/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see .
*
* Author:
* Emmanuele Bassi
*/
/**
* SECTION:clutter-shader-effect
* @short_description: Base class for fragment shader effects
* @See_Also: #ClutterEffect, #ClutterOffscreenEffect
*
* #ClutterShaderEffect is an abstract class that implements all the
* plumbing for creating #ClutterEffects using GLSL fragment
* shaders.
*
* #ClutterShaderEffect creates an offscreen buffer and then applies the GLSL
* fragment shader (after checking whether the compilation and linking were
* successfull) to the buffer before painting it on screen.
*
*
* Implementing a ClutterShaderEffect
* Creating a sub-class of #ClutterShaderEffect requires the
* overriding of the set_actor() virtual function
* from the #ClutterActorMeta class, and the pre_paint()
* virtual functions from the #ClutterEffect class.
* The set_actor() must chain up to the
* #ClutterShaderEffect implementation; if the effect has not been disabled
* by the super class implementation, then the sub-class should get the
* #CoglHandle for the fragment shader using
* clutter_shader_effect_get_shader() and call cogl_shader_source() to set
* the source of the program.
*
* Preparing a ClutterShaderEffect
* The example below shows the typical implementation of the
* set_actor() phase of a #ClutterShaderEffect
* sub-class.
*
* static void
* my_effect_set_actor (ClutterActorMeta *meta,
* ClutterActor *actor)
* {
* MyEffect *self = MY_EFFECT (meta);
* ClutterActorMetaClass *parent_class;
* CoglHandle handle;
*
* /* chain up to the parent's implementation */
* parent_class = CLUTTER_EFFECT_CLASS (my_effect_parent_class);
* parent_class->set_actor (meta, actor));
*
* /* if the parent class disabled the effect then we return *
* if (!clutter_actor_meta_get_enabled (meta))
* return;
*
* /* we should have a handle to the shader at this point */
* handle = clutter_shader_effect_get_shader (CLUTTER_SHADER_EFFECT (self));
* if (handle == COGL_INVALID_HANDLE)
* return;
*
* /* set the source of the shader */
* cogl_shader_source (handle, my_effect_glsl_source);
* }
*
*
* The pre_paint() is optional and it depends on
* whether the fragment shader has uniforms to set. The sub-class should call
* clutter_shader_effect_set_uniform_value() or
* clutter_shader_effect_set_uniform() and then chain up to the
* #ClutterShaderEffect implementation.
*
* Setting uniforms on a ClutterShaderEffect
* The example below shows a typical implementation of the
* pre_paint() phase of a #ClutterShaderEffect
* sub-class.
*
* static gboolean
* my_effect_pre_paint (ClutterEffect *effect)
* {
* MyEffect *self = MY_EFFECT (effect);
* ClutterShaderEffect *shader = CLUTTER_SHADER_EFFECT (effect);
* ClutterEffectClass *parent_class;
* gfloat component_r, component_g, component_b;
*
* /* chain up to the parent's implementation */
* parent_class = CLUTTER_EFFECT_CLASS (my_effect_parent_class);
* if (!parent_class->pre_paint (effect))
* return FALSE;
*
* /* the "tex" uniform is declared in the shader as:
* *
* * uniform int tex;
* *
* * and it is passed a constant value of 0
* */
* clutter_shader_effect_set_uniform (shader, "tex", G_TYPE_INT, 1, 0);
*
* /* the "component" uniform is declared in the shader as:
* *
* * uniform vec3 component;
* *
* * and it's defined to contain the normalized components
* * of a #ClutterColor
* */
* component_r = self->color.red / 255.0f;
* component_g = self->color.green / 255.0f;
* component_b = self->color.blue / 255.0f;
* clutter_shader_effect_set_uniform (shader, "component",
* G_TYPE_FLOAT, 3,
* component_r,
* component_g,
* component_b);
*
* return TRUE;
* }
*
*
*
*
