mirror of
https://github.com/brl/mutter.git
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77ec8774a0
Revert all the work that happened on the master branch.
Sadly, this is the only way to merge the current development branch back
into master.
It is now abundantly clear that I merged the 1.99 branch far too soon,
and that Clutter 2.0 won't happen any time soon, if at all.
Since having the development happen on a separate branch throws a lot of
people into confusion, let's undo the clutter-1.99 → master merge, and
move back the development of Clutter to the master branch.
In order to do so, we need to do some surgery to the Git repository.
First, we do a massive revert in a single commit of all that happened
since the switch to 1.99 and the API version bump done with the
89a2862b05
commit. The history is too long
to be reverted commit by commit without being extremely messy.
567 lines
15 KiB
C
567 lines
15 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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* Chris Lord <chris@openedhand.com>
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*
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* Copyright (C) 2008 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, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <glib-object.h>
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#include <gobject/gvaluecollector.h>
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#include "clutter-shader-types.h"
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#include "clutter-private.h"
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static GTypeInfo shader_float_info = {
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0,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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0,
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0,
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NULL,
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NULL,
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};
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static GTypeFundamentalInfo shader_float_finfo = { 0, };
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static GTypeInfo shader_int_info = {
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0,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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0,
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0,
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NULL,
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NULL,
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};
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static GTypeFundamentalInfo shader_int_finfo = { 0, };
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static GTypeInfo shader_matrix_info = {
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0,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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0,
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0,
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NULL,
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NULL,
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};
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static GTypeFundamentalInfo shader_matrix_finfo = { 0, };
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struct _ClutterShaderFloat
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{
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gint size;
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float value[4];
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};
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struct _ClutterShaderInt
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{
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gint size;
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int value[4];
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};
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struct _ClutterShaderMatrix
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{
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gint size;
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float value[16];
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};
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static gpointer
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clutter_value_peek_pointer (const GValue *value)
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{
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return value->data[0].v_pointer;
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}
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/* Float */
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static void
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clutter_value_init_shader_float (GValue *value)
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{
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value->data[0].v_pointer = g_slice_new0 (ClutterShaderFloat);
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}
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static void
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clutter_value_free_shader_float (GValue *value)
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{
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g_slice_free (ClutterShaderFloat, value->data[0].v_pointer);
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}
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static void
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clutter_value_copy_shader_float (const GValue *src,
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GValue *dest)
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{
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dest->data[0].v_pointer =
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g_slice_dup (ClutterShaderFloat, src->data[0].v_pointer);
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}
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static gchar *
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clutter_value_collect_shader_float (GValue *value,
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guint n_collect_values,
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GTypeCValue *collect_values,
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guint collect_flags)
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{
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gint float_count = collect_values[0].v_int;
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const float *floats = collect_values[1].v_pointer;
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if (!floats)
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return g_strdup_printf ("value location for '%s' passed as NULL",
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G_VALUE_TYPE_NAME (value));
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clutter_value_init_shader_float (value);
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clutter_value_set_shader_float (value, float_count, floats);
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return NULL;
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}
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static gchar *
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clutter_value_lcopy_shader_float (const GValue *value,
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guint n_collect_values,
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GTypeCValue *collect_values,
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guint collect_flags)
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{
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gint *float_count = collect_values[0].v_pointer;
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float **floats = collect_values[1].v_pointer;
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ClutterShaderFloat *shader_float = value->data[0].v_pointer;
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if (!float_count || !floats)
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return g_strdup_printf ("value location for '%s' passed as NULL",
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G_VALUE_TYPE_NAME (value));
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*float_count = shader_float->size;
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*floats = g_memdup (shader_float->value, shader_float->size * sizeof (float));
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return NULL;
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}
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static const GTypeValueTable _clutter_shader_float_value_table = {
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clutter_value_init_shader_float,
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clutter_value_free_shader_float,
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clutter_value_copy_shader_float,
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clutter_value_peek_pointer,
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"ip",
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clutter_value_collect_shader_float,
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"pp",
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clutter_value_lcopy_shader_float
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};
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GType
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clutter_shader_float_get_type (void)
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{
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static GType _clutter_shader_float_type = 0;
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if (G_UNLIKELY (_clutter_shader_float_type == 0))
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{
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shader_float_info.value_table = & _clutter_shader_float_value_table;
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_clutter_shader_float_type =
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g_type_register_fundamental (g_type_fundamental_next (),
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I_("ClutterShaderFloat"),
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&shader_float_info,
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&shader_float_finfo, 0);
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}
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return _clutter_shader_float_type;
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}
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/* Integer */
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static void
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clutter_value_init_shader_int (GValue *value)
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{
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value->data[0].v_pointer = g_slice_new0 (ClutterShaderInt);
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}
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static void
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clutter_value_free_shader_int (GValue *value)
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{
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g_slice_free (ClutterShaderInt, value->data[0].v_pointer);
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}
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static void
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clutter_value_copy_shader_int (const GValue *src,
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GValue *dest)
