface); static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
static void atk_implementor_iface_init (AtkImplementorIface *iface); static void atk_implementor_iface_init (AtkImplementorIface *iface);
static void clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat);
static void clutter_actor_shader_post_paint (ClutterActor *actor);
/* These setters are all static for now, maybe they should be in the /* These setters are all static for now, maybe they should be in the
* public API, but they are perhaps obscure enough to leave only as * public API, but they are perhaps obscure enough to leave only as
* properties * properties
@ -3245,9 +3237,10 @@ clutter_actor_paint (ClutterActor *self)
if (pick_mode == CLUTTER_PICK_NONE && if (pick_mode == CLUTTER_PICK_NONE &&
actor_has_shader_data (self)) actor_has_shader_data (self))
{ {
clutter_actor_shader_pre_paint (self, FALSE); _clutter_actor_shader_pre_paint (self, FALSE);
shader_applied = TRUE; shader_applied = TRUE;
} }
priv->next_effect_to_paint = NULL; priv->next_effect_to_paint = NULL;
} }
else else
@ -3257,7 +3250,7 @@ clutter_actor_paint (ClutterActor *self)
clutter_actor_continue_paint (self); clutter_actor_continue_paint (self);
if (shader_applied) if (shader_applied)
clutter_actor_shader_post_paint (self); _clutter_actor_shader_post_paint (self);
if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES && if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
pick_mode == CLUTTER_PICK_NONE)) pick_mode == CLUTTER_PICK_NONE))
@ -12328,313 +12321,6 @@ G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
clutter_vertex_free, clutter_vertex_free,
CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress)); CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
struct _ShaderData
{
ClutterShader *shader;
/* back pointer to the actor */
ClutterActor *actor;
/* list of values that should be set on the shader
* before each paint cycle
*/
GHashTable *value_hash;
};
static void
shader_value_free (gpointer data)
{
GValue *var = data;
g_value_unset (var);
g_slice_free (GValue, var);
}
static void
destroy_shader_data (gpointer data)
{
ShaderData *shader_data = data;
if (shader_data == NULL)
return;
if (shader_data->shader != NULL)
{
g_object_unref (shader_data->shader);
shader_data->shader = NULL;
}
if (shader_data->value_hash != NULL)
{
g_hash_table_destroy (shader_data->value_hash);
shader_data->value_hash = NULL;
}
g_slice_free (ShaderData, shader_data);
}
/**
* clutter_actor_get_shader:
* @self: a #ClutterActor
*
* Queries the currently set #ClutterShader on @self.
*
* Return value: (transfer none): The currently set #ClutterShader
* or %NULL if no shader is set.
*
* Since: 0.6
*
* Deprecated: 1.8: Use clutter_actor_get_effect() instead.
*/
ClutterShader *
clutter_actor_get_shader (ClutterActor *self)
{
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data);
if (shader_data != NULL)
return shader_data->shader;
return NULL;
}
/**
* clutter_actor_set_shader:
* @self: a #ClutterActor
* @shader: (allow-none): a #ClutterShader or %NULL to unset the shader.
*
* Sets the #ClutterShader to be used when rendering @self.
*
* If @shader is %NULL this function will unset any currently set shader
* for the actor.
*
* <note>Any #ClutterEffect applied to @self will take the precedence
* over the #ClutterShader set using this function.</note>
*
* Return value: %TRUE if the shader was successfully applied
* or removed
*
* Since: 0.6
*
* Deprecated: 1.8: Use #ClutterShaderEffect and
* clutter_actor_add_effect() instead.
