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a8e631543e
Since Cogl has started restricting what cogl 1.x api is exposed when COGL_ENABLE_EXPERIMENTAL_2_0_API is defined and since we build all Clutter internals with COGL_ENABLE_EXPERIMENTAL_2_0_API defined this patch makes a first pass at reducing our internal use of the Cogl 1.x api. The most notable api that's no longer exposed to us internally is the cogl_material_ api so this switches all Clutter internals to use the cogl_pipeline_ api instead. This patch also makes quite a bit of progress removing internal uses of CoglHandle although there is still more to go.
929 lines
28 KiB
C
929 lines
28 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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* Copyright (C) 2010 Intel Corporation.
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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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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*/
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/**
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* SECTION:clutter-shader-effect
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* @short_description: Base class for shader effects
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* @See_Also: #ClutterEffect, #ClutterOffscreenEffect
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*
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* #ClutterShaderEffect is a class that implements all the plumbing for
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* creating #ClutterEffect<!-- -->s using GLSL shaders.
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*
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* #ClutterShaderEffect creates an offscreen buffer and then applies the
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* GLSL shader (after checking whether the compilation and linking were
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* successfull) to the buffer before painting it on screen.
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*
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* <refsect2 id="ClutterShaderEffect-implementing">
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* <title>Implementing a ClutterShaderEffect</title>
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* <para>Creating a sub-class of #ClutterShaderEffect requires the
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* overriding of the <function>paint_target()</function> virtual
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* function from the #ClutterOffscreenEffect class as well as the
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* <function>get_static_shader_source()</function> virtual from the
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* #ClutterShaderEffect class.</para>
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* <para>The <function>get_static_shader_source()</function>
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* function should return a copy of the shader source to use. This
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* function is only called once per subclass of #ClutterShaderEffect
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* regardless of how many instances of the effect are created. The
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* source for the shader is typically stored in a static const
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* string which is returned from this function via
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* g_strdup().</para>
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* <para>The <function>paint_target()</function> should set the
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* shader's uniforms if any. This is done by calling
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* clutter_shader_effect_set_uniform_value() or
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* clutter_shader_effect_set_uniform(). The sub-class should then
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* chain up to the #ClutterShaderEffect implementation.</para>
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* <example id="ClutterShaderEffect-example-uniforms">
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* <title>Setting uniforms on a ClutterShaderEffect</title>
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* <para>The example below shows a typical implementation of the
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* <function>get_static_shader_source()</function> and
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* <function>paint_target()</function> phases of a
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* #ClutterShaderEffect sub-class.</para>
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* <programlisting>
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* static gchar *
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* my_effect_get_static_shader_source (ClutterShaderEffect *effect)
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* {
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* return g_strdup (shader_source);
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* }
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*
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* static gboolean
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* my_effect_paint_target (ClutterOffscreenEffect *effect)
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* {
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* MyEffect *self = MY_EFFECT (effect);
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* ClutterShaderEffect *shader = CLUTTER_SHADER_EFFECT (effect);
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* ClutterEffectClass *parent_class;
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* gfloat component_r, component_g, component_b;
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*
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* /* the "tex" uniform is declared in the shader as:
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* *
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* * uniform int tex;
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* *
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* * and it is passed a constant value of 0
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* */
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* clutter_shader_effect_set_uniform (shader, "tex", G_TYPE_INT, 1, 0);
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*
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* /* the "component" uniform is declared in the shader as:
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* *
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* * uniform vec3 component;
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* *
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* * and it's defined to contain the normalized components
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* * of a #ClutterColor
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* */
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* component_r = self->color.red / 255.0f;
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* component_g = self->color.green / 255.0f;
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* component_b = self->color.blue / 255.0f;
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* clutter_shader_effect_set_uniform (shader, "component",
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* G_TYPE_FLOAT, 3,
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* component_r,
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* component_g,
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* component_b);
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*
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* /* chain up to the parent's implementation */
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* parent_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (my_effect_parent_class);
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* return parent_class->paint_target (effect);
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* }
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* </programlisting>
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* </example>
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* </refsect2>
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*
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* #ClutterShaderEffect is available since Clutter 1.4
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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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/* XXX: This file depends on the cogl_program_ api with has been
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* removed for Cogl 2.0 so we undef COGL_ENABLE_EXPERIMENTAL_2_0_API
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* for this file for now */
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#undef COGL_ENABLE_EXPERIMENTAL_2_0_API
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#include "cogl/cogl.h"
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#include "clutter-shader-effect.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-feature.h"
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#include "clutter-private.h"
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#include "clutter-shader-types.h"
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typedef struct _ShaderUniform
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{
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gchar *name;
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GType type;
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GValue value;
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GLint location;
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} ShaderUniform;
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struct _ClutterShaderEffectPrivate
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{
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ClutterActor *actor;
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ClutterShaderType shader_type;
