Esempio n. 1
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
 */
void
clutter_shader_set_uniform (ClutterShader *shader,
                            const gchar   *name,
                            const GValue  *value)
{
  ClutterShaderPrivate *priv;
  GLint                 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 GLfloat *floats;

      floats = clutter_value_get_shader_float (value, &size);
      cogl_program_uniform_float (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_uniform_int (location, size, 1, ints);
    }
  else if (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value))
    {
      const GLfloat *matrix;

      matrix = clutter_value_get_shader_matrix (value, &size);
      cogl_program_uniform_matrix (location, size, 1, FALSE, matrix);
    }
  else if (G_VALUE_HOLDS_FLOAT (value))
    {
      GLfloat float_val = g_value_get_float (value);

      cogl_program_uniform_float (location, 1, 1, &float_val);
    }
  else if (G_VALUE_HOLDS_INT (value))
    {
      int int_val = g_value_get_int (value);

      cogl_program_uniform_int (location, 1, 1, &int_val);
    }
  else
    g_assert_not_reached ();
}
/**
 * clutter_actor_set_shader_param:
 * @self: a #ClutterActor
 * @param: the name of the parameter
 * @value: the value of the parameter
 *
 * Sets the value for a named parameter of the shader applied
 * to @actor.
 *
 * Since: 1.0
 *
 * Deprecated: 1.8: Use clutter_shader_effect_set_uniform_value() instead
 */
void
clutter_actor_set_shader_param (ClutterActor *self,
                                const gchar  *param,
                                const GValue *value)
{
  g_return_if_fail (CLUTTER_IS_ACTOR (self));
  g_return_if_fail (param != 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));

  clutter_actor_set_shader_param_internal (self, param, value);
}
Esempio n. 3
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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.
 *
 *
 */
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;
}
Esempio n. 4
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/**
 * clutter_value_set_shader_matrix:
 * @value: a #GValue
 * @size: number of floating point values in @floats
 * @matrix: (array length=size): a matrix of floating point values
 *
 * Sets @matrix as the contents of @value. The passed #GValue
 * must have been initialized using %CLUTTER_TYPE_SHADER_MATRIX.
 *
 *
 */
void
clutter_value_set_shader_matrix (GValue       *value,
                                 gint          size,
                                 const gfloat *matrix)
{
  ClutterShaderMatrix *shader_matrix;
  gint i;

  g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value));
  g_return_if_fail (size <= 4);

  shader_matrix = value->data[0].v_pointer;

  shader_matrix->size = size;

  for (i = 0; i < size * size; i++)
    shader_matrix->value[i] = matrix[i];
}
Esempio n. 5
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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);
    }
}