* #ClutterShaderEffect is available since Clutter 1.4
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-shader-effect.h"
#include "cogl/cogl.h"
#include "clutter-debug.h"
#include "clutter-feature.h"
#include "clutter-private.h"
#include "clutter-shader-types.h"
typedef struct _ShaderUniform
{
gchar *name;
GType type;
GValue value;
GLint location;
} ShaderUniform;
struct _ClutterShaderEffectPrivate
{
ClutterActor *actor;
CoglHandle program;
CoglHandle shader;
GHashTable *uniforms;
guint is_compiled : 1;
};
G_DEFINE_ABSTRACT_TYPE (ClutterShaderEffect,
clutter_shader_effect,
CLUTTER_TYPE_OFFSCREEN_EFFECT);
static inline void
clutter_shader_effect_clear (ClutterShaderEffect *effect,
gboolean reset_uniforms)
{
ClutterShaderEffectPrivate *priv = effect->priv;
if (priv->shader != COGL_INVALID_HANDLE)
{
cogl_handle_unref (priv->shader);
priv->shader = COGL_INVALID_HANDLE;
}
if (priv->program != COGL_INVALID_HANDLE)
{
cogl_handle_unref (priv->program);
priv->program = COGL_INVALID_HANDLE;
}
if (reset_uniforms && priv->uniforms != NULL)
{
g_hash_table_destroy (priv->uniforms);
priv->uniforms = NULL;
}
priv->actor = NULL;
priv->is_compiled = FALSE;
}
static void
clutter_shader_effect_reset_uniforms (ClutterShaderEffect *effect)
{
ClutterShaderEffectPrivate *priv = effect->priv;
GHashTableIter iter;
gpointer key, value;
if (priv->uniforms == NULL)
return;
key = value = NULL;
g_hash_table_iter_init (&iter, priv->uniforms);
while (g_hash_table_iter_next (&iter, &key, &value))
{
ShaderUniform *uniform = value;
uniform->location = -1;
}
}
static void
clutter_shader_effect_update_uniforms (ClutterShaderEffect *effect)
{
ClutterShaderEffectPrivate *priv = effect->priv;
GHashTableIter iter;
gpointer key, value;
gsize size;
if (priv->uniforms == NULL)
return;
key = value = NULL;
g_hash_table_iter_init (&iter, priv->uniforms);
while (g_hash_table_iter_next (&iter, &key, &value))
{
ShaderUniform *uniform = value;
if (uniform->location == -1)
uniform->location = cogl_program_get_uniform_location (priv->program,
uniform->name);
if (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (&uniform->value))
{
const GLfloat *floats;
floats = clutter_value_get_shader_float (&uniform->value, &size);
cogl_program_uniform_float (uniform->location, size, 1, floats);
}
else if (CLUTTER_VALUE_HOLDS_SHADER_INT (&uniform->value))
{
const GLint *ints;
ints = clutter_value_get_shader_int (&uniform->value, &size);
cogl_program_uniform_int (uniform->location, size, 1, ints);
}
else if (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (&uniform->value))
{
const GLfloat *matrix;
matrix = clutter_value_get_shader_matrix (&uniform->value, &size);
cogl_program_uniform_matrix (uniform->location, size, 1, FALSE, matrix);
}
else if (G_VALUE_HOLDS_FLOAT (&uniform->value))
{
const GLfloat float_val = g_value_get_float (&uniform->value);
cogl_program_uniform_float (uniform->location, 1, 1, &float_val);
}
else if (G_VALUE_HOLDS_INT (&uniform->value))
{
const GLint int_val = g_value_get_int (&uniform->value);
cogl_program_uniform_int (uniform->location, 1, 1, &int_val);
}
else
g_warning ("Invalid uniform of type '%s' for name '%s'",
g_type_name (G_VALUE_TYPE (&uniform->value)),
uniform->name);
}
}
static void
clutter_shader_effect_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
{
ClutterShaderEffect *self = CLUTTER_SHADER_EFFECT (meta);
ClutterShaderEffectPrivate *priv = self->priv;
ClutterActorMetaClass *parent;
ClutterActorBox allocation;
gfloat width, height;
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
{
/* if we don't have support for GLSL shaders then we
* forcibly disable the ActorMeta
