mirror of
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0c576c0c33
Finish off the second half of 09a830d294
.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2596
911 lines
24 KiB
C
911 lines
24 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By: Matthew Allum <mallum@openedhand.com>
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* Øyvind Kolås <pippin@o-hand.com>
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*
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* Copyright (C) 2007, 2008 OpenedHand
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* Copyright (C) 2009 Intel Corp
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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/**
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* SECTION:clutter-shader
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* @short_description: Programmable pipeline abstraction
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*
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* #ClutterShader is an object providing an abstraction over the
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* OpenGL programmable pipeline. By using #ClutterShader<!-- -->s is
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* possible to override the drawing pipeline by using small programs
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* also known as "shaders".
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*
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* #ClutterShader is available since Clutter 0.6
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*/
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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 <glib/gi18n-lib.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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/* global list of shaders */
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static GList *clutter_shaders_list = NULL;
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#define CLUTTER_SHADER_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_SHADER, ClutterShaderPrivate))
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struct _ClutterShaderPrivate
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{
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guint compiled : 1; /* Shader is bound to the GL context */
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guint is_enabled : 1;
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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; /* GLSL source for vertex shader */
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gchar *fragment_source; /* GLSL source for fragment shader */
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CoglHandle program;
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CoglHandle vertex_shader;
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CoglHandle fragment_shader;
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};
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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_COMPILED,
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PROP_ENABLED,
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PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST];
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G_DEFINE_TYPE (ClutterShader, clutter_shader, G_TYPE_OBJECT);
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static inline void
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clutter_shader_release_internal (ClutterShader *shader)
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{
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ClutterShaderPrivate *priv = shader->priv;
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if (!priv->compiled)
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return;
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g_assert (priv->program != COGL_INVALID_HANDLE);
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if (priv->vertex_is_glsl && priv->vertex_shader != COGL_INVALID_HANDLE)
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cogl_handle_unref (priv->vertex_shader);
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if (priv->fragment_is_glsl && priv->fragment_shader != COGL_INVALID_HANDLE)
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cogl_handle_unref (priv->fragment_shader);
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if (priv->program != COGL_INVALID_HANDLE)
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cogl_handle_unref (priv->program);
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priv->vertex_shader = COGL_INVALID_HANDLE;
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priv->fragment_shader = COGL_INVALID_HANDLE;
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priv->program = COGL_INVALID_HANDLE;
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priv->compiled = FALSE;
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}
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static void
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clutter_shader_finalize (GObject *object)
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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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clutter_shaders_list = g_list_remove (clutter_shaders_list, object);
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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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static void
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clutter_shader_dispose (GObject *object)
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{
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ClutterShader *shader = CLUTTER_SHADER (object);
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clutter_shader_release_internal (shader);
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G_OBJECT_CLASS (clutter_shader_parent_class)->finalize (object);
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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 = 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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clutter_shader_set_vertex_source (shader,
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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,
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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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static void
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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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{
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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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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_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_COMPILED:
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g_value_set_boolean (value, priv->compiled);
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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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static GObject *
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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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GObjectClass *parent_class;
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GObject *object;
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parent_class = G_OBJECT_CLASS (clutter_shader_parent_class);
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object = parent_class->constructor (type, n_params, params);
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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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return object;
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}
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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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GParamSpec *pspec = NULL;
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object_class->finalize = clutter_shader_finalize;
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object_class->dispose = clutter_shader_dispose;
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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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/**
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* ClutterShader:vertex-source:
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*
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* GLSL source code for the vertex shader part of the shader
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* program, if any
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*
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* Since: 0.6
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*/
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pspec = g_param_spec_string ("vertex-source",
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P_("Vertex Source"),
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P_("Source of vertex shader"),
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NULL,
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CLUTTER_PARAM_READWRITE);
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obj_props[PROP_VERTEX_SOURCE] = pspec;
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g_object_class_install_property (object_class, PROP_VERTEX_SOURCE, pspec);
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/**
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* ClutterShader:fragment-source:
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*
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* GLSL source code for the fragment shader part of the shader program.