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{
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dest->data[0].v_pointer =
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g_slice_dup (ClutterShaderInt, src->data[0].v_pointer);
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}
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static gchar *
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clutter_value_collect_shader_int (GValue *value,
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guint n_collect_values,
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GTypeCValue *collect_values,
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guint collect_flags)
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{
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gint int_count = collect_values[0].v_int;
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const int *ints = collect_values[1].v_pointer;
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if (!ints)
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return g_strdup_printf ("value location for '%s' passed as NULL",
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G_VALUE_TYPE_NAME (value));
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clutter_value_init_shader_int (value);
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clutter_value_set_shader_int (value, int_count, ints);
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return NULL;
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}
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static gchar *
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clutter_value_lcopy_shader_int (const GValue *value,
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guint n_collect_values,
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GTypeCValue *collect_values,
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guint collect_flags)
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{
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gint *int_count = collect_values[0].v_pointer;
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int **ints = collect_values[1].v_pointer;
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ClutterShaderInt *shader_int = value->data[0].v_pointer;
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if (!int_count || !ints)
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return g_strdup_printf ("value location for '%s' passed as NULL",
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G_VALUE_TYPE_NAME (value));
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*int_count = shader_int->size;
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*ints = g_memdup (shader_int->value, shader_int->size * sizeof (int));
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return NULL;
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}
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static const GTypeValueTable _clutter_shader_int_value_table = {
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clutter_value_init_shader_int,
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clutter_value_free_shader_int,
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clutter_value_copy_shader_int,
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clutter_value_peek_pointer,
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"ip",
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clutter_value_collect_shader_int,
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"pp",
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clutter_value_lcopy_shader_int
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};
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GType
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clutter_shader_int_get_type (void)
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{
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static GType _clutter_shader_int_type = 0;
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if (G_UNLIKELY (_clutter_shader_int_type == 0))
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{
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shader_int_info.value_table = & _clutter_shader_int_value_table;
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_clutter_shader_int_type =
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g_type_register_fundamental (g_type_fundamental_next (),
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I_("ClutterShaderInt"),
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&shader_int_info,
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&shader_int_finfo, 0);
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}
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return _clutter_shader_int_type;
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}
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/* Matrix */
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static void
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clutter_value_init_shader_matrix (GValue *value)
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{
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value->data[0].v_pointer = g_slice_new0 (ClutterShaderMatrix);
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}
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static void
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clutter_value_free_shader_matrix (GValue *value)
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{
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g_slice_free (ClutterShaderMatrix, value->data[0].v_pointer);
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}
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static void
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clutter_value_copy_shader_matrix (const GValue *src,
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GValue *dest)
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{
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dest->data[0].v_pointer =
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g_slice_dup (ClutterShaderMatrix, src->data[0].v_pointer);
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}
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static gchar *
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clutter_value_collect_shader_matrix (GValue *value,
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guint n_collect_values,
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GTypeCValue *collect_values,
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guint collect_flags)
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{
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gint float_count = collect_values[0].v_int;
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const float *floats = collect_values[1].v_pointer;
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if (!floats)
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return g_strdup_printf ("value location for '%s' passed as NULL",
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G_VALUE_TYPE_NAME (value));
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clutter_value_init_shader_matrix (value);
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clutter_value_set_shader_matrix (value, float_count, floats);
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return NULL;
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}
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static gchar *
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clutter_value_lcopy_shader_matrix (const GValue *value,
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guint n_collect_values,
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GTypeCValue *collect_values,
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guint collect_flags)
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{
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gint *float_count = collect_values[0].v_pointer;
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float **floats = collect_values[1].v_pointer;
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ClutterShaderFloat *shader_float = value->data[0].v_pointer;
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if (!float_count || !floats)
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return g_strdup_printf ("value location for '%s' passed as NULL",
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G_VALUE_TYPE_NAME (value));
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*float_count = shader_float->size;
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*floats = g_memdup (shader_float->value,
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shader_float->size * shader_float->size * sizeof (float));
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return NULL;
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}
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static const GTypeValueTable _clutter_shader_matrix_value_table = {
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clutter_value_init_shader_matrix,
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clutter_value_free_shader_matrix,
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clutter_value_copy_shader_matrix,
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clutter_value_peek_pointer,
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"ip",
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clutter_value_collect_shader_matrix,
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"pp",
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clutter_value_lcopy_shader_matrix
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};
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GType
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clutter_shader_matrix_get_type (void)
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{
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static GType _clutter_shader_matrix_type = 0;
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if (G_UNLIKELY (_clutter_shader_matrix_type == 0))
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{
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shader_matrix_info.value_table = & _clutter_shader_matrix_value_table;
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_clutter_shader_matrix_type =
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g_type_register_fundamental (g_type_fundamental_next (),
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I_("ClutterShaderMatrix"),
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&shader_matrix_info,
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&shader_matrix_finfo, 0);
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}
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return _clutter_shader_matrix_type;
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}
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/* Utility functions */
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/**
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* clutter_value_set_shader_float:
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* @value: a #GValue
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* @size: number of floating point values in @floats
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* @floats: (array length=size): an array of floating point values
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*
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* Sets @floats as the contents of @value. The passed #GValue
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* must have been initialized using %CLUTTER_TYPE_SHADER_FLOAT.