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CoglHandle program;
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CoglHandle shader;
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GHashTable *uniforms;
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};
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typedef struct _ClutterShaderEffectClassPrivate
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{
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/* These are the per-class pre-compiled shader and program which is
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used when the class implements get_static_shader_source without
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calling set_shader_source. They will be shared by all instances
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of this class */
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CoglHandle program;
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CoglHandle shader;
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} ClutterShaderEffectClassPrivate;
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enum
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{
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PROP_0,
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PROP_SHADER_TYPE,
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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_WITH_CODE (ClutterShaderEffect,
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clutter_shader_effect,
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CLUTTER_TYPE_OFFSCREEN_EFFECT,
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g_type_add_class_private (g_define_type_id,
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sizeof (ClutterShaderEffectClassPrivate)))
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static inline void
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clutter_shader_effect_clear (ClutterShaderEffect *self,
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gboolean reset_uniforms)
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{
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ClutterShaderEffectPrivate *priv = self->priv;
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if (priv->shader != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (priv->shader);
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priv->shader = COGL_INVALID_HANDLE;
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}
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if (priv->program != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (priv->program);
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priv->program = COGL_INVALID_HANDLE;
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}
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if (reset_uniforms && priv->uniforms != NULL)
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{
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g_hash_table_destroy (priv->uniforms);
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priv->uniforms = NULL;
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}
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priv->actor = NULL;
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}
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static void
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clutter_shader_effect_update_uniforms (ClutterShaderEffect *effect)
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{
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ClutterShaderEffectPrivate *priv = effect->priv;
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GHashTableIter iter;
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gpointer key, value;
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gsize size;
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if (priv->program == COGL_INVALID_HANDLE)
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return;
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if (priv->uniforms == NULL)
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return;
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key = value = NULL;
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g_hash_table_iter_init (&iter, priv->uniforms);
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while (g_hash_table_iter_next (&iter, &key, &value))
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{
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ShaderUniform *uniform = value;
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if (uniform->location == -1)
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uniform->location = cogl_program_get_uniform_location (priv->program,
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uniform->name);
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if (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (&uniform->value))
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{
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const GLfloat *floats;
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floats = clutter_value_get_shader_float (&uniform->value, &size);
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cogl_program_set_uniform_float (priv->program, uniform->location,
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size, 1,
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floats);
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}
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else if (CLUTTER_VALUE_HOLDS_SHADER_INT (&uniform->value))
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{
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const GLint *ints;
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ints = clutter_value_get_shader_int (&uniform->value, &size);
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cogl_program_set_uniform_int (priv->program, uniform->location,
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size, 1,
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ints);
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}
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else if (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (&uniform->value))
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{
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const GLfloat *matrix;
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matrix = clutter_value_get_shader_matrix (&uniform->value, &size);
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cogl_program_set_uniform_matrix (priv->program, uniform->location,
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size, 1,
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FALSE,
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matrix);
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}
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else if (G_VALUE_HOLDS_FLOAT (&uniform->value))
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{
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const GLfloat float_val = g_value_get_float (&uniform->value);
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cogl_program_set_uniform_float (priv->program, uniform->location,
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1, 1,
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&float_val);
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}
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else if (G_VALUE_HOLDS_DOUBLE (&uniform->value))
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{
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const GLfloat float_val =
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(GLfloat) g_value_get_double (&uniform->value);
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cogl_program_set_uniform_float (priv->program, uniform->location,
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1, 1,
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&float_val);
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}
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else if (G_VALUE_HOLDS_INT (&uniform->value))
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{
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const GLint int_val = g_value_get_int (&uniform->value);
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cogl_program_set_uniform_int (priv->program, uniform->location,
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1, 1,
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&int_val);
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}
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else
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g_warning ("Invalid uniform of type '%s' for name '%s'",
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g_type_name (G_VALUE_TYPE (&uniform->value)),
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uniform->name);
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}
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}
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static void
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clutter_shader_effect_set_actor (ClutterActorMeta *meta,
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ClutterActor *actor)
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{
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ClutterShaderEffect *self = CLUTTER_SHADER_EFFECT (meta);
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ClutterShaderEffectPrivate *priv = self->priv;
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ClutterActorMetaClass *parent;
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if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
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{
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/* if we don't have support for GLSL shaders then we
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* forcibly disable the ActorMeta
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*/
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g_warning ("Unable to use the ShaderEffect: the graphics hardware "
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"or the current GL driver does not implement support "
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"for the GLSL shading language.");