*/
g_warning ("Unable to use the ShaderEffect: the graphics hardware "
"or the current GL driver does not implement support "
"for the GLSL shading language.");
clutter_actor_meta_set_enabled (meta, FALSE);
return;
}
clutter_shader_effect_clear (self, FALSE);
clutter_shader_effect_reset_uniforms (self);
parent = CLUTTER_ACTOR_META_CLASS (clutter_shader_effect_parent_class);
parent->set_actor (meta, actor);
/* we keep a back pointer here */
priv->actor = clutter_actor_meta_get_actor (meta);
if (priv->actor == NULL)
return;
CLUTTER_NOTE (SHADER, "Preparing shader effect of type '%s'",
G_OBJECT_TYPE_NAME (meta));
clutter_actor_get_allocation_box (priv->actor, &allocation);
clutter_actor_box_get_size (&allocation, &width, &height);
priv->program = cogl_create_program ();
priv->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
g_assert (priv->shader != COGL_INVALID_HANDLE);
}
static void
clutter_shader_effect_paint_target (ClutterOffscreenEffect *effect)
{
ClutterShaderEffectPrivate *priv = CLUTTER_SHADER_EFFECT (effect)->priv;
ClutterOffscreenEffectClass *parent;
/* we haven't been prepared or we don't have support for
* GLSL shaders in Clutter
*/
if (priv->program == COGL_INVALID_HANDLE ||
priv->shader == COGL_INVALID_HANDLE)
return;
if (!priv->is_compiled)
{
CLUTTER_NOTE (SHADER, "Compiling shader effect");
cogl_shader_compile (priv->shader);
if (!cogl_shader_is_compiled (priv->shader))
{
gchar *log_buf = cogl_shader_get_info_log (priv->shader);
g_warning ("Unable to compile the GLSL shader: %s", log_buf);
g_free (log_buf);
cogl_handle_unref (priv->shader);
priv->shader = COGL_INVALID_HANDLE;
cogl_handle_unref (priv->program);
priv->shader = COGL_INVALID_HANDLE;
return;
}
cogl_program_attach_shader (priv->program, priv->shader);
cogl_program_link (priv->program);
priv->is_compiled = TRUE;
}
CLUTTER_NOTE (SHADER, "Applying the shader effect of type '%s'",
G_OBJECT_TYPE_NAME (effect));
/* set the shader */
cogl_program_use (priv->program);
clutter_shader_effect_update_uniforms (CLUTTER_SHADER_EFFECT (effect));
/* paint the offscreen buffer */
parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_shader_effect_parent_class);
parent->paint_target (effect);
/* unset the shader */
cogl_program_use (COGL_INVALID_HANDLE);
}
static void
clutter_shader_effect_finalize (GObject *gobject)
{
ClutterShaderEffect *effect = CLUTTER_SHADER_EFFECT (gobject);
clutter_shader_effect_clear (effect, TRUE);
G_OBJECT_CLASS (clutter_shader_effect_parent_class)->finalize (gobject);
}
static void
clutter_shader_effect_class_init (ClutterShaderEffectClass *klass)
{
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterOffscreenEffectClass *offscreen_class;
g_type_class_add_private (klass, sizeof (ClutterShaderEffectPrivate));
offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
gobject_class->finalize = clutter_shader_effect_finalize;
meta_class->set_actor = clutter_shader_effect_set_actor;
offscreen_class->paint_target = clutter_shader_effect_paint_target;
}
static void
clutter_shader_effect_init (ClutterShaderEffect *effect)
{
effect->priv = G_TYPE_INSTANCE_GET_PRIVATE (effect,
CLUTTER_TYPE_SHADER_EFFECT,
ClutterShaderEffectPrivate);
}
/**
* clutter_shader_effect_get_shader:
* @effect: a #ClutterShaderEffect
*
* Retrieves a pointer to the shader's handle
*
* Return value: (transfer none): a pointer to the shader's handle,
* or %COGL_INVALID_HANDLE
*
* Since: 1.4
*/
CoglHandle
clutter_shader_effect_get_shader (ClutterShaderEffect *effect)
{
g_return_val_if_fail (CLUTTER_IS_SHADER_EFFECT (effect),
COGL_INVALID_HANDLE);
return effect->priv->shader;
}
/**