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*
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* Since: 0.6
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*/
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pspec = g_param_spec_string ("fragment-source",
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P_("Fragment Source"),
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P_("Source of fragment shader"),
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NULL,
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CLUTTER_PARAM_READWRITE);
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obj_props[PROP_FRAGMENT_SOURCE] = pspec;
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g_object_class_install_property (object_class, PROP_FRAGMENT_SOURCE, pspec);
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/**
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* ClutterShader:compiled:
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*
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* Whether the shader is compiled and linked, ready for use
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* in the GL context.
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*
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* Since: 0.8
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*/
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pspec = g_param_spec_boolean ("compiled",
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P_("Compiled"),
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P_("Whether the shader is compiled and linked"),
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FALSE,
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CLUTTER_PARAM_READABLE);
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obj_props[PROP_COMPILED] = pspec;
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g_object_class_install_property (object_class, PROP_COMPILED, pspec);
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/**
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* ClutterShader:enabled:
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*
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* Whether the shader is currently used in the GL rendering pipeline.
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*
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* Since: 0.6
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*/
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pspec = g_param_spec_boolean ("enabled",
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P_("Enabled"),
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P_("Whether the shader is enabled"),
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FALSE,
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CLUTTER_PARAM_READWRITE);
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obj_props[PROP_ENABLED] = pspec;
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g_object_class_install_property (object_class, PROP_ENABLED, pspec);
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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->compiled = FALSE;
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priv->vertex_source = NULL;
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priv->fragment_source = NULL;
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priv->program = COGL_INVALID_HANDLE;
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priv->vertex_shader = COGL_INVALID_HANDLE;
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priv->fragment_shader = COGL_INVALID_HANDLE;
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}
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/**
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* clutter_shader_new:
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*
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* Create a new #ClutterShader instance.
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*
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* Return value: a new #ClutterShader.
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*
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* Since: 0.6
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*/
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ClutterShader *
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clutter_shader_new (void)
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{
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return g_object_new (CLUTTER_TYPE_SHADER, NULL);
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}
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static inline void
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clutter_shader_set_source (ClutterShader *shader,
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ClutterShaderType shader_type,
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const gchar *data,
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gssize length)
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{
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ClutterShaderPrivate *priv = shader->priv;
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gboolean is_glsl = FALSE;
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if (length < 0)
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length = strlen (data);
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g_object_freeze_notify (G_OBJECT (shader));
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/* release shader if bound when changing the source, the shader will
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* automatically be rebound on the next use.
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*/
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if (clutter_shader_is_compiled (shader))
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clutter_shader_release (shader);
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is_glsl = !g_str_has_prefix (data, "!!ARBfp");
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CLUTTER_NOTE (SHADER,
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"setting %s shader (GLSL:%s, len:%" G_GSSIZE_FORMAT ")",
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shader_type == CLUTTER_VERTEX_SHADER ? "vertex" : "fragment",
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is_glsl ? "yes" : "no",
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length);
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switch (shader_type)
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{
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case CLUTTER_FRAGMENT_SHADER:
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g_free (priv->fragment_source);
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priv->fragment_source = g_strndup (data, length);
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priv->fragment_is_glsl = is_glsl;
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g_object_notify_by_pspec (G_OBJECT (shader), obj_props[PROP_FRAGMENT_SOURCE]);
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break;
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case CLUTTER_VERTEX_SHADER:
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g_free (priv->vertex_source);
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priv->vertex_source = g_strndup (data, length);
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priv->vertex_is_glsl = is_glsl;
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g_object_notify_by_pspec (G_OBJECT (shader), obj_props[PROP_VERTEX_SOURCE]);
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break;
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}
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g_object_thaw_notify (G_OBJECT (shader));
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}
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/**
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* clutter_shader_set_fragment_source:
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* @shader: a #ClutterShader
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* @data: GLSL source code.
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* @length: length of source buffer (currently ignored)
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*
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* Sets the GLSL source code to be used by a #ClutterShader for the fragment
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* program.
