Compare commits
12 Commits
compile-ui
...
matthiasc/
Author | SHA1 | Date | |
---|---|---|---|
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50725b67ac | ||
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aeae3522b6 | ||
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3e3df6ba1e | ||
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f2a046449f | ||
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122304d34a | ||
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6c13f89f91 | ||
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5f7bf0a23e | ||
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adbd434d8c | ||
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0693deb02f | ||
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ffd39c257a | ||
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ec0ad5738c | ||
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c958fd8e86 |
@@ -133,6 +133,19 @@
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<file>cogs.glsl</file>
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<file>glowingstars.glsl</file>
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</gresource>
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<gresource prefix="/glshader">
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<file>fire.glsl</file>
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<file>gtkshaderbin.h</file>
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<file>gtkshaderbin.c</file>
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</gresource>
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<gresource prefix="/gltransition">
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<file>gtkshaderstack.c</file>
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<file>gtkshaderstack.h</file>
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<file>transition1.glsl</file>
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<file>transition2.glsl</file>
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<file>transition3.glsl</file>
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<file>transition4.glsl</file>
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</gresource>
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<gresource prefix="/iconscroll">
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<file>iconscroll.ui</file>
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</gresource>
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@@ -247,6 +260,8 @@
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<file>gears.c</file>
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<file>gestures.c</file>
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<file>glarea.c</file>
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<file>glshader.c</file>
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<file>gltransition.c</file>
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<file>headerbar.c</file>
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<file>hypertext.c</file>
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<file>iconscroll.c</file>
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|
72
demos/gtk-demo/fire.glsl
Normal file
72
demos/gtk-demo/fire.glsl
Normal file
@@ -0,0 +1,72 @@
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uniform float u_time;
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/* 2D -> [0..1] random number generator */
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float random(vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233))) *
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43758.5453123);
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}
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/* Generate a smoothed 2d noise based on random() */
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float noise(vec2 v) {
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/* Round point v to integer grid grid */
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vec2 grid_point = floor(v);
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/* Randomize in grid corners */
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float corner1 = random(grid_point);
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float corner2 = random(grid_point + vec2(1, 0));
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float corner3 = random(grid_point + vec2(0, 1));
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float corner4 = random(grid_point + vec2(1, 1));
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/* Interpolate smoothly between grid points */
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vec2 fraction = smoothstep(vec2(0.0), vec2(1.0), fract(v));
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return mix(mix(corner1, corner2, fraction.x),
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mix(corner3, corner4, fraction.x),
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fraction.y);
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}
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/* fractal brownian motion noice, see https://www.iquilezles.org/www/articles/fbm/fbm.htm */
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float fbm(in vec2 x)
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{
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const float octaveScale = 1.9;
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const float G = 0.5;
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float f = 1.0;
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float a = 1.0;
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float t = 0.0;
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int numOctaves = 5;
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for (int i = 0; i < numOctaves; i++) {
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t += a*noise(f*x);
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f *= octaveScale;
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a *= G;
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}
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return t;
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)
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{
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vec2 xy = fragCoord / resolution;
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float zoom = 3.0 - sin(u_time*0.5)*0.3;
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// Normalize coord to height of widget
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vec2 p = (vec2 (-resolution.x/2 + fragCoord.x, resolution.y - fragCoord.y) / resolution.yy)* zoom;
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// Use recursive incantations of fbm
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float q1 = fbm(p - vec2(0.8, 0.3) * u_time);
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float q2 = fbm(p - vec2(0.5, 1.3) * u_time);
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float r = fbm(2.0*p + vec2(q1,q2) - vec2(0.0, 1.0)*u_time*10.0 *0.4);
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// Compute intensity, mostly on the bottom
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float w = 2 * r * p.y;
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// Smooth out left/right side and fade in at start
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w /= smoothstep(0.0,0.1, xy.x)* smoothstep(0.0,0.1, 1.0-xy.x) * smoothstep(0.0,0.4, u_time);
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// Compute colors
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vec3 c = vec3(1.0,.2,.05);
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vec3 color = 1.0 / (w*w/c + 1.0);
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// Mix in widget
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vec4 widget = texture(u_source,uv);
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fragColor = mix(vec4(color,1), widget, 1.0-color.x);
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}
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85
demos/gtk-demo/glshader.c
Normal file
85
demos/gtk-demo/glshader.c
Normal file
@@ -0,0 +1,85 @@
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/* OpenGL/GLShader
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* #Keywords: OpenGL, shader
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*
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* Demonstrates using GskGLShaderNodes to integrate GLSL fragment shaders
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* with the Gtk widget rendering.
