mutter/clutter/clutter-shader-types.c
Emmanuele Bassi e3259435f2 2.0: Remove all Since: annotations
We're starting from scratch.
2013-04-05 18:48:01 +01:00

567 lines
14 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
* Chris Lord <chris@openedhand.com>
*
* Copyright (C) 2008 OpenedHand
*
* 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 <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib-object.h>
#include <gobject/gvaluecollector.h>
#include "clutter-shader-types.h"
#include "clutter-private.h"
static GTypeInfo shader_float_info = {
0,
NULL,
NULL,
NULL,
NULL,
NULL,
0,
0,
NULL,
NULL,
};
static GTypeFundamentalInfo shader_float_finfo = { 0, };
static GTypeInfo shader_int_info = {
0,
NULL,
NULL,
NULL,
NULL,
NULL,
0,
0,
NULL,
NULL,
};
static GTypeFundamentalInfo shader_int_finfo = { 0, };
static GTypeInfo shader_matrix_info = {
0,
NULL,
NULL,
NULL,
NULL,
NULL,
0,
0,
NULL,
NULL,
};
static GTypeFundamentalInfo shader_matrix_finfo = { 0, };
struct _ClutterShaderFloat
{
gint size;
float value[4];
};
struct _ClutterShaderInt
{
gint size;
int value[4];
};
struct _ClutterShaderMatrix
{
gint size;
float value[16];
};
static gpointer
clutter_value_peek_pointer (const GValue *value)
{
return value->data[0].v_pointer;
}
/* Float */
static void
clutter_value_init_shader_float (GValue *value)
{
value->data[0].v_pointer = g_slice_new0 (ClutterShaderFloat);
}
static void
clutter_value_free_shader_float (GValue *value)
{
g_slice_free (ClutterShaderFloat, value->data[0].v_pointer);
}
static void
clutter_value_copy_shader_float (const GValue *src,
GValue *dest)
{
dest->data[0].v_pointer =
g_slice_dup (ClutterShaderFloat, src->data[0].v_pointer);
}
static gchar *
clutter_value_collect_shader_float (GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint float_count = collect_values[0].v_int;
const float *floats = collect_values[1].v_pointer;
if (!floats)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
clutter_value_init_shader_float (value);
clutter_value_set_shader_float (value, float_count, floats);
return NULL;
}
static gchar *
clutter_value_lcopy_shader_float (const GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint *float_count = collect_values[0].v_pointer;
float **floats = collect_values[1].v_pointer;
ClutterShaderFloat *shader_float = value->data[0].v_pointer;
if (!float_count || !floats)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
*float_count = shader_float->size;
*floats = g_memdup (shader_float->value, shader_float->size * sizeof (float));
return NULL;
}
static const GTypeValueTable _clutter_shader_float_value_table = {
clutter_value_init_shader_float,
clutter_value_free_shader_float,
clutter_value_copy_shader_float,
clutter_value_peek_pointer,
"ip",
clutter_value_collect_shader_float,
"pp",
clutter_value_lcopy_shader_float
};
GType
clutter_shader_float_get_type (void)
{
static GType _clutter_shader_float_type = 0;
if (G_UNLIKELY (_clutter_shader_float_type == 0))
{
shader_float_info.value_table = & _clutter_shader_float_value_table;
_clutter_shader_float_type =
g_type_register_fundamental (g_type_fundamental_next (),
I_("ClutterShaderFloat"),
&shader_float_info,
&shader_float_finfo, 0);
}
return _clutter_shader_float_type;
}
/* Integer */
static void
clutter_value_init_shader_int (GValue *value)
{
value->data[0].v_pointer = g_slice_new0 (ClutterShaderInt);
}
static void
clutter_value_free_shader_int (GValue *value)
{
g_slice_free (ClutterShaderInt, value->data[0].v_pointer);
}
static void
clutter_value_copy_shader_int (const GValue *src,
GValue *dest)
{
dest->data[0].v_pointer =
g_slice_dup (ClutterShaderInt, src->data[0].v_pointer);
}
static gchar *
clutter_value_collect_shader_int (GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint int_count = collect_values[0].v_int;