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clutter_actor_meta_set_enabled (meta, FALSE);
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return;
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}
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parent = CLUTTER_ACTOR_META_CLASS (clutter_shader_effect_parent_class);
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parent->set_actor (meta, actor);
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/* we keep a back pointer here */
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priv->actor = clutter_actor_meta_get_actor (meta);
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if (priv->actor == NULL)
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return;
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CLUTTER_NOTE (SHADER, "Preparing shader effect of type '%s'",
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G_OBJECT_TYPE_NAME (meta));
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}
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static CoglHandle
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clutter_shader_effect_create_shader (ClutterShaderEffect *self)
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{
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ClutterShaderEffectPrivate *priv = self->priv;
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switch (priv->shader_type)
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{
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case CLUTTER_FRAGMENT_SHADER:
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return cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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break;
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case CLUTTER_VERTEX_SHADER:
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return cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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break;
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default:
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g_assert_not_reached ();
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}
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}
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static void
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clutter_shader_effect_try_static_source (ClutterShaderEffect *self)
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{
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ClutterShaderEffectPrivate *priv = self->priv;
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ClutterShaderEffectClass *shader_effect_class =
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CLUTTER_SHADER_EFFECT_GET_CLASS (self);
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if (shader_effect_class->get_static_shader_source != NULL)
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{
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ClutterShaderEffectClassPrivate *class_priv;
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class_priv =
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G_TYPE_CLASS_GET_PRIVATE (shader_effect_class,
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CLUTTER_TYPE_SHADER_EFFECT,
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ClutterShaderEffectClassPrivate);
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if (class_priv->shader == COGL_INVALID_HANDLE)
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{
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gchar *source;
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class_priv->shader = clutter_shader_effect_create_shader (self);
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source = shader_effect_class->get_static_shader_source (self);
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cogl_shader_source (class_priv->shader, source);
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g_free (source);
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CLUTTER_NOTE (SHADER, "Compiling shader effect");
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cogl_shader_compile (class_priv->shader);
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if (cogl_shader_is_compiled (class_priv->shader))
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{
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class_priv->program = cogl_create_program ();
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cogl_program_attach_shader (class_priv->program,
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class_priv->shader);
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cogl_program_link (class_priv->program);
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}
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else
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{
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gchar *log_buf = cogl_shader_get_info_log (class_priv->shader);
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g_warning (G_STRLOC ": Unable to compile the GLSL shader: %s", log_buf);
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g_free (log_buf);
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}
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}
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priv->shader = cogl_handle_ref (class_priv->shader);
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if (class_priv->program != COGL_INVALID_HANDLE)
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priv->program = cogl_handle_ref (class_priv->program);
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}
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}
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static void
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clutter_shader_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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ClutterShaderEffect *self = CLUTTER_SHADER_EFFECT (effect);
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ClutterShaderEffectPrivate *priv = self->priv;
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ClutterOffscreenEffectClass *parent;
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CoglHandle material;
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/* If the source hasn't been set then we'll try to get it from the
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static source instead */
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if (priv->shader == COGL_INVALID_HANDLE)
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clutter_shader_effect_try_static_source (self);
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/* we haven't been prepared or we don't have support for
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* GLSL shaders in Clutter
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*/
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if (priv->program == COGL_INVALID_HANDLE)
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goto out;
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CLUTTER_NOTE (SHADER, "Applying the shader effect of type '%s'",
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G_OBJECT_TYPE_NAME (effect));
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clutter_shader_effect_update_uniforms (CLUTTER_SHADER_EFFECT (effect));
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/* associate the program to the offscreen target material */
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material = clutter_offscreen_effect_get_target (effect);
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cogl_pipeline_set_user_program (material, priv->program);
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out:
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/* paint the offscreen buffer */
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parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_shader_effect_parent_class);
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parent->paint_target (effect);
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}
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static void
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clutter_shader_effect_set_property (GObject *gobject,
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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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ClutterShaderEffectPrivate *priv = CLUTTER_SHADER_EFFECT (gobject)->priv;
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switch (prop_id)
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{
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case PROP_SHADER_TYPE:
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priv->shader_type = g_value_get_enum (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, 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_effect_finalize (GObject *gobject)
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{
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ClutterShaderEffect *effect = CLUTTER_SHADER_EFFECT (gobject);
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clutter_shader_effect_clear (effect, TRUE);
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G_OBJECT_CLASS (clutter_shader_effect_parent_class)->finalize (gobject);
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}
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static void
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clutter_shader_effect_class_init (ClutterShaderEffectClass *klass)
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{
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ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterOffscreenEffectClass *offscreen_class;
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offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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g_type_class_add_private (klass, sizeof (ClutterShaderEffectPrivate));
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|
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/**
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|
* ClutterShaderEffect:shader-type:
|
|
*
|
|
* The type of shader that is used by the effect. This property
|
|
* should be set by the constructor of #ClutterShaderEffect
|
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* sub-classes.