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*/
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#include <math.h>
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#include <gtk/gtk.h>
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#include "gtkshaderbin.h"
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static GtkWidget *demo_window = NULL;
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static void
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close_window (GtkWidget *widget)
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{
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/* Reset the state */
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demo_window = NULL;
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}
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static GtkWidget *
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fire_bin_new (void)
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{
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GtkWidget *bin = gtk_shader_bin_new ();
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GBytes *shader_b;
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GskGLShader *shader;
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shader_b = g_resources_lookup_data ("/glshader/fire.glsl", 0, NULL);
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shader = gsk_glshader_new ((const char *)g_bytes_get_data (shader_b, NULL));
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gsk_glshader_add_uniform (shader, "u_time", GSK_GLUNIFORM_TYPE_FLOAT);
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gtk_shader_bin_add_shader (GTK_SHADER_BIN (bin), shader, GTK_STATE_FLAG_PRELIGHT, GTK_STATE_FLAG_PRELIGHT);
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g_bytes_unref (shader_b);
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g_object_unref (shader);
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return bin;
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}
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static GtkWidget *
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create_glshader_window (GtkWidget *do_widget)
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{
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GtkWidget *window, *box, *button, *bin;
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window = gtk_window_new ();
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gtk_window_set_display (GTK_WINDOW (window), gtk_widget_get_display (do_widget));
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gtk_window_set_title (GTK_WINDOW (window), "glshader");
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g_signal_connect (window, "destroy", G_CALLBACK (close_window), NULL);
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box = gtk_box_new (GTK_ORIENTATION_VERTICAL, FALSE);
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gtk_widget_set_margin_start (box, 12);
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gtk_widget_set_margin_end (box, 12);
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gtk_widget_set_margin_top (box, 12);
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gtk_widget_set_margin_bottom (box, 12);
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gtk_box_set_spacing (GTK_BOX (box), 6);
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gtk_window_set_child (GTK_WINDOW (window), box);
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bin = fire_bin_new ();
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gtk_box_append (GTK_BOX (box), bin);
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button = gtk_button_new_with_label ("Click me");
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gtk_widget_set_receives_default (button, TRUE);
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gtk_shader_bin_set_child (GTK_SHADER_BIN (bin), button);
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bin = fire_bin_new ();
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gtk_box_append (GTK_BOX (box), bin);
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button = gtk_button_new_with_label ("Or me!");
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gtk_widget_set_receives_default (button, TRUE);
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gtk_shader_bin_set_child (GTK_SHADER_BIN (bin), button);
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return window;
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}
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GtkWidget *
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do_glshader (GtkWidget *do_widget)
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{
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if (!demo_window)
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demo_window = create_glshader_window (do_widget);
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if (!gtk_widget_get_visible (demo_window))
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gtk_widget_show (demo_window);
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else
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gtk_window_destroy (GTK_WINDOW (demo_window));
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return demo_window;
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}
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250
demos/gtk-demo/gltransition.c
Normal file
250
demos/gtk-demo/gltransition.c
Normal file
@@ -0,0 +1,250 @@
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/* OpenGL/Transitions
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* #Keywords: OpenGL, shader
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*
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* Create transitions between pages using a custom fragment shader.
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* The examples here are taken from gl-transitions.com.
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*
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* Click to start a transition.
