Beispiel #1
0
void
cogl_program_uniform_matrix (int uniform_no,
                             int size,
                             int count,
                             gboolean transpose,
                             const float *value)
{
  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
  cogl_program_set_uniform_matrix (ctx->current_program,
                                   uniform_no, size, count, transpose, value);
}
static void
st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect)
{
  StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect);
  ClutterOffscreenEffectClass *parent;
  CoglHandle material;

  gdouble value, lower, upper, page_size;
  ClutterActor *vscroll = st_scroll_view_get_vscroll_bar (ST_SCROLL_VIEW (self->actor));
  ClutterActor *hscroll = st_scroll_view_get_hscroll_bar (ST_SCROLL_VIEW (self->actor));
  gboolean h_scroll_visible, v_scroll_visible;

  ClutterActorBox allocation, content_box, paint_box;

  /*
   * Used to pass the fade area to the shader
   *
   * [0][0] = x1
   * [0][1] = y1
   * [1][0] = x2
   * [1][1] = y2
   *
   */
  float fade_area[2][2];
  ClutterVertex verts[4];

  if (self->program == COGL_INVALID_HANDLE)
    goto out;

  clutter_actor_get_paint_box (self->actor, &paint_box);
  clutter_actor_get_abs_allocation_vertices (self->actor, verts);

  clutter_actor_get_allocation_box (self->actor, &allocation);
  st_theme_node_get_content_box (st_widget_get_theme_node (ST_WIDGET (self->actor)),
                                (const ClutterActorBox *)&allocation, &content_box);

  /*
   * The FBO is based on the paint_volume's size which can be larger then the actual
   * allocation, so we have to account for that when passing the positions
   */
  fade_area[0][0] = content_box.x1 + (verts[0].x - paint_box.x1);
  fade_area[0][1] = content_box.y1 + (verts[0].y - paint_box.y1);
  fade_area[1][0] = content_box.x2 + (verts[3].x - paint_box.x2);
  fade_area[1][1] = content_box.y2 + (verts[3].y - paint_box.y2);

  g_object_get (ST_SCROLL_VIEW (self->actor),
                "hscrollbar-visible", &h_scroll_visible,
                "vscrollbar-visible", &v_scroll_visible,
                NULL);

  if (v_scroll_visible)
    {
      if (st_widget_get_direction (ST_WIDGET (self->actor)) == ST_TEXT_DIRECTION_RTL)
          fade_area[0][0] += clutter_actor_get_width (vscroll);

      fade_area[1][0] -= clutter_actor_get_width (vscroll);
    }

  if (h_scroll_visible)
      fade_area[1][1] -= clutter_actor_get_height (hscroll);

  st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size);

  if (self->offset_top_uniform > -1) {
    if (value > lower + 0.1)
      cogl_program_set_uniform_1f (self->program, self->offset_top_uniform, self->fade_offset);
    else
      cogl_program_set_uniform_1f (self->program, self->offset_top_uniform, 0.0f);
  }

  if (self->offset_bottom_uniform > -1) {
    if (value < upper - page_size - 0.1)
      cogl_program_set_uniform_1f (self->program, self->offset_bottom_uniform, self->fade_offset);
    else
      cogl_program_set_uniform_1f (self->program, self->offset_bottom_uniform, 0.0f);
  }

  if (self->tex_uniform > -1)
    cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0);
  if (self->height_uniform > -1)
    cogl_program_set_uniform_1f (self->program, self->height_uniform, clutter_actor_get_height (self->actor));
  if (self->width_uniform > -1)
    cogl_program_set_uniform_1f (self->program, self->width_uniform, clutter_actor_get_width (self->actor));
  if (self->fade_area_uniform > -1)
    cogl_program_set_uniform_matrix (self->program, self->fade_area_uniform, 2, 1, FALSE, (const float *)fade_area);

  material = clutter_offscreen_effect_get_target (effect);
  cogl_material_set_user_program (material, self->program);

out:
  parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (st_scroll_view_fade_parent_class);
  parent->paint_target (effect);
}
Beispiel #3
0
static void
clutter_shader_effect_update_uniforms (ClutterShaderEffect *effect)
{
  ClutterShaderEffectPrivate *priv = effect->priv;
  GHashTableIter iter;
  gpointer key, value;
  gsize size;

  if (priv->program == COGL_INVALID_HANDLE)
    return;

  if (priv->uniforms == NULL)
    return;

  key = value = NULL;
  g_hash_table_iter_init (&iter, priv->uniforms);
  while (g_hash_table_iter_next (&iter, &key, &value))
    {
      ShaderUniform *uniform = value;