const int *ints = collect_values[1].v_pointer;
if (!ints)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
clutter_value_init_shader_int (value);
clutter_value_set_shader_int (value, int_count, ints);
return NULL;
}
static gchar *
clutter_value_lcopy_shader_int (const GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint *int_count = collect_values[0].v_pointer;
int **ints = collect_values[1].v_pointer;
ClutterShaderInt *shader_int = value->data[0].v_pointer;
if (!int_count || !ints)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
*int_count = shader_int->size;
*ints = g_memdup (shader_int->value, shader_int->size * sizeof (int));
return NULL;
}
static const GTypeValueTable _clutter_shader_int_value_table = {
clutter_value_init_shader_int,
clutter_value_free_shader_int,
clutter_value_copy_shader_int,
clutter_value_peek_pointer,
"ip",
clutter_value_collect_shader_int,
"pp",
clutter_value_lcopy_shader_int
};
GType
clutter_shader_int_get_type (void)
{
static GType _clutter_shader_int_type = 0;
if (G_UNLIKELY (_clutter_shader_int_type == 0))
{
shader_int_info.value_table = & _clutter_shader_int_value_table;
_clutter_shader_int_type =
g_type_register_fundamental (g_type_fundamental_next (),
I_("ClutterShaderInt"),
&shader_int_info,
&shader_int_finfo, 0);
}
return _clutter_shader_int_type;
}
/* Matrix */
static void
clutter_value_init_shader_matrix (GValue *value)
{
value->data[0].v_pointer = g_slice_new0 (ClutterShaderMatrix);
}
static void
clutter_value_free_shader_matrix (GValue *value)
{
g_slice_free (ClutterShaderMatrix, value->data[0].v_pointer);
}
static void
clutter_value_copy_shader_matrix (const GValue *src,
GValue *dest)
{
dest->data[0].v_pointer =
g_slice_dup (ClutterShaderMatrix, src->data[0].v_pointer);
}
static gchar *
clutter_value_collect_shader_matrix (GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint float_count = collect_values[0].v_int;
const float *floats = collect_values[1].v_pointer;
if (!floats)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
clutter_value_init_shader_matrix (value);
clutter_value_set_shader_matrix (value, float_count, floats);
return NULL;
}
static gchar *
clutter_value_lcopy_shader_matrix (const GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint *float_count = collect_values[0].v_pointer;
float **floats = collect_values[1].v_pointer;
ClutterShaderFloat *shader_float = value->data[0].v_pointer;
if (!float_count || !floats)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
*float_count = shader_float->size;
*floats = g_memdup (shader_float->value,
shader_float->size * shader_float->size * sizeof (float));
return NULL;
}
static const GTypeValueTable _clutter_shader_matrix_value_table = {
clutter_value_init_shader_matrix,
clutter_value_free_shader_matrix,
clutter_value_copy_shader_matrix,
clutter_value_peek_pointer,
"ip",
clutter_value_collect_shader_matrix,
"pp",
clutter_value_lcopy_shader_matrix
};
GType
clutter_shader_matrix_get_type (void)
{
static GType _clutter_shader_matrix_type = 0;
if (G_UNLIKELY (_clutter_shader_matrix_type == 0))
{
shader_matrix_info.value_table = & _clutter_shader_matrix_value_table;
_clutter_shader_matrix_type =
g_type_register_fundamental (g_type_fundamental_next (),
I_("ClutterShaderMatrix"),
&shader_matrix_info,
&shader_matrix_finfo, 0);
}
return _clutter_shader_matrix_type;
}
/* Utility functions */
/**
* clutter_value_set_shader_float:
* @value: a #GValue
* @size: number of floating point values in @floats
* @floats: (array length=size): an array of floating point values
*
* Sets @floats as the contents of @value. The passed #GValue
* must have been initialized using %CLUTTER_TYPE_SHADER_FLOAT.