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*/
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#include <math.h>
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#include <gtk/gtk.h>
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#include "gtkshaderstack.h"
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static GtkWidget *demo_window = NULL;
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static void
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close_window (GtkWidget *widget)
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{
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/* Reset the state */
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demo_window = NULL;
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}
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static GskGLShader *
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gsk_shader_new_from_resource (const char *resource_path)
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{
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GBytes *shader_b;
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GskGLShader *shader;
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shader_b = g_resources_lookup_data (resource_path, 0, NULL);
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shader = gsk_glshader_new ((const char *)g_bytes_get_data (shader_b, NULL));
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gsk_glshader_set_n_required_sources (shader, 2);
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gsk_glshader_add_uniform (shader, "progress", GSK_GLUNIFORM_TYPE_FLOAT);
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g_bytes_unref (shader_b);
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return shader;
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}
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static void
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text_changed (GtkTextBuffer *buffer,
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GtkWidget *button)
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{
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gtk_widget_show (button);
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}
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static void
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apply_text (GtkWidget *button,
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GtkTextBuffer *buffer)
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{
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GtkWidget *stack;
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GskGLShader *shader;
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GtkTextIter start, end;
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char *text;
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stack = gtk_widget_get_ancestor (button, GTK_TYPE_SHADER_STACK);
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gtk_text_buffer_get_bounds (buffer, &start, &end);
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text = gtk_text_buffer_get_text (buffer, &start, &end, TRUE);
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shader = gsk_glshader_new (text);
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gsk_glshader_set_n_required_sources (shader, 2);
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gsk_glshader_add_uniform (shader, "progress", GSK_GLUNIFORM_TYPE_FLOAT);
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gtk_shader_stack_set_shader (GTK_SHADER_STACK (stack), shader);
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g_object_unref (shader);
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g_free (text);
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gtk_widget_hide (button);
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}
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static void
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clicked_cb (GtkGestureClick *gesture,
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guint n_pressed,
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double x,
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double y,