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*
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* Since: 0.6
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*/
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void
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clutter_shader_set_fragment_source (ClutterShader *shader,
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const gchar *data,
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gssize length)
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{
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g_return_if_fail (CLUTTER_IS_SHADER (shader));
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g_return_if_fail (data != NULL);
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clutter_shader_set_source (shader, CLUTTER_FRAGMENT_SHADER, data, length);
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}
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/**
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* clutter_shader_set_vertex_source:
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* @shader: a #ClutterShader
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* @data: GLSL source code.
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* @length: length of source buffer (currently ignored)
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*
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* Sets the GLSL source code to be used by a #ClutterShader for the vertex
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* program.
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*
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* Since: 0.6
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*/
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void
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clutter_shader_set_vertex_source (ClutterShader *shader,
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const gchar *data,
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gssize length)
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{
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g_return_if_fail (CLUTTER_IS_SHADER (shader));
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g_return_if_fail (data != NULL);
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clutter_shader_set_source (shader, CLUTTER_VERTEX_SHADER, data, length);
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}
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static const gchar *
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clutter_shader_get_source (ClutterShader *shader,
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ClutterShaderType shader_type)
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{
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switch (shader_type)
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{
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case CLUTTER_FRAGMENT_SHADER:
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return shader->priv->fragment_source;
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case CLUTTER_VERTEX_SHADER:
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return shader->priv->vertex_source;
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}
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return NULL;
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}
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static CoglHandle
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clutter_shader_get_cogl_shader (ClutterShader *shader,
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ClutterShaderType shader_type)
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{
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switch (shader_type)
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{
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case CLUTTER_FRAGMENT_SHADER:
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return shader->priv->fragment_shader;
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case CLUTTER_VERTEX_SHADER:
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return shader->priv->vertex_shader;
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}
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return COGL_INVALID_HANDLE;
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}
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static gboolean
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clutter_shader_glsl_bind (ClutterShader *self,
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ClutterShaderType shader_type,
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GError **error)
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{
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ClutterShaderPrivate *priv = self->priv;
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CoglHandle shader = COGL_INVALID_HANDLE;
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switch (shader_type)
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{
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case CLUTTER_VERTEX_SHADER:
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shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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cogl_shader_source (shader, priv->vertex_source);
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priv->vertex_shader = shader;
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break;
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case CLUTTER_FRAGMENT_SHADER:
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shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (shader, priv->fragment_source);
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priv->fragment_shader = shader;
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break;
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}
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g_assert (shader != COGL_INVALID_HANDLE);
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cogl_shader_compile (shader);
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if (!cogl_shader_is_compiled (shader))
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{
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gchar *log_buf;
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log_buf = cogl_shader_get_info_log (shader);
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/* translators: the first %s is the type of the shader, either
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* Vertex shader or Fragment shader; the second %s is the actual
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* error as reported by COGL
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*/
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g_set_error (error, CLUTTER_SHADER_ERROR,
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CLUTTER_SHADER_ERROR_COMPILE,
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_("%s compilation failed: %s"),
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shader_type == CLUTTER_VERTEX_SHADER ? _("Vertex shader")
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: _("Fragment shader"),
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log_buf);
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g_free (log_buf);
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return FALSE;
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}
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cogl_program_attach_shader (priv->program, shader);
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return TRUE;
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}
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static gboolean
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bind_glsl_shader (ClutterShader *self,
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GError **error)
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{
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ClutterShaderPrivate *priv = self->priv;
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GError *bind_error = NULL;
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gboolean res;
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priv->program = cogl_create_program ();
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if (priv->vertex_is_glsl && priv->vertex_source != COGL_INVALID_HANDLE)
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{
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res = clutter_shader_glsl_bind (self,
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CLUTTER_VERTEX_SHADER,
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&bind_error);
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if (!res)
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{
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g_propagate_error (error, bind_error);
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return FALSE;
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}
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}
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if (priv->fragment_is_glsl && priv->fragment_source != COGL_INVALID_HANDLE)
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{
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res = clutter_shader_glsl_bind (self,
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CLUTTER_FRAGMENT_SHADER,
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&bind_error);
|
|
|
|
if (!res)
|
|
{
|
|
g_propagate_error (error, bind_error);
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
cogl_program_link (priv->program);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_compile:
|
|
* @shader: a #ClutterShader
|
|
* @error: return location for a #GError, or %NULL
|
|
*
|
|
* Compiles and links GLSL sources set for vertex and fragment shaders for
|
|
* a #ClutterShader. If the compilation fails and a #GError return location is
|
|
* provided the error will contain the errors from the compiler, if any.
