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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 15:07:22 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 15:07:22 +0000 |
commit | f9d480cfe50ca1d7a0f0b5a2b8bb9932962bfbe7 (patch) | |
tree | ce9e8db2d4e8799780fa72ae8f1953039373e2ee /src/shell-glsl-effect.c | |
parent | Initial commit. (diff) | |
download | gnome-shell-upstream.tar.xz gnome-shell-upstream.zip |
Adding upstream version 3.38.6.upstream/3.38.6upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | src/shell-glsl-effect.c | 245 |
1 files changed, 245 insertions, 0 deletions
diff --git a/src/shell-glsl-effect.c b/src/shell-glsl-effect.c new file mode 100644 index 0000000..1f62380 --- /dev/null +++ b/src/shell-glsl-effect.c @@ -0,0 +1,245 @@ +/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ + +/** + * SECTION:shell-glsl-effect + * @short_description: An offscreen effect using GLSL + * + * A #ShellGLSLEffect is a #ClutterOffscreenEffect that allows + * running custom GLSL to the vertex and fragment stages of the + * graphic pipeline. + */ + +#include "config.h" + +#include <cogl/cogl.h> +#include "shell-glsl-effect.h" + +typedef struct _ShellGLSLEffectPrivate ShellGLSLEffectPrivate; +struct _ShellGLSLEffectPrivate +{ + CoglPipeline *pipeline; + + gint tex_width; + gint tex_height; +}; + +G_DEFINE_TYPE_WITH_PRIVATE (ShellGLSLEffect, shell_glsl_effect, CLUTTER_TYPE_OFFSCREEN_EFFECT); + +static gboolean +shell_glsl_effect_pre_paint (ClutterEffect *effect, + ClutterPaintContext *paint_context) +{ + ShellGLSLEffect *self = SHELL_GLSL_EFFECT (effect); + ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (effect); + ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (self); + ClutterEffectClass *parent_class; + CoglHandle texture; + gboolean success; + + if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect))) + return FALSE; + + if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL)) + { + /* if we don't have support for GLSL shaders then we + * forcibly disable the ActorMeta + */ + g_warning ("Unable to use the ShaderEffect: the graphics hardware " + "or the current GL driver does not implement support " + "for the GLSL shading language."); + clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), FALSE); + return FALSE; + } + + parent_class = CLUTTER_EFFECT_CLASS (shell_glsl_effect_parent_class); + success = parent_class->pre_paint (effect, paint_context); + + if (!success) + return FALSE; + + texture = clutter_offscreen_effect_get_texture (offscreen_effect); + priv->tex_width = cogl_texture_get_width (texture); + priv->tex_height = cogl_texture_get_height (texture); + + cogl_pipeline_set_layer_texture (priv->pipeline, 0, texture); + + return TRUE; +} + +static void +shell_glsl_effect_paint_target (ClutterOffscreenEffect *effect, + ClutterPaintContext *paint_context) +{ + ShellGLSLEffect *self = SHELL_GLSL_EFFECT (effect); + ShellGLSLEffectPrivate *priv; + ClutterActor *actor; + guint8 paint_opacity; + CoglFramebuffer *framebuffer; + + priv = shell_glsl_effect_get_instance_private (self); + + actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect)); + paint_opacity = clutter_actor_get_paint_opacity (actor); + + cogl_pipeline_set_color4ub (priv->pipeline, + paint_opacity, + paint_opacity, + paint_opacity, + paint_opacity); + + framebuffer = clutter_paint_context_get_framebuffer (paint_context); + cogl_framebuffer_draw_rectangle (framebuffer, + priv->pipeline, + 0, 0, + priv->tex_width, priv->tex_height); +} + + +/** + * shell_glsl_effect_add_glsl_snippet: + * @effect: a #ShellGLSLEffect + * @hook: where to insert the code + * @declarations: GLSL declarations + * @code: GLSL code + * @is_replace: whether Cogl code should be replaced by the custom shader + * + * Adds a GLSL snippet to the pipeline used for drawing the effect texture. + * See #CoglSnippet for details. + * + * This is only valid inside the a call to the build_pipeline() virtual + * function. + */ +void +shell_glsl_effect_add_glsl_snippet (ShellGLSLEffect *effect, + ShellSnippetHook hook, + const char *declarations, + const char *code, + gboolean is_replace) +{ + ShellGLSLEffectClass *klass = SHELL_GLSL_EFFECT_GET_CLASS (effect); + CoglSnippet *snippet; + + g_return_if_fail (klass->base_pipeline != NULL); + + if (is_replace) + { + snippet = cogl_snippet_new ((CoglSnippetHook)hook, declarations, NULL); + cogl_snippet_set_replace (snippet, code); + } + else + { + snippet = cogl_snippet_new ((CoglSnippetHook)hook, declarations, code); + } + + if (hook == SHELL_SNIPPET_HOOK_VERTEX || + hook == SHELL_SNIPPET_HOOK_FRAGMENT) + cogl_pipeline_add_snippet (klass->base_pipeline, snippet); + else + cogl_pipeline_add_layer_snippet (klass->base_pipeline, 0, snippet); + + cogl_object_unref (snippet); +} + +static void +shell_glsl_effect_dispose (GObject *gobject) +{ + ShellGLSLEffect *self = SHELL_GLSL_EFFECT (gobject); + ShellGLSLEffectPrivate *priv; + + priv = shell_glsl_effect_get_instance_private (self); + + g_clear_pointer (&priv->pipeline, cogl_object_unref); + + G_OBJECT_CLASS (shell_glsl_effect_parent_class)->dispose (gobject); +} + +static void +shell_glsl_effect_init (ShellGLSLEffect *effect) +{ +} + +static void +shell_glsl_effect_constructed (GObject *object) +{ + ShellGLSLEffect *self; + ShellGLSLEffectClass *klass; + ShellGLSLEffectPrivate *priv; + CoglContext *ctx = + clutter_backend_get_cogl_context (clutter_get_default_backend ()); + + G_OBJECT_CLASS (shell_glsl_effect_parent_class)->constructed (object); + + /* Note that, differently from ClutterBlurEffect, we are calling + this inside constructed, not init, so klass points to the most-derived + GTypeClass, not ShellGLSLEffectClass. + */ + klass = SHELL_GLSL_EFFECT_GET_CLASS (object); + self = SHELL_GLSL_EFFECT (object); + priv = shell_glsl_effect_get_instance_private (self); + + if (G_UNLIKELY (klass->base_pipeline == NULL)) + { + klass->base_pipeline = cogl_pipeline_new (ctx); + cogl_pipeline_set_blend (klass->base_pipeline, "RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))", NULL); + + if (klass->build_pipeline != NULL) + klass->build_pipeline (self); + } + + priv->pipeline = cogl_pipeline_copy (klass->base_pipeline); + + cogl_pipeline_set_layer_null_texture (klass->base_pipeline, 0); +} + +static void +shell_glsl_effect_class_init (ShellGLSLEffectClass *klass) +{ + ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); + GObjectClass *gobject_class = G_OBJECT_CLASS (klass); + ClutterOffscreenEffectClass *offscreen_class; + + offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); + offscreen_class->paint_target = shell_glsl_effect_paint_target; + + effect_class->pre_paint = shell_glsl_effect_pre_paint; + + gobject_class->constructed = shell_glsl_effect_constructed; + gobject_class->dispose = shell_glsl_effect_dispose; +} + +/** + * shell_glsl_effect_get_uniform_location: + * @effect: a #ShellGLSLEffect + * @name: the uniform name + * + * Returns: the location of the uniform named @name, that can be + * passed to shell_glsl_effect_set_uniform_float(). + */ +int +shell_glsl_effect_get_uniform_location (ShellGLSLEffect *effect, + const char *name) +{ + ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (effect); + return cogl_pipeline_get_uniform_location (priv->pipeline, name); +} + +/** + * shell_glsl_effect_set_uniform_float: + * @effect: a #ShellGLSLEffect + * @uniform: the uniform location (as returned by shell_glsl_effect_get_uniform_location()) + * @n_components: the number of components in the uniform (eg. 3 for a vec3) + * @total_count: the total number of floats in @value + * @value: (array length=total_count): the array of floats to set @uniform + */ +void +shell_glsl_effect_set_uniform_float (ShellGLSLEffect *effect, + int uniform, + int n_components, + int total_count, + const float *value) +{ + ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (effect); + cogl_pipeline_set_uniform_float (priv->pipeline, uniform, + n_components, total_count / n_components, + value); +} |