      if (uniform->location == -1)
        uniform->location = cogl_program_get_uniform_location (priv->program,
                                                               uniform->name);

      if (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (&uniform->value))
        {
          const GLfloat *floats;

          floats = clutter_value_get_shader_float (&uniform->value, &size);
          cogl_program_set_uniform_float (priv->program, uniform->location,
                                          size, 1,
                                          floats);
        }
      else if (CLUTTER_VALUE_HOLDS_SHADER_INT (&uniform->value))
        {
          const GLint *ints;

          ints = clutter_value_get_shader_int (&uniform->value, &size);
          cogl_program_set_uniform_int (priv->program, uniform->location,
                                        size, 1,
                                        ints);
        }
      else if (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (&uniform->value))
        {
          const GLfloat *matrix;

          matrix = clutter_value_get_shader_matrix (&uniform->value, &size);
          cogl_program_set_uniform_matrix (priv->program, uniform->location,
                                           size, 1,
                                           FALSE,
                                           matrix);
        }
      else if (G_VALUE_HOLDS_FLOAT (&uniform->value))
        {
          const GLfloat float_val = g_value_get_float (&uniform->value);

          cogl_program_set_uniform_float (priv->program, uniform->location,
                                          1, 1,
                                          &float_val);
        }
      else if (G_VALUE_HOLDS_DOUBLE (&uniform->value))
        {
          const GLfloat float_val =
            (GLfloat) g_value_get_double (&uniform->value);

          cogl_program_set_uniform_float (priv->program, uniform->location,
                                          1, 1,
                                          &float_val);
        }
      else if (G_VALUE_HOLDS_INT (&uniform->value))
        {
          const GLint int_val = g_value_get_int (&uniform->value);

          cogl_program_set_uniform_int (priv->program, uniform->location,
                                        1, 1,
                                        &int_val);
        }
      else
        g_warning ("Invalid uniform of type '%s' for name '%s'",
                   g_type_name (G_VALUE_TYPE (&uniform->value)),
                   uniform->name);
    }
}
Beispiel #4
0
/**
 * clutter_shader_set_uniform:
 * @shader: a #ClutterShader.
 * @name: name of uniform in GLSL shader program to set.
 * @value: a #ClutterShaderFloat, #ClutterShaderInt or #ClutterShaderMatrix
 *         #GValue.
 *
 * Sets a user configurable variable in the GLSL shader programs attached to
 * a #ClutterShader.
 *
 * Since: 1.0
 *
 * Deprecated: 1.8: Use #ClutterShaderEffect instead.
 */
void
clutter_shader_set_uniform (ClutterShader *shader,
                            const gchar   *name,
                            const GValue  *value)
{
  ClutterShaderPrivate *priv;
  int                   location = 0;
  gsize                 size;

  g_return_if_fail (CLUTTER_IS_SHADER (shader));
  g_return_if_fail (name != NULL);
  g_return_if_fail (value != NULL);
  g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value) ||
                    CLUTTER_VALUE_HOLDS_SHADER_INT (value) ||
                    CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value) ||
                    G_VALUE_HOLDS_FLOAT (value) ||
                    G_VALUE_HOLDS_INT (value));

  priv = shader->priv;
  g_return_if_fail (priv->program != COGL_INVALID_HANDLE);

  location = cogl_program_get_uniform_location (priv->program, name);

  if (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value))
    {
      const float *floats;

      floats = clutter_value_get_shader_float (value, &size);
      cogl_program_set_uniform_float (priv->program,
                                      location, size, 1, floats);
    }
  else if (CLUTTER_VALUE_HOLDS_SHADER_INT (value))
    {
      const int *ints;

      ints = clutter_value_get_shader_int (value, &size);
      cogl_program_set_uniform_int (priv->program,
                                    location, size, 1, ints);
    }
  else if (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value))
    {
      const float *matrix;

      matrix = clutter_value_get_shader_matrix (value, &size);
      cogl_program_set_uniform_matrix (priv->program,
                                       location, size, 1, FALSE, matrix);
    }
  else if (G_VALUE_HOLDS_FLOAT (value))
    {
      float float_val = g_value_get_float (value);

      cogl_program_set_uniform_float (priv->program,
                                      location, 1, 1, &float_val);
    }
  else if (G_VALUE_HOLDS_INT (value))
    {
      int int_val = g_value_get_int (value);

      cogl_program_set_uniform_int (priv->program,
                                    location, 1, 1, &int_val);
    }
  else
    g_assert_not_reached ();
}