*/
gboolean
clutter_actor_set_shader (ClutterActor *self,
ClutterShader *shader)
{
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
if (shader != NULL)
g_object_ref (shader);
else
{
/* if shader passed in is NULL we destroy the shader */
g_object_set_qdata (G_OBJECT (self), quark_shader_data, NULL);
return TRUE;
}
shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data);
if (shader_data == NULL)
{
shader_data = g_slice_new (ShaderData);
shader_data->actor = self;
shader_data->shader = NULL;
shader_data->value_hash =
g_hash_table_new_full (g_str_hash, g_str_equal,
g_free,
shader_value_free);
g_object_set_qdata_full (G_OBJECT (self), quark_shader_data,
shader_data,
destroy_shader_data);
}
if (shader_data->shader != NULL)
g_object_unref (shader_data->shader);
shader_data->shader = shader;
clutter_actor_queue_redraw (self);
return TRUE;
}
static void
set_each_param (gpointer key,
gpointer value,
gpointer user_data)
{
ClutterShader *shader = user_data;
const gchar *uniform = key;
GValue *var = value;
clutter_shader_set_uniform (shader, uniform, var);
}
static void
clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat)
{
ShaderData *shader_data;
ClutterShader *shader;
shader_data = g_object_get_qdata (G_OBJECT (actor), quark_shader_data);
if (shader_data == NULL)
return;
shader = shader_data->shader;
if (shader != NULL)
{
clutter_shader_set_is_enabled (shader, TRUE);
g_hash_table_foreach (shader_data->value_hash, set_each_param, shader);
if (!repeat)
_clutter_context_push_shader_stack (actor);
}
}
static void
clutter_actor_shader_post_paint (ClutterActor *actor)
{
ShaderData *shader_data;
ClutterShader *shader;
shader_data = g_object_get_qdata (G_OBJECT (actor), quark_shader_data);
if (shader_data == NULL)
return;
shader = shader_data->shader;
if (shader != NULL)
{
ClutterActor *head;
clutter_shader_set_is_enabled (shader, FALSE);
/* remove the actor from the shaders stack; if there is another
* actor inside it, then call pre-paint again to set its shader
* but this time with the second argument being TRUE, indicating
* that we are re-applying an existing shader and thus should it
* not be prepended to the stack
*/
head = _clutter_context_pop_shader_stack (actor);
if (head != NULL)
clutter_actor_shader_pre_paint (head, TRUE);
}
}
static inline void
clutter_actor_set_shader_param_internal (ClutterActor *self,
const gchar *param,
const GValue *value)
{
ShaderData *shader_data;
GValue *var;
shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data);
if (shader_data == NULL)
return;
var = g_slice_new0 (GValue);
g_value_init (var, G_VALUE_TYPE (value));
g_value_copy (value, var);
g_hash_table_insert (shader_data->value_hash, g_strdup (param), var);
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_shader_param:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named parameter of the shader applied
* to @actor.
*
* Since: 1.0
*
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform_value() instead
*/
void
clutter_actor_set_shader_param (ClutterActor *self,
const gchar *param,
const GValue *value)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (param != NULL);
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_INT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value) ||
G_VALUE_HOLDS_FLOAT (value) ||
G_VALUE_HOLDS_INT (value));
clutter_actor_set_shader_param_internal (self, param, value);
}
/**
* clutter_actor_set_shader_param_float:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named float parameter of the shader applied
* to @actor.
*
* Since: 0.8
*
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform() instead
*/
void
clutter_actor_set_shader_param_float (ClutterActor *self,
const gchar *param,
gfloat value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_FLOAT);
g_value_set_float (&var, value);
clutter_actor_set_shader_param_internal (self, param, &var);
g_value_unset (&var);
}
/**
* clutter_actor_set_shader_param_int:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named int parameter of the shader applied to
* @actor.
*
* Since: 0.8
*
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform() instead
*/
void
clutter_actor_set_shader_param_int (ClutterActor *self,
const gchar *param,
gint value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_INT);
g_value_set_int (&var, value);
clutter_actor_set_shader_param_internal (self, param, &var);
g_value_unset (&var);
}
/** /**
* clutter_actor_is_rotated: * clutter_actor_is_rotated:
* @self: a #ClutterActor * @self: a #ClutterActor

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@ -0,0 +1,318 @@
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib-object.h>
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
#include "clutter-actor-private.h"
#include "clutter-private.h"
#include "clutter-shader.h"
typedef struct _ShaderData ShaderData;
struct _ShaderData
{
ClutterShader *shader;
/* back pointer to the actor */
ClutterActor *actor;
/* list of values that should be set on the shader
* before each paint cycle
*/
GHashTable *value_hash;
};
static void
shader_value_free (gpointer data)
{
GValue *var = data;
g_value_unset (var);
g_slice_free (GValue, var);
}
static void
destroy_shader_data (gpointer data)
{
ShaderData *shader_data = data;
if (shader_data == NULL)
return;
if (shader_data->shader != NULL)
{
g_object_unref (shader_data->shader);
shader_data->shader = NULL;
}
if (shader_data->value_hash != NULL)
{
g_hash_table_destroy (shader_data->value_hash);
shader_data->value_hash = NULL;
}
g_slice_free (ShaderData, shader_data);
}
/**
* clutter_actor_get_shader:
* @self: a #ClutterActor
*
* Queries the currently set #ClutterShader on @self.
*
* Return value: (transfer none): The currently set #ClutterShader
* or %NULL if no shader is set.
*
* Since: 0.6
*
* Deprecated: 1.8: Use clutter_actor_get_effect() instead.
*/
ClutterShader *
clutter_actor_get_shader (ClutterActor *self)
{
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
shader_data = g_object_get_data (G_OBJECT (self), "-clutter-actor-shader-data");
if (shader_data != NULL)
return shader_data->shader;
return NULL;
}
/**
* clutter_actor_set_shader:
* @self: a #ClutterActor
* @shader: (allow-none): a #ClutterShader or %NULL to unset the shader.
