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094c5f77b8
GLcharARB.
435 lines
13 KiB
C
435 lines
13 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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*
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* Copyright (C) 2007 OpenedHand
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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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#include "clutter.h"
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#include "clutter-private.h"
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#include "clutter-shader.h"
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#include <unistd.h>
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#include <glib.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include <stdlib.h>
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#define CLUTTER_SHADER_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_SHADER, ClutterShaderPrivate))
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static GList *shader_list;
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static void clutter_shader_class_init (ClutterShaderClass *klass);
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static void clutter_shader_init (ClutterShader *sp);
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static void clutter_shader_finalize (GObject *object);
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static GObject *clutter_shader_constructor (GType type,
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guint n_params,
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GObjectConstructParam *params);
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static void clutter_shader_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec);
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static void clutter_shader_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec);
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struct _ClutterShaderPrivate
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{
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gboolean glsl; /* The shader is a GLSL shader */
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gboolean bound; /* The shader is bound to the GL context */
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gchar *vertex_shader_source; /* source (or asm) for vertex shader */
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gchar *fragment_shader_source;/* source (or asm) for fragment shader*/
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COGLint program;
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COGLint vertex_shader;
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COGLint 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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};
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G_DEFINE_TYPE (ClutterShader, clutter_shader, G_TYPE_OBJECT);
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static void
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clutter_shader_class_init (ClutterShaderClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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clutter_shader_parent_class = g_type_class_peek_parent (klass);
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object_class->finalize = clutter_shader_finalize;
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object_class->set_property = clutter_shader_set_property;
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object_class->get_property = clutter_shader_get_property;
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object_class->constructor = clutter_shader_constructor;
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g_type_class_add_private (klass, sizeof (ClutterShaderPrivate));
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g_object_class_install_property (object_class,
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PROP_VERTEX_SOURCE,
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g_param_spec_string ("vertex-source",
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"Vertex Source",
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"Source of vertex shader",
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NULL,
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CLUTTER_PARAM_READWRITE|
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G_PARAM_CONSTRUCT_ONLY));
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g_object_class_install_property (object_class,
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PROP_FRAGMENT_SOURCE,
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g_param_spec_string ("fragment-source",
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"Fragment Source",
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"Source of fragment shader",
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NULL,
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CLUTTER_PARAM_READWRITE|
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G_PARAM_CONSTRUCT_ONLY));
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}
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static void
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clutter_shader_init (ClutterShader *self)
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{
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ClutterShaderPrivate *priv;
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priv = self->priv = CLUTTER_SHADER_GET_PRIVATE (self);
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priv->glsl = FALSE;
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priv->bound = FALSE;
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priv->vertex_shader_source = NULL;
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priv->fragment_shader_source = NULL;
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priv->program = 0;
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priv->vertex_shader = 0;
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priv->fragment_shader = 0;
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}
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static gboolean bind_glsl_shader (ClutterShader *self)
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{
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ClutterShaderPrivate *priv;
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priv = self->priv;
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cogl_enable (CGL_FRAGMENT_SHADER);
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cogl_enable (CGL_VERTEX_SHADER);
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priv->glsl = TRUE;
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priv->program = cogl_create_program ();
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if (priv->vertex_shader_source)
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{
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priv->vertex_shader = cogl_create_shader (CGL_VERTEX_SHADER);
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cogl_shader_source (priv->vertex_shader, priv->vertex_shader_source);
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cogl_shader_compile (priv->vertex_shader);
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cogl_program_attach_shader (priv->program, priv->vertex_shader);
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}
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if (priv->fragment_shader_source)
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{
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GLint compiled = CGL_FALSE;
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priv->fragment_shader = cogl_create_shader (CGL_FRAGMENT_SHADER);
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cogl_shader_source (priv->fragment_shader, priv->fragment_shader_source);
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cogl_shader_compile (priv->fragment_shader);
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cogl_shader_get_parameteriv (priv->fragment_shader,
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CGL_OBJECT_COMPILE_STATUS,
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&compiled);
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if (compiled != CGL_TRUE)
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{
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gchar *buffer;
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gint max_length = 512;
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buffer = g_malloc (max_length);
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cogl_shader_get_info_log (priv->fragment_shader, max_length, buffer);
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g_print ("Shader compilation failed:\n%s", buffer);
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g_free (buffer);
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g_object_unref (self);
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return FALSE;
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}
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cogl_program_attach_shader (priv->program, priv->fragment_shader);
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}
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cogl_program_link (priv->program);
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return TRUE;
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}
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gboolean
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clutter_shader_bind (ClutterShader *self)
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{
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ClutterShaderPrivate *priv;
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priv = self->priv;
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if (priv->bound)
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return priv->bound;
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if (priv->glsl)
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{
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priv->bound = bind_glsl_shader (self);
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}
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return priv->bound;
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}
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void
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clutter_shader_release (ClutterShader *self)
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{
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ClutterShaderPrivate *priv;
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priv = self->priv;
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if (!priv->bound)
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return;
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g_assert (priv->program);
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if (priv->glsl)
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{
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if (priv->vertex_shader)
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cogl_shader_destroy (priv->vertex_shader);
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if (priv->fragment_shader)
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cogl_shader_destroy (priv->fragment_shader);
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if (priv->program)
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cogl_program_destroy (priv->program);
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priv->vertex_shader = 0;
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priv->fragment_shader = 0;
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priv->program = 0;
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}
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priv->bound = FALSE;
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}