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gpointer data)
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{
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gtk_gesture_set_state (GTK_GESTURE (gesture), GTK_EVENT_SEQUENCE_CLAIMED);
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}
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static GtkWidget *
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make_shader_stack (const char *name,
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const char *resource_path,
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GtkWidget *scale)
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{
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GtkWidget *stack, *child, *widget;
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GtkWidget *label, *button, *tv;
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GskGLShader *shader;
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GObjectClass *class;
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GParamSpecFloat *pspec;
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GtkAdjustment *adjustment;
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GtkTextBuffer *buffer;
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GBytes *bytes;
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GtkEventController *controller;
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GtkCssProvider *provider;
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stack = gtk_shader_stack_new ();
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shader = gsk_shader_new_from_resource (resource_path);
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gtk_shader_stack_set_shader (GTK_SHADER_STACK (stack), shader);
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g_object_unref (shader);
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child = gtk_picture_new_for_resource ("/css_pixbufs/background.jpg");
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gtk_picture_set_can_shrink (GTK_PICTURE (child), TRUE);
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gtk_shader_stack_add_child (GTK_SHADER_STACK (stack), child);
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child = gtk_picture_new_for_resource ("/transparent/portland-rose.jpg");
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gtk_picture_set_can_shrink (GTK_PICTURE (child), TRUE);
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gtk_shader_stack_add_child (GTK_SHADER_STACK (stack), child);
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child = gtk_picture_new_for_resource ("/css_blendmodes/ducky.png");
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gtk_picture_set_can_shrink (GTK_PICTURE (child), TRUE);
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gtk_shader_stack_add_child (GTK_SHADER_STACK (stack), child);
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child = gtk_box_new (GTK_ORIENTATION_VERTICAL, 6);
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widget = gtk_center_box_new ();
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label = gtk_label_new (name);
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gtk_widget_add_css_class (label, "title-4");
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gtk_widget_set_size_request (label, -1, 26);
|
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gtk_center_box_set_center_widget (GTK_CENTER_BOX (widget), label);
|
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|
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button = gtk_button_new_from_icon_name ("view-refresh-symbolic");
|
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provider = gtk_css_provider_new ();
|
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gtk_css_provider_load_from_data (provider, "button.small { padding: 0; }", -1);
|
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gtk_style_context_add_provider (gtk_widget_get_style_context (button),
|
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GTK_STYLE_PROVIDER (provider),
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GTK_STYLE_PROVIDER_PRIORITY_APPLICATION);
|
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g_object_unref (provider);
|