* clutter_shader_effect_get_program:
* @effect: a #ClutterShaderEffect
*
* Retrieves a pointer to the program's handle
*
* Return value: (transfer none): a pointer to the program's handle,
* or %COGL_INVALID_HANDLE
*
* Since: 1.4
*/
CoglHandle
clutter_shader_effect_get_program (ClutterShaderEffect *effect)
{
g_return_val_if_fail (CLUTTER_IS_SHADER_EFFECT (effect),
COGL_INVALID_HANDLE);
return effect->priv->program;
}
static void
shader_uniform_free (gpointer data)
{
if (data != NULL)
{
ShaderUniform *uniform = data;
g_value_unset (&uniform->value);
g_free (uniform->name);
g_slice_free (ShaderUniform, uniform);
}
}
static ShaderUniform *
shader_uniform_new (const gchar *name,
const GValue *value)
{
ShaderUniform *retval;
retval = g_slice_new (ShaderUniform);
retval->name = g_strdup (name);
retval->type = G_VALUE_TYPE (value);
retval->location = -1;
g_value_init (&retval->value, retval->type);
g_value_copy (value, &retval->value);
return retval;
}
static void
shader_uniform_update (ShaderUniform *uniform,
const GValue *value)
{
g_value_unset (&uniform->value);
g_value_init (&uniform->value, G_VALUE_TYPE (value));
g_value_copy (value, &uniform->value);
}
static inline void
clutter_shader_effect_add_uniform (ClutterShaderEffect *effect,
const gchar *name,
const GValue *value)
{
ClutterShaderEffectPrivate *priv = effect->priv;
ShaderUniform *uniform;
if (priv->uniforms == NULL)
{
priv->uniforms = g_hash_table_new_full (g_str_hash, g_str_equal,
NULL,
shader_uniform_free);
}
uniform = g_hash_table_lookup (priv->uniforms, name);
if (uniform == NULL)
{
uniform = shader_uniform_new (name, value);
g_hash_table_insert (priv->uniforms, uniform->name, uniform);
}
else
shader_uniform_update (uniform, value);
if (priv->is_compiled)
{
uniform->location =
cogl_program_get_uniform_location (priv->program, uniform->name);
}
}
/**
* clutter_shader_effect_set_uniform_value:
* @effect: a #ClutterShaderEffect
* @name: the name of the uniform to set
* @value: a #GValue with the value of the uniform to set
*
* Sets @value as the payload for the uniform @name inside the shader
* effect
*
* The #GType of the @value must be one of: %G_TYPE_INT, for a single
* integer value; %G_TYPE_FLOAT, for a single floating point value;
* %CLUTTER_TYPE_SHADER_INT, for an array of integer values;
* %CLUTTER_TYPE_SHADER_FLOAT, for an array of floating point values;
* and %CLUTTER_TYPE_SHADER_MATRIX, for a matrix of floating point
* values
*
* Since: 1.4
*/
void
clutter_shader_effect_set_uniform_value (ClutterShaderEffect *effect,
const gchar *name,
const GValue *value)
{
ClutterShaderEffectPrivate *priv;
g_return_if_fail (CLUTTER_IS_SHADER_EFFECT (effect));
g_return_if_fail (name != NULL);
g_return_if_fail (value != NULL);
priv = effect->priv;
clutter_shader_effect_add_uniform (effect, name, value);
}
static void
clutter_shader_effect_set_uniform_valist (ClutterShaderEffect *effect,
const gchar *name,
GType value_type,
gsize n_values,
va_list *args)
{
GValue value = { 0, };
if (value_type == CLUTTER_TYPE_SHADER_INT)
{
gint *int_values = va_arg (*args, gint*);
g_value_init (&value, CLUTTER_TYPE_SHADER_INT);
clutter_value_set_shader_int (&value, n_values, int_values);
goto add_uniform;
}
if (value_type == CLUTTER_TYPE_SHADER_FLOAT)
{
gfloat *float_values = va_arg (*args, gfloat*);
g_value_init (&value, CLUTTER_TYPE_SHADER_FLOAT);
clutter_value_set_shader_float (&value, n_values, float_values);
goto add_uniform;
}
if (value_type == CLUTTER_TYPE_SHADER_MATRIX)
{
gfloat *float_values = va_arg (*args, gfloat*);
g_value_init (&value, CLUTTER_TYPE_SHADER_MATRIX);
clutter_value_set_shader_matrix (&value, n_values, float_values);
