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e3259435f2
We're starting from scratch.
567 lines
14 KiB
C
567 lines
14 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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*
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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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*
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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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*
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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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*
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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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*
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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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/**
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* clutter_value_get_shader_matrix:
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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 a matrix 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_MATRIX.
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*
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* Return value: (array length=length) (transfer none): the pointer to a matrix
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* of floating point values. The returned value is owned by the #GValue and
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* should never be modified or freed.
|
|
*
|
|
*
|
|
*/
|
|
const gfloat *
|
|
clutter_value_get_shader_matrix (const GValue *value,
|
|
gsize *length)
|
|
{
|
|
ClutterShaderMatrix *shader_matrix;
|
|
|
|
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value), NULL);
|
|
|
|
shader_matrix = value->data[0].v_pointer;
|
|
|
|
if (length)
|
|
*length = shader_matrix->size;
|
|
|
|
return shader_matrix->value;
|
|
}
|