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gtk_widget_set_halign (button, GTK_ALIGN_CENTER);
|
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gtk_widget_set_valign (button, GTK_ALIGN_CENTER);
|
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gtk_widget_add_css_class (button, "small");
|
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gtk_widget_hide (button);
|
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gtk_center_box_set_end_widget (GTK_CENTER_BOX (widget), button);
|
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|
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gtk_box_append (GTK_BOX (child), widget);
|
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|
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class = g_type_class_ref (GTK_TYPE_SHADER_STACK);
|
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pspec = G_PARAM_SPEC_FLOAT (g_object_class_find_property (class, "duration"));
|
||||
|
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adjustment = gtk_range_get_adjustment (GTK_RANGE (scale));
|
||||
if (gtk_adjustment_get_lower (adjustment) == 0.0 &&
|
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gtk_adjustment_get_upper (adjustment) == 0.0)
|
||||
{
|
||||
gtk_adjustment_configure (adjustment,
|
||||
pspec->default_value,
|
||||
pspec->minimum,
|
||||
pspec->maximum,
|
||||
0.1, 0.5, 0);
|
||||
}
|
||||
|
||||
g_type_class_unref (class);
|
||||
|
||||
g_object_bind_property (adjustment, "value",
|
||||
stack, "duration",
|
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G_BINDING_DEFAULT);
|
||||
|
||||
widget = gtk_scrolled_window_new ();
|
||||
gtk_scrolled_window_set_has_frame (GTK_SCROLLED_WINDOW (widget), TRUE);
|
||||
gtk_widget_set_hexpand (widget, TRUE);
|
||||
gtk_widget_set_vexpand (widget, TRUE);
|
||||
|
||||
controller = GTK_EVENT_CONTROLLER (gtk_gesture_click_new ());
|
||||
gtk_gesture_single_set_button (GTK_GESTURE_SINGLE (controller), 0);
|
||||
g_signal_connect (controller, "released", G_CALLBACK (clicked_cb), NULL);
|
||||
gtk_event_controller_set_propagation_phase (controller, GTK_PHASE_BUBBLE);
|
||||
gtk_widget_add_controller (GTK_WIDGET (widget), controller);
|
||||
|
||||
tv = gtk_text_view_new ();
|
||||
gtk_text_view_set_left_margin (GTK_TEXT_VIEW (tv), 4);
|
||||
gtk_text_view_set_right_margin (GTK_TEXT_VIEW (tv), 4);
|
||||
gtk_text_view_set_top_margin (GTK_TEXT_VIEW (tv), 4);
|
||||
gtk_text_view_set_bottom_margin (GTK_TEXT_VIEW (tv), 4);
|
||||
buffer = gtk_text_view_get_buffer (GTK_TEXT_VIEW (tv));
|
||||
bytes = g_resources_lookup_data (resource_path, 0, NULL);
|
||||
gtk_text_buffer_set_text (buffer,
|
||||
(const char *)g_bytes_get_data (bytes, NULL),
|
||||
g_bytes_get_size (bytes));
|
||||
g_bytes_unref (bytes);
|
||||
gtk_scrolled_window_set_child (GTK_SCROLLED_WINDOW (widget), tv);
|
||||
|
||||
g_signal_connect (buffer, "changed", G_CALLBACK (text_changed), button);
|
||||
g_signal_connect (button, "clicked", G_CALLBACK (apply_text), buffer);
|
||||
|
||||
gtk_box_append (GTK_BOX (child), widget);
|
||||
|
||||
gtk_shader_stack_add_child (GTK_SHADER_STACK (stack), child);
|
||||
|
||||
return stack;
|
||||
}
|
||||
|
||||
static GtkWidget *
|
||||
create_gltransition_window (GtkWidget *do_widget)
|
||||
{
|
||||
GtkWidget *window, *headerbar, *scale, *grid;
|
||||
|
||||
window = gtk_window_new ();
|
||||
gtk_window_set_display (GTK_WINDOW (window), gtk_widget_get_display (do_widget));
|
||||
gtk_window_set_title (GTK_WINDOW (window), "Transitions");
|
||||
headerbar = gtk_header_bar_new ();
|
||||
scale = gtk_scale_new (GTK_ORIENTATION_HORIZONTAL, NULL);
|
||||
gtk_scale_set_draw_value (GTK_SCALE (scale), FALSE);
|
||||
gtk_widget_set_size_request (scale, 100, -1);
|
||||
gtk_header_bar_pack_end (GTK_HEADER_BAR (headerbar), scale);
|
||||
gtk_window_set_titlebar (GTK_WINDOW (window), headerbar);
|
||||
gtk_window_set_default_size (GTK_WINDOW (window), 400, 400);
|
||||
g_signal_connect (window, "destroy", G_CALLBACK (close_window), NULL);
|
||||
|
||||
grid = gtk_grid_new ();
|
||||
gtk_window_set_child (GTK_WINDOW (window), grid);
|
||||
|
||||
gtk_widget_set_halign (grid, GTK_ALIGN_CENTER);
|
||||
gtk_widget_set_valign (grid, GTK_ALIGN_CENTER);
|
||||