goto add_uniform;
}
if (value_type == G_TYPE_INT)
{
/* if we only have one value we can go through the fast path
* of using G_TYPE_INT, otherwise we create a vector of integers
* from the passed values
*/
if (n_values == 1)
{
gint int_val = va_arg (*args, gint);
g_value_init (&value, G_TYPE_INT);
g_value_set_int (&value, int_val);
}
else
{
gint *int_values = g_new (gint, n_values);
gint i;
for (i = 0; i < n_values; i++)
int_values[i] = va_arg (*args, gint);
g_value_init (&value, CLUTTER_TYPE_SHADER_INT);
clutter_value_set_shader_int (&value, n_values, int_values);
g_free (int_values);
}
goto add_uniform;
}
if (value_type == G_TYPE_FLOAT)
{
/* if we only have one value we can go through the fast path
* of using G_TYPE_FLOAT, otherwise we create a vector of floats
* from the passed values
*/
if (n_values == 1)
{
gfloat float_val = (gfloat) va_arg (*args, gdouble);
g_value_init (&value, G_TYPE_FLOAT);
g_value_set_float (&value, float_val);
}
else
{
gfloat *float_values = g_new (gfloat, n_values);
gint i;
for (i = 0; i < n_values; i++)
float_values[i] = (gfloat) va_arg (*args, double);
g_value_init (&value, CLUTTER_TYPE_SHADER_FLOAT);
clutter_value_set_shader_float (&value, n_values, float_values);
g_free (float_values);
}
goto add_uniform;
}
g_warning ("Unrecognized type '%s' (values: %d) for uniform name '%s'",
g_type_name (value_type),
(int) n_values,
name);
return;
add_uniform:
clutter_shader_effect_add_uniform (effect, name, &value);
g_value_unset (&value);
}
/**
* clutter_shader_effect_set_uniform:
* @effect: a #ClutterShaderEffect
* @name: the name of the uniform to set
* @gtype: the type of the uniform to set
* @n_value: the number of values
* @VarArgs: a list of values
*
* Sets a list of values as the payload for the uniform @name inside
* the shader effect
*
* The @gtype must be one of: %G_TYPE_INT, for 1 or more integer values;
* %G_TYPE_FLOAT, for 1 or more floating point values;
* %CLUTTER_TYPE_SHADER_INT, for a pointer to an array of integer values;
* %CLUTTER_TYPE_SHADER_FLOAT, for a pointer to an array of floating point
* values; and %CLUTTER_TYPE_SHADER_MATRIX, for a pointer to an array of
* floating point values mapping a matrix
*
* The number of values interepreted is defined by the @n_value
* argument, and by the @gtype argument. For instance, a uniform named
* "sampler0" and containing a single integer value is set using:
*
* |[
* clutter_shader_effect_set_uniform (effect, "sampler0",
* G_TYPE_INT, 1,
* 0);
* ]|
*
* While a uniform named "components" and containing a 3-elements vector
* of floating point values (a "vec3") can be set using:
*
* |[
* gfloat component_r, component_g, component_b;
*
* clutter_shader_effect_set_uniform (effect, "components",
* G_TYPE_FLOAT, 3,
* component_r,
* component_g,
* component_b);
* ]|
*
* or can be set using:
*
* |[
* gfloat component_vec[3];
*
* clutter_shader_effect_set_uniform (effect, "components",
* CLUTTER_TYPE_SHADER_FLOAT, 3,
* component_vec);
* ]|
*
* Finally, a uniform named "map" and containing a matrix can be set using:
*
* |[
* clutter_shader_effect_set_uniform (effect, "map",
* CLUTTER_TYPE_SHADER_MATRIX, 1,
* cogl_matrix_get_array (&matrix));
* ]|
*
* Since: 1.4
*/
void
clutter_shader_effect_set_uniform (ClutterShaderEffect *effect,
const gchar *name,
GType gtype,
gsize n_values,
...)
{
va_list args;
g_return_if_fail (CLUTTER_IS_SHADER_EFFECT (effect));
g_return_if_fail (name != NULL);
g_return_if_fail (gtype != G_TYPE_INVALID);
g_return_if_fail (n_values > 0);
va_start (args, n_values);
clutter_shader_effect_set_uniform_valist (effect, name,
gtype,
n_values,
&args);
va_end (args);
}