mutter/clutter/clutter-shader-types.h
Emmanuele Bassi 835fc2381c Deprecate ClutterShader
With the instantiatable ClutterShaderEffect, the only reason for
ClutterShader to exist is to make the ClutterActor::paint implementation
miserable.

Yes, ClutterShader doesn't use a FBO, so it's "more efficient" on
ClutterTextures. It's also generally wrong unless you know *exactly* how
the actor's pipeline is set up — something we cannot even guarantee
internally unless we start doing lame type checks.
2011-06-07 14:09:53 +01:00

96 lines
3.5 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2008 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 <http://www.gnu.org/licenses/>.
*/
#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <clutter/clutter.h> can be included directly."
#endif
#ifndef __CLUTTER_SHADER_TYPES_H__
#define __CLUTTER_SHADER_TYPES_H__
#include <glib-object.h>
G_BEGIN_DECLS
#define CLUTTER_TYPE_SHADER_FLOAT (clutter_shader_float_get_type ())
#define CLUTTER_TYPE_SHADER_INT (clutter_shader_int_get_type ())
#define CLUTTER_TYPE_SHADER_MATRIX (clutter_shader_matrix_get_type ())
typedef struct _ClutterShaderFloat ClutterShaderFloat;
typedef struct _ClutterShaderInt ClutterShaderInt;
typedef struct _ClutterShaderMatrix ClutterShaderMatrix;
/**
* CLUTTER_VALUE_HOLDS_SHADER_FLOAT:
* @x: a #GValue
*
* Evaluates to %TRUE if @x holds a #ClutterShaderFloat.
*
* Since: 1.0
*/
#define CLUTTER_VALUE_HOLDS_SHADER_FLOAT(x) (G_VALUE_HOLDS ((x), CLUTTER_TYPE_SHADER_FLOAT))
/**
* CLUTTER_VALUE_HOLDS_SHADER_INT:
* @x: a #GValue
*
* Evaluates to %TRUE if @x holds a #ClutterShaderInt.
*
* Since: 1.0
*/
#define CLUTTER_VALUE_HOLDS_SHADER_INT(x) (G_VALUE_HOLDS ((x), CLUTTER_TYPE_SHADER_INT))
/**
* CLUTTER_VALUE_HOLDS_SHADER_MATRIX:
* @x: a #GValue
*
* Evaluates to %TRUE if @x holds a #ClutterShaderMatrix.
*
* Since: 1.0
*/
#define CLUTTER_VALUE_HOLDS_SHADER_MATRIX(x) (G_VALUE_HOLDS ((x), CLUTTER_TYPE_SHADER_MATRIX))
GType clutter_shader_float_get_type (void) G_GNUC_CONST;
GType clutter_shader_int_get_type (void) G_GNUC_CONST;
GType clutter_shader_matrix_get_type (void) G_GNUC_CONST;
void clutter_value_set_shader_float (GValue *value,
gint size,
const gfloat *floats);
void clutter_value_set_shader_int (GValue *value,
gint size,
const gint *ints);
void clutter_value_set_shader_matrix (GValue *value,
gint size,
const gfloat *matrix);
G_CONST_RETURN gfloat * clutter_value_get_shader_float (const GValue *value,
gsize *length);
G_CONST_RETURN gint * clutter_value_get_shader_int (const GValue *value,
gsize *length);
G_CONST_RETURN gfloat * clutter_value_get_shader_matrix (const GValue *value,
gsize *length);
G_END_DECLS
#endif /* __CLUTTER_SHADER_TYPES_H__ */