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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_shader_release (shader);
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shader_list = g_list_remove (shader_list, object);
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if (priv->fragment_shader_source)
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g_free (priv->fragment_shader_source);
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if (priv->vertex_shader_source)
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g_free (priv->vertex_shader_source);
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G_OBJECT_CLASS (clutter_shader_parent_class)->finalize (object);
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}
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void
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clutter_shader_enable (ClutterShader *self)
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{
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ClutterShaderPrivate *priv = self->priv;
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clutter_shader_bind (self);
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cogl_program_use (priv->program);
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}
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void
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clutter_shader_disable (ClutterShader *self)
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{
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cogl_program_use (0);
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}
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void
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clutter_shader_set_uniform_1f (ClutterShader *self,
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const gchar *name,
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gfloat value)
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{
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ClutterShaderPrivate *priv = self->priv;
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GLint location = 0;
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GLfloat foo = value;
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location =cogl_program_get_uniform_location (priv->program, name);
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cogl_program_uniform_1f (location, foo);
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}
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void
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clutter_shader_release_all (void)
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{
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GList *iter;
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for (iter = shader_list; iter; iter = g_list_next (iter))
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{
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clutter_shader_release (iter->data);
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}
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}
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static void
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clutter_shader_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterShader *shader;
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ClutterShaderPrivate *priv;
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shader = CLUTTER_SHADER(object);
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priv = shader->priv;
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switch (prop_id)
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{
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case PROP_VERTEX_SOURCE:
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if (priv->vertex_shader_source)
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{
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g_free (priv->vertex_shader_source);
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priv->vertex_shader_source = NULL;
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}
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priv->vertex_shader_source = g_value_dup_string (value);
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break;
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case PROP_FRAGMENT_SOURCE:
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if (priv->fragment_shader_source)
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{
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g_free (priv->fragment_shader_source);
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priv->fragment_shader_source = NULL;
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}
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priv->fragment_shader_source = g_value_dup_string (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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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_shader_source);
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break;
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case PROP_FRAGMENT_SOURCE:
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g_value_set_string (value, priv->fragment_shader_source);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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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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GObject *object;
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ClutterShader *shader;
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ClutterShaderPrivate *priv;
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object = G_OBJECT_CLASS (clutter_shader_parent_class)->constructor (
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type, n_params, params);
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shader = CLUTTER_SHADER (object);
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priv = shader->priv;
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priv->glsl = !((priv->vertex_shader_source &&
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g_str_has_prefix (priv->vertex_shader_source, "!!ARBvp")) ||
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(priv->fragment_shader_source &&
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g_str_has_prefix (priv->fragment_shader_source, "!!ARBfp")));
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if (!priv->glsl)
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{
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g_warning ("ASM shader support not available");
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g_object_unref (object);
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return NULL;
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}
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if (priv->glsl && !clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
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{
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g_warning ("GLSL shaders not supported\n");
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g_object_unref (object);
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return NULL;
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}
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shader_list = g_list_prepend (shader_list, object);
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return object;
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}
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ClutterShader *
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clutter_shader_new_from_strings (const gchar *vertex_shader_program,
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const gchar *fragment_shader_program)
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{
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/* evil hack, since g_object_new would interpret a NULL passed as
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* a argument termination
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*/
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if (vertex_shader_program &&
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fragment_shader_program)
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return g_object_new (CLUTTER_TYPE_SHADER,
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"vertex-source", vertex_shader_program,
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"fragment-source", fragment_shader_program,
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NULL);
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else if (fragment_shader_program)
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return g_object_new (CLUTTER_TYPE_SHADER,
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"fragment-source", fragment_shader_program,
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NULL);
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else if (vertex_shader_program)
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return g_object_new (CLUTTER_TYPE_SHADER,
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"vertex-source", vertex_shader_program,
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NULL);
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else {
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g_warning ("neither fragment nor vertex shader provided");
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return NULL;
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}
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}
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ClutterShader *
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clutter_shader_new_from_files (const gchar *vertex_file,
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const gchar *fragment_file)
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{
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ClutterShader *shader;
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gchar *vertex_shader_program = NULL;
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gchar *fragment_shader_program = NULL;
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g_assert (vertex_file != NULL ||
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fragment_file != NULL);
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if (vertex_file)
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{
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g_file_get_contents (vertex_file, &vertex_shader_program,
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NULL, NULL);
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}
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if (fragment_file)
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{
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g_file_get_contents (fragment_file, &fragment_shader_program,
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NULL, NULL);
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}
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shader = clutter_shader_new_from_strings (vertex_shader_program,
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fragment_shader_program);
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if (vertex_shader_program)
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{
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g_free (vertex_shader_program);
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}
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if (fragment_shader_program)
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{
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g_free (fragment_shader_program);
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}
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return shader;
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}
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