gtk_widget_set_margin_start (grid, 12);
|
||||
gtk_widget_set_margin_end (grid, 12);
|
||||
gtk_widget_set_margin_top (grid, 12);
|
||||
gtk_widget_set_margin_bottom (grid, 12);
|
||||
gtk_grid_set_row_spacing (GTK_GRID (grid), 6);
|
||||
gtk_grid_set_column_spacing (GTK_GRID (grid), 6);
|
||||
gtk_grid_set_row_homogeneous (GTK_GRID (grid), TRUE);
|
||||
gtk_grid_set_column_homogeneous (GTK_GRID (grid), TRUE);
|
||||
|
||||
gtk_grid_attach (GTK_GRID (grid),
|
||||
make_shader_stack ("Wind", "/gltransition/transition1.glsl", scale),
|
||||
0, 0, 1, 1);
|
||||
gtk_grid_attach (GTK_GRID (grid),
|
||||
make_shader_stack ("Radial", "/gltransition/transition2.glsl", scale),
|
||||
1, 0, 1, 1);
|
||||
gtk_grid_attach (GTK_GRID (grid),
|
||||
make_shader_stack ("Crosswarp", "/gltransition/transition3.glsl", scale),
|
||||
0, 1, 1, 1);
|
||||
gtk_grid_attach (GTK_GRID (grid),
|
||||
make_shader_stack ("Kaleidoscope", "/gltransition/transition4.glsl", scale),
|
||||
1, 1, 1, 1);
|
||||
|
||||
return window;
|
||||
}
|
||||
|
||||
GtkWidget *
|
||||
do_gltransition (GtkWidget *do_widget)
|
||||
{
|
||||
if (!demo_window)
|
||||
demo_window = create_gltransition_window (do_widget);
|
||||
|
||||
if (!gtk_widget_get_visible (demo_window))
|
||||
gtk_widget_show (demo_window);
|
||||
else
|
||||
gtk_window_destroy (GTK_WINDOW (demo_window));
|
||||
|
||||
return demo_window;
|
||||
}
|
220
demos/gtk-demo/gtkshaderbin.c
Normal file
220
demos/gtk-demo/gtkshaderbin.c
Normal file
@@ -0,0 +1,220 @@
|
||||
#include "gtkshaderbin.h"
|
||||
|
||||
typedef struct {
|
||||
GskGLShader *shader;
|
||||
GtkStateFlags state;
|
||||
GtkStateFlags state_mask;
|
||||
} ShaderInfo;
|
||||
|
||||
struct _GtkShaderBin
|
||||
{
|
||||
GtkWidget parent_instance;
|
||||
GtkWidget *child;
|
||||
GskGLShader *active_shader;
|
||||
GPtrArray *shaders;
|
||||
guint tick_id;
|
||||
float time;
|
||||
gint64 first_frame_time;
|
||||
};
|
||||
|
||||
struct _GtkShaderBinClass
|
||||
{
|
||||
GtkWidgetClass parent_class;
|
||||
};
|
||||
|
||||
G_DEFINE_TYPE (GtkShaderBin, gtk_shader_bin, GTK_TYPE_WIDGET)
|
||||
|
||||
static void
|
||||
shader_info_free (ShaderInfo *info)
|
||||
{
|
||||
g_object_unref (info->shader);
|
||||
g_free (info);
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_bin_finalize (GObject *object)
|
||||
{
|
||||
GtkShaderBin *self = GTK_SHADER_BIN (object);
|
||||
|
||||
g_ptr_array_free (self->shaders, TRUE);
|
||||
|
||||
G_OBJECT_CLASS (gtk_shader_bin_parent_class)->finalize (object);
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_bin_dispose (GObject *object)
|
||||
{
|
||||
GtkShaderBin *self = GTK_SHADER_BIN (object);
|
||||
|
||||
g_clear_pointer (&self->child, gtk_widget_unparent);
|
||||
|
||||
G_OBJECT_CLASS (gtk_shader_bin_parent_class)->dispose (object);
|
||||
}
|
||||
|
||||
static gboolean
|
||||
gtk_shader_bin_tick (GtkWidget *widget,
|
||||
GdkFrameClock *frame_clock,
|
||||
gpointer unused)
|
||||
{
|
||||
GtkShaderBin *self = GTK_SHADER_BIN (widget);
|
||||
gint64 frame_time;
|
||||
|
||||
frame_time = gdk_frame_clock_get_frame_time (frame_clock);
|
||||
if (self->first_frame_time == 0)
|
||||
self->first_frame_time = frame_time;
|
||||
self->time = (frame_time - self->first_frame_time) / (float)G_USEC_PER_SEC;
|
||||
|
||||
gtk_widget_queue_draw (widget);
|
||||
|
||||
return G_SOURCE_CONTINUE;
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_bin_init (GtkShaderBin *self)
|
||||
{
|
||||
self->shaders = g_ptr_array_new_with_free_func ((GDestroyNotify)shader_info_free);
|
||||
}
|
||||
|
||||
void
|
||||
gtk_shader_bin_update_active_shader (GtkShaderBin *self)
|
||||
{
|
||||
GtkStateFlags new_state = gtk_widget_get_state_flags (GTK_WIDGET (self));
|
||||
GskGLShader *new_shader = NULL;
|
||||
|
||||
for (int i = 0; i < self->shaders->len; i++)
|
||||
{
|
||||
ShaderInfo *info = g_ptr_array_index (self->shaders, i);
|
||||
|
||||
if ((info->state_mask & new_state) == info->state)
|
||||
{
|
||||
new_shader = info->shader;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (self->active_shader == new_shader)
|
||||
return;
|
||||
|
||||
self->active_shader = new_shader;
|
||||
self->first_frame_time = 0;
|
||||
|
||||
if (self->active_shader)
|
||||
{
|
||||
if (self->tick_id == 0)