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*
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* Since: 0.8
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*/
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void
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clutter_value_set_shader_float (GValue *value,
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gint size,
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const gfloat *floats)
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{
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ClutterShaderFloat *shader_float;
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gint i;
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g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value));
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g_return_if_fail (size <= 4);
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shader_float = value->data[0].v_pointer;
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shader_float->size = size;
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for (i = 0; i < size; i++)
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shader_float->value[i] = floats[i];
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}
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/**
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* clutter_value_set_shader_int:
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* @value: a #GValue
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* @size: number of integer values in @ints
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* @ints: (array length=size): an array of integer values
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*
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* Sets @ints as the contents of @value. The passed #GValue
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* must have been initialized using %CLUTTER_TYPE_SHADER_INT.
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*
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* Since: 0.8
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*/
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void
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clutter_value_set_shader_int (GValue *value,
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gint size,
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const gint *ints)
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{
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ClutterShaderInt *shader_int;
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gint i;
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g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value));
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g_return_if_fail (size <= 4);
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shader_int = value->data[0].v_pointer;
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shader_int->size = size;
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for (i = 0; i < size; i++)
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shader_int->value[i] = ints[i];
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}
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/**
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* clutter_value_set_shader_matrix:
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* @value: a #GValue
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* @size: number of floating point values in @floats
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* @matrix: (array length=size): a matrix of floating point values
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*
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* Sets @matrix as the contents of @value. The passed #GValue
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* must have been initialized using %CLUTTER_TYPE_SHADER_MATRIX.
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*
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* Since: 0.8
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*/
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void
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clutter_value_set_shader_matrix (GValue *value,
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gint size,
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const gfloat *matrix)
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{
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ClutterShaderMatrix *shader_matrix;
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gint i;
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g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value));
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g_return_if_fail (size <= 4);
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shader_matrix = value->data[0].v_pointer;
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shader_matrix->size = size;
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for (i = 0; i < size * size; i++)
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shader_matrix->value[i] = matrix[i];
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}
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/**
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* clutter_value_get_shader_float:
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* @value: a #GValue
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* @length: (out): return location for the number of returned floating
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* point values, or %NULL
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*
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* Retrieves the list of floating point values stored inside
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* the passed #GValue. @value must have been initialized with
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* %CLUTTER_TYPE_SHADER_FLOAT.
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*
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* Return value: (array length=length): the pointer to a list of
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* floating point values. The returned value is owned by the
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* #GValue and should never be modified or freed.
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*
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* Since: 0.8
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*/
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const gfloat *
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clutter_value_get_shader_float (const GValue *value,
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gsize *length)
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{
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ClutterShaderFloat *shader_float;
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value), NULL);
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shader_float = value->data[0].v_pointer;
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if (length)
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*length = shader_float->size;
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return shader_float->value;
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}
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/**
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* clutter_value_get_shader_int:
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* @value: a #GValue
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* @length: (out): return location for the number of returned integer
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* values, or %NULL
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*
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* Retrieves the list of integer values stored inside the passed
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* #GValue. @value must have been initialized with
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* %CLUTTER_TYPE_SHADER_INT.
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*
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* Return value: (array length=length): the pointer to a list of
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* integer values. The returned value is owned by the #GValue and
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* should never be modified or freed.
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*
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* Since: 0.8
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*/
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const gint *
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clutter_value_get_shader_int (const GValue *value,
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gsize *length)
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{
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ClutterShaderInt *shader_int;
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g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value), NULL);
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shader_int = value->data[0].v_pointer;
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if (length)
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*length = shader_int->size;
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return shader_int->value;
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}
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|
|
|
/**
|
|
* 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.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
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;
|
|
}
|