*
* Sets the #ClutterShader to be used when rendering @self.
*
* If @shader is %NULL this function will unset any currently set shader
* for the actor.
*
* <note>Any #ClutterEffect applied to @self will take the precedence
* over the #ClutterShader set using this function.</note>
*
* Return value: %TRUE if the shader was successfully applied
* or removed
*
* Since: 0.6
*
* Deprecated: 1.8: Use #ClutterShaderEffect and
* clutter_actor_add_effect() instead.
*/
gboolean
clutter_actor_set_shader (ClutterActor *self,
ClutterShader *shader)
{
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
if (shader != NULL)
g_object_ref (shader);
else
{
/* if shader passed in is NULL we destroy the shader */
g_object_set_data (G_OBJECT (self), "-clutter-actor-shader-data", NULL);
return TRUE;
}
shader_data = g_object_get_data (G_OBJECT (self), "-clutter-actor-shader-data");
if (shader_data == NULL)
{
shader_data = g_slice_new (ShaderData);
shader_data->actor = self;
shader_data->shader = NULL;
shader_data->value_hash =
g_hash_table_new_full (g_str_hash, g_str_equal,
g_free,
shader_value_free);
g_object_set_data_full (G_OBJECT (self), "-clutter-actor-shader-data",
shader_data,
destroy_shader_data);
}
if (shader_data->shader != NULL)
g_object_unref (shader_data->shader);
shader_data->shader = shader;
clutter_actor_queue_redraw (self);
return TRUE;
}
static void
set_each_param (gpointer key,
gpointer value,
gpointer user_data)
{
ClutterShader *shader = user_data;
const gchar *uniform = key;
GValue *var = value;
clutter_shader_set_uniform (shader, uniform, var);
}
void
_clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat)
{
ShaderData *shader_data;
ClutterShader *shader;
shader_data = g_object_get_data (G_OBJECT (actor), "-clutter-actor-shader-data");
if (shader_data == NULL)
return;
shader = shader_data->shader;
if (shader != NULL)
{
clutter_shader_set_is_enabled (shader, TRUE);
g_hash_table_foreach (shader_data->value_hash, set_each_param, shader);
if (!repeat)
_clutter_context_push_shader_stack (actor);
}
}
void
_clutter_actor_shader_post_paint (ClutterActor *actor)
{
ShaderData *shader_data;
ClutterShader *shader;
shader_data = g_object_get_data (G_OBJECT (actor), "-clutter-actor-shader-data");
if (G_LIKELY (shader_data == NULL))
return;
shader = shader_data->shader;
if (shader != NULL)
{
ClutterActor *head;
clutter_shader_set_is_enabled (shader, FALSE);
/* remove the actor from the shaders stack; if there is another
* actor inside it, then call pre-paint again to set its shader
* but this time with the second argument being TRUE, indicating
* that we are re-applying an existing shader and thus should it
* not be prepended to the stack
*/
head = _clutter_context_pop_shader_stack (actor);
if (head != NULL)
_clutter_actor_shader_pre_paint (head, TRUE);
}
}
static inline void
clutter_actor_set_shader_param_internal (ClutterActor *self,
const gchar *param,
const GValue *value)
{
ShaderData *shader_data;
GValue *var;
shader_data = g_object_get_data (G_OBJECT (self), "-clutter-actor-shader-data");
if (shader_data == NULL)
return;
var = g_slice_new0 (GValue);
g_value_init (var, G_VALUE_TYPE (value));
g_value_copy (value, var);
g_hash_table_insert (shader_data->value_hash, g_strdup (param), var);
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_shader_param:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named parameter of the shader applied
* to @actor.
*
* Since: 1.0
*
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform_value() instead
*/
void
clutter_actor_set_shader_param (ClutterActor *self,
const gchar *param,
const GValue *value)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (param != NULL);
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_INT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value) ||
G_VALUE_HOLDS_FLOAT (value) ||
G_VALUE_HOLDS_INT (value));
clutter_actor_set_shader_param_internal (self, param, value);
}
/**
* clutter_actor_set_shader_param_float:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named float parameter of the shader applied
* to @actor.
*
* Since: 0.8
*
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform() instead
*/
void
clutter_actor_set_shader_param_float (ClutterActor *self,
const gchar *param,
gfloat value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_FLOAT);
g_value_set_float (&var, value);
clutter_actor_set_shader_param_internal (self, param, &var);
g_value_unset (&var);
}
/**
* clutter_actor_set_shader_param_int:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named int parameter of the shader applied to
* @actor.
*
* Since: 0.8
*
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform() instead
*/
void
clutter_actor_set_shader_param_int (ClutterActor *self,
const gchar *param,
gint value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_INT);
g_value_set_int (&var, value);
clutter_actor_set_shader_param_internal (self, param, &var);
g_value_unset (&var);
}