|
|
*
|
|
* Return value: returns TRUE if the shader was succesfully compiled.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
gboolean
|
|
clutter_shader_compile (ClutterShader *shader,
|
|
GError **error)
|
|
{
|
|
ClutterShaderPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
|
|
|
|
priv = shader->priv;
|
|
|
|
if (priv->compiled)
|
|
return priv->compiled;
|
|
|
|
if ((priv->vertex_source != COGL_INVALID_HANDLE && !priv->vertex_is_glsl) ||
|
|
(priv->fragment_source != COGL_INVALID_HANDLE && !priv->fragment_is_glsl))
|
|
{
|
|
/* XXX: Could remove this check, since we only advertise support for GLSL
|
|
* shaders anyways. */
|
|
g_set_error (error, CLUTTER_SHADER_ERROR,
|
|
CLUTTER_SHADER_ERROR_NO_ASM,
|
|
"ASM shaders not supported");
|
|
priv->compiled = FALSE;
|
|
return priv->compiled;
|
|
}
|
|
|
|
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->compiled = FALSE;
|
|
return priv->compiled;
|
|
}
|
|
|
|
priv->compiled = bind_glsl_shader (shader, error);
|
|
g_object_notify_by_pspec (G_OBJECT (shader), obj_props[PROP_COMPILED]);
|
|
|
|
return priv->compiled;
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_release:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Frees up any GL context resources held by the shader.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_shader_release (ClutterShader *shader)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
|
|
|
clutter_shader_release_internal (shader);
|
|
|
|
g_object_notify_by_pspec (G_OBJECT (shader), obj_props[PROP_COMPILED]);
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_is_compiled:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Checks whether @shader is is currently compiled, linked and bound
|
|
* to the GL context.
|
|
*
|
|
* Return value: %TRUE if the shader is compiled, linked and ready for use.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
gboolean
|
|
clutter_shader_is_compiled (ClutterShader *shader)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
|
|
|
|
return shader->priv->compiled;
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_set_is_enabled:
|
|
* @shader: a #ClutterShader
|
|
* @enabled: The new state of the shader.
|
|
*
|
|
* Enables a shader. This function will attempt to compile and link
|
|
* the shader, if it isn't already.
|
|
*
|
|
* When @enabled is %FALSE the default state of the GL pipeline will be
|
|
* used instead.
|
|
*
|
|
* 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_compile (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 (COGL_INVALID_HANDLE);
|
|
|
|
g_object_notify_by_pspec (G_OBJECT (shader), obj_props[PROP_ENABLED]);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_get_is_enabled:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Checks whether @shader is enabled.
|
|
*
|
|
* Return value: %TRUE if the shader is enabled.
|
|
*
|
|
* 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:
|
|
* @shader: a #ClutterShader.
|
|
* @name: name of uniform in GLSL shader program to set.
|
|
* @value: a #ClutterShaderFloat, #ClutterShaderInt or #ClutterShaderMatrix
|
|
* #GValue.