*
*
*/
void
clutter_value_set_shader_float (GValue *value,
gint size,
const gfloat *floats)
{
ClutterShaderFloat *shader_float;
gint i;
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value));
g_return_if_fail (size <= 4);
shader_float = value->data[0].v_pointer;
shader_float->size = size;
for (i = 0; i < size; i++)
shader_float->value[i] = floats[i];
}
/**
* clutter_value_set_shader_int:
* @value: a #GValue
* @size: number of integer values in @ints
* @ints: (array length=size): an array of integer values
*
* Sets @ints as the contents of @value. The passed #GValue
* must have been initialized using %CLUTTER_TYPE_SHADER_INT.
*
*
*/
void
clutter_value_set_shader_int (GValue *value,
gint size,
const gint *ints)
{
ClutterShaderInt *shader_int;
gint i;
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value));
g_return_if_fail (size <= 4);
shader_int = value->data[0].v_pointer;
shader_int->size = size;
for (i = 0; i < size; i++)
shader_int->value[i] = ints[i];
}
/**
* clutter_value_set_shader_matrix:
* @value: a #GValue
* @size: number of floating point values in @floats
* @matrix: (array length=size): a matrix of floating point values
*
* Sets @matrix as the contents of @value. The passed #GValue
* must have been initialized using %CLUTTER_TYPE_SHADER_MATRIX.
*
*
*/
void
clutter_value_set_shader_matrix (GValue *value,
gint size,
const gfloat *matrix)
{
ClutterShaderMatrix *shader_matrix;
gint i;
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value));
g_return_if_fail (size <= 4);
shader_matrix = value->data[0].v_pointer;
shader_matrix->size = size;
for (i = 0; i < size * size; i++)
shader_matrix->value[i] = matrix[i];
}
/**
* clutter_value_get_shader_float:
* @value: a #GValue
* @length: (out): return location for the number of returned floating
* point values, or %NULL
*
* Retrieves the list of floating point values stored inside
* the passed #GValue. @value must have been initialized with
* %CLUTTER_TYPE_SHADER_FLOAT.
*
* Return value: (array length=length): the pointer to a list of
* floating point values. The returned value is owned by the
* #GValue and should never be modified or freed.
*
*
*/
const gfloat *
clutter_value_get_shader_float (const GValue *value,
gsize *length)
{
ClutterShaderFloat *shader_float;
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value), NULL);
shader_float = value->data[0].v_pointer;
if (length)
*length = shader_float->size;
return shader_float->value;
}
/**
* clutter_value_get_shader_int:
* @value: a #GValue
* @length: (out): return location for the number of returned integer
* values, or %NULL
*
* Retrieves the list of integer values stored inside the passed
* #GValue. @value must have been initialized with
* %CLUTTER_TYPE_SHADER_INT.
*
* Return value: (array length=length): the pointer to a list of
* integer values. The returned value is owned by the #GValue and
* should never be modified or freed.
*
*
*/
const gint *
clutter_value_get_shader_int (const GValue *value,
gsize *length)
{
ClutterShaderInt *shader_int;
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value), NULL);
shader_int = value->data[0].v_pointer;
if (length)
*length = shader_int->size;
return shader_int->value;
}
/**
* clutter_value_get_shader_matrix:
* @value: a #GValue
* @length: (out): return location for the number of returned floating
* point values, or %NULL
*
* Retrieves a matrix of floating point values stored inside
* the passed #GValue. @value must have been initialized with
* %CLUTTER_TYPE_SHADER_MATRIX.
*
* Return value: (array length=length) (transfer none): the pointer to a matrix
* of floating point values. The returned value is owned by the #GValue and
* should never be modified or freed.
*
*
*/
const gfloat *
clutter_value_get_shader_matrix (const GValue *value,
gsize *length)
{
ClutterShaderMatrix *shader_matrix;
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value), NULL);
shader_matrix = value->data[0].v_pointer;
if (length)
*length = shader_matrix->size;
return shader_matrix->value;
}