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*
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* Since: 1.4
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|
*/
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obj_props[PROP_SHADER_TYPE] =
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g_param_spec_enum ("shader-type",
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P_("Shader Type"),
|
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P_("The type of shader used"),
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CLUTTER_TYPE_SHADER_TYPE,
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CLUTTER_FRAGMENT_SHADER,
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CLUTTER_PARAM_WRITABLE | G_PARAM_CONSTRUCT_ONLY);
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gobject_class->set_property = clutter_shader_effect_set_property;
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gobject_class->finalize = clutter_shader_effect_finalize;
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g_object_class_install_properties (gobject_class,
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PROP_LAST,
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obj_props);
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meta_class->set_actor = clutter_shader_effect_set_actor;
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offscreen_class->paint_target = clutter_shader_effect_paint_target;
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}
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static void
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clutter_shader_effect_init (ClutterShaderEffect *effect)
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{
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effect->priv = G_TYPE_INSTANCE_GET_PRIVATE (effect,
|
|
CLUTTER_TYPE_SHADER_EFFECT,
|
|
ClutterShaderEffectPrivate);
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_effect_new:
|
|
* @shader_type: the type of the shader, either %CLUTTER_FRAGMENT_SHADER,
|
|
* or %CLUTTER_VERTEX_SHADER
|
|
*
|
|
* Creates a new #ClutterShaderEffect, to be applied to an actor using
|
|
* clutter_actor_add_effect().
|
|
*
|
|
* The effect will be empty until clutter_shader_effect_set_shader_source()
|
|
* is called.
|
|
*
|
|
* Return value: (transfer full): the newly created #ClutterShaderEffect.
|
|
* Use g_object_unref() when done.
|
|
*
|
|
* Since: 1.8
|
|
*/
|
|
ClutterEffect *
|
|
clutter_shader_effect_new (ClutterShaderType shader_type)
|
|
{
|
|
return g_object_new (CLUTTER_TYPE_SHADER_EFFECT,
|
|
"shader-type", shader_type,
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* 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_new0 (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->actor != NULL && !CLUTTER_ACTOR_IN_PAINT (priv->actor))
|
|
clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
|
|
}
|
|
|
|
/**
|
|
* 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. It also accepts %G_TYPE_DOUBLE for compatibility with other
|
|
* languages than C.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_shader_effect_set_uniform_value (ClutterShaderEffect *effect,
|
|
const gchar *name,
|
|
const GValue *value)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_SHADER_EFFECT (effect));
|
|
g_return_if_fail (name != NULL);
|
|
g_return_if_fail (value != NULL);
|
|
|
|
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)
|
|
{
|
|
g_return_if_fail (n_values <= 4);
|
|
|
|
/* 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)
|
|
{
|
|
g_return_if_fail (n_values <= 4);
|
|
|
|
/* 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_values: the number of values
|
|
* @...: 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);
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_effect_set_shader_source:
|
|
* @effect: a #ClutterShaderEffect
|
|
* @source: the source of a GLSL shader
|
|
*
|
|
* Sets the source of the GLSL shader used by @effect
|
|
*
|
|
* This function should only be called by implementations of
|
|
* the #ClutterShaderEffect class, and not by application code.
|
|
*
|
|
* This function can only be called once; subsequent calls will
|
|
* yield no result.
|
|
*
|
|
* Return value: %TRUE if the source was set
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
gboolean
|
|
clutter_shader_effect_set_shader_source (ClutterShaderEffect *effect,
|
|
const gchar *source)
|
|
{
|
|
ClutterShaderEffectPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_SHADER_EFFECT (effect), FALSE);
|
|
g_return_val_if_fail (source != NULL && *source != '\0', FALSE);
|
|
|
|
priv = effect->priv;
|
|
|
|
if (priv->shader != COGL_INVALID_HANDLE)
|
|
return TRUE;
|
|
|
|
priv->shader = clutter_shader_effect_create_shader (effect);
|
|
|
|
cogl_shader_source (priv->shader, source);
|
|
|
|
CLUTTER_NOTE (SHADER, "Compiling shader effect");
|
|
|
|
cogl_shader_compile (priv->shader);
|
|
|
|
if (cogl_shader_is_compiled (priv->shader))
|
|
{
|
|
priv->program = cogl_create_program ();
|
|
|
|
cogl_program_attach_shader (priv->program, priv->shader);
|
|
|
|
cogl_program_link (priv->program);
|
|
}
|
|
else
|
|
{
|
|
gchar *log_buf = cogl_shader_get_info_log (priv->shader);
|
|
|
|
g_warning (G_STRLOC ": Unable to compile the GLSL shader: %s", log_buf);
|
|
g_free (log_buf);
|
|
}
|
|
|
|
return TRUE;
|
|
}
|