|
|
*
|
|
* Sets a user configurable variable in the GLSL shader programs attached to
|
|
* a #ClutterShader.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_shader_set_uniform (ClutterShader *shader,
|
|
const gchar *name,
|
|
const GValue *value)
|
|
{
|
|
ClutterShaderPrivate *priv;
|
|
GLint location = 0;
|
|
gsize size;
|
|
|
|
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
|
g_return_if_fail (name != NULL);
|
|
g_return_if_fail (value != 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));
|
|
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program != COGL_INVALID_HANDLE);
|
|
|
|
location = cogl_program_get_uniform_location (priv->program, name);
|
|
|
|
if (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value))
|
|
{
|
|
const GLfloat *floats;
|
|
|
|
floats = clutter_value_get_shader_float (value, &size);
|
|
cogl_program_set_uniform_float (priv->program,
|
|
location, size, 1, floats);
|
|
}
|
|
else if (CLUTTER_VALUE_HOLDS_SHADER_INT (value))
|
|
{
|
|
const int *ints;
|
|
|
|
ints = clutter_value_get_shader_int (value, &size);
|
|
cogl_program_set_uniform_int (priv->program,
|
|
location, size, 1, ints);
|
|
}
|
|
else if (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value))
|
|
{
|
|
const GLfloat *matrix;
|
|
|
|
matrix = clutter_value_get_shader_matrix (value, &size);
|
|
cogl_program_set_uniform_matrix (priv->program,
|
|
location, size, 1, FALSE, matrix);
|
|
}
|
|
else if (G_VALUE_HOLDS_FLOAT (value))
|
|
{
|
|
GLfloat float_val = g_value_get_float (value);
|
|
|
|
cogl_program_set_uniform_float (priv->program,
|
|
location, 1, 1, &float_val);
|
|
}
|
|
else if (G_VALUE_HOLDS_INT (value))
|
|
{
|
|
int int_val = g_value_get_int (value);
|
|
|
|
cogl_program_set_uniform_int (priv->program,
|
|
location, 1, 1, &int_val);
|
|
}
|
|
else
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
/*
|
|
* _clutter_shader_release_all:
|
|
*
|
|
* Iterate through all #ClutterShaders and tell them to release GL context
|
|
* related sources.
|
|
*/
|
|
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
|
|
*
|
|
* Query the current GLSL fragment source set on @shader.
|
|
*
|
|
* 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 clutter_shader_get_source (shader, CLUTTER_FRAGMENT_SHADER);
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_get_vertex_source:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Query the current GLSL vertex source set on @shader.
|
|
*
|
|
* 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 clutter_shader_get_source (shader, CLUTTER_VERTEX_SHADER);
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_get_cogl_program:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Retrieves the underlying #CoglHandle for the shader program.
|
|
*
|
|
* Return value: (transfer none): A #CoglHandle for the shader program,
|
|
* or %NULL. The handle is owned by the #ClutterShader and it should
|
|
* not be unreferenced
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
CoglHandle
|
|
clutter_shader_get_cogl_program (ClutterShader *shader)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), NULL);
|
|
|
|
return shader->priv->program;
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_get_cogl_fragment_shader:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Retrieves the underlying #CoglHandle for the fragment shader.
|
|
*
|
|
* Return value: (transfer none): A #CoglHandle for the fragment
|
|
* shader, or %NULL. The handle is owned by the #ClutterShader
|
|
* and it should not be unreferenced
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
CoglHandle
|
|
clutter_shader_get_cogl_fragment_shader (ClutterShader *shader)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), NULL);
|
|
|
|
return clutter_shader_get_cogl_shader (shader, CLUTTER_FRAGMENT_SHADER);
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_get_cogl_vertex_shader:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Retrieves the underlying #CoglHandle for the vertex shader.
|
|
*
|
|
* Return value: (transfer none): A #CoglHandle for the vertex
|
|
* shader, or %NULL. The handle is owned by the #ClutterShader
|
|
* and it should not be unreferenced
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
CoglHandle
|
|
clutter_shader_get_cogl_vertex_shader (ClutterShader *shader)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), NULL);
|
|
|
|
return clutter_shader_get_cogl_shader (shader, CLUTTER_VERTEX_SHADER);
|
|
}
|
|
|
|
GQuark
|
|
clutter_shader_error_quark (void)
|
|
{
|
|
return g_quark_from_static_string ("clutter-shader-error");
|
|
}
|