|
||||
self->tick_id = gtk_widget_add_tick_callback (GTK_WIDGET (self),
|
||||
gtk_shader_bin_tick,
|
||||
NULL, NULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (self->tick_id != 0)
|
||||
{
|
||||
gtk_widget_remove_tick_callback (GTK_WIDGET (self), self->tick_id);
|
||||
self->tick_id = 0;
|
||||
}
|
||||
}
|
||||
|
||||
gtk_widget_queue_draw (GTK_WIDGET (self));
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_bin_state_flags_changed (GtkWidget *widget,
|
||||
GtkStateFlags previous_state_flags)
|
||||
{
|
||||
GtkShaderBin *self = GTK_SHADER_BIN (widget);
|
||||
|
||||
gtk_shader_bin_update_active_shader (self);
|
||||
}
|
||||
|
||||
void
|
||||
gtk_shader_bin_add_shader (GtkShaderBin *self,
|
||||
GskGLShader *shader,
|
||||
GtkStateFlags state,
|
||||
GtkStateFlags state_mask)
|
||||
{
|
||||
ShaderInfo *info = g_new0 (ShaderInfo, 1);
|
||||
info->shader = g_object_ref (shader);
|
||||
info->state = state;
|
||||
info->state_mask = state_mask;
|
||||
|
||||
g_ptr_array_add (self->shaders, info);
|
||||
|
||||
gtk_shader_bin_update_active_shader (self);
|
||||
}
|
||||
|
||||
void
|
||||
gtk_shader_bin_set_child (GtkShaderBin *self,
|
||||
GtkWidget *child)
|
||||
{
|
||||
|
||||
if (self->child == child)
|
||||
return;
|
||||
|
||||
g_clear_pointer (&self->child, gtk_widget_unparent);
|
||||
|
||||
if (child)
|
||||
{
|
||||
self->child = child;
|
||||
gtk_widget_set_parent (child, GTK_WIDGET (self));
|
||||
}
|
||||
}
|
||||
|
||||
GtkWidget *
|
||||
gtk_shader_bin_get_child (GtkShaderBin *self)
|
||||
{
|
||||
return self->child;
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_bin_snapshot (GtkWidget *widget,
|
||||
GtkSnapshot *snapshot)
|
||||
{
|
||||
GtkShaderBin *self = GTK_SHADER_BIN (widget);
|
||||
int width, height;
|
||||
|
||||
width = gtk_widget_get_width (widget);
|
||||
height = gtk_widget_get_height (widget);
|
||||
|
||||
if (self->active_shader)
|
||||
{
|
||||
gtk_snapshot_push_glshader (snapshot, self->active_shader,
|
||||
&GRAPHENE_RECT_INIT(0, 0, width, height),
|
||||
1,
|
||||
"u_time", &self->time,
|
||||
NULL
|
||||
);
|
||||
gtk_widget_snapshot_child (widget, self->child, snapshot);
|
||||
gtk_snapshot_pop (snapshot); /* Fallback */
|
||||
gtk_widget_snapshot_child (widget, self->child, snapshot);
|
||||
gtk_snapshot_pop (snapshot); /* Shader node child 1 */
|
||||
}
|
||||
else
|
||||
{
|
||||
gtk_widget_snapshot_child (widget, self->child, snapshot);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_bin_class_init (GtkShaderBinClass *class)
|
||||
{
|
||||
GtkWidgetClass *widget_class = GTK_WIDGET_CLASS (class);
|
||||
GObjectClass *object_class = G_OBJECT_CLASS (class);
|
||||
|
||||
object_class->finalize = gtk_shader_bin_finalize;
|
||||
object_class->dispose = gtk_shader_bin_dispose;
|
||||
|
||||
gtk_widget_class_set_layout_manager_type (widget_class, GTK_TYPE_BIN_LAYOUT);
|
||||
|
||||
widget_class->snapshot = gtk_shader_bin_snapshot;
|
||||
widget_class->state_flags_changed = gtk_shader_bin_state_flags_changed;
|
||||
}
|
||||
|
||||
GtkWidget *
|
||||
gtk_shader_bin_new (void)
|
||||
{
|
||||
GtkShaderBin *self;
|
||||
|
||||
self = g_object_new (GTK_TYPE_SHADER_BIN, NULL);
|
||||
|
||||
return GTK_WIDGET (self);
|
||||
}
|
22
demos/gtk-demo/gtkshaderbin.h
Normal file
22
demos/gtk-demo/gtkshaderbin.h
Normal file
@@ -0,0 +1,22 @@
|
||||
#ifndef __GTK_SHADER_BIN_H__
|
||||
#define __GTK_SHADER_BIN_H__
|
||||
|
||||
#include <gtk/gtk.h>
|
||||
|
||||
G_BEGIN_DECLS
|
||||
|
||||
#define GTK_TYPE_SHADER_BIN (gtk_shader_bin_get_type ())
|
||||
G_DECLARE_FINAL_TYPE (GtkShaderBin, gtk_shader_bin, GTK, SHADER_BIN, GtkWidget)
|
||||
|
||||
GtkWidget *gtk_shader_bin_new (void);
|
||||
void gtk_shader_bin_add_shader (GtkShaderBin *self,
|
||||
GskGLShader *shader,
|
||||
GtkStateFlags state,
|
||||
GtkStateFlags state_mask);
|
||||
void gtk_shader_bin_set_child (GtkShaderBin *self,
|
||||
GtkWidget *child);
|
||||
GtkWidget *gtk_shader_bin_get_child (GtkShaderBin *self);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __GTK_SHADER_BIN_H__ */
|
356
demos/gtk-demo/gtkshaderstack.c
Normal file
356
demos/gtk-demo/gtkshaderstack.c
Normal file
@@ -0,0 +1,356 @@
|
||||
#include "gtkshaderstack.h"
|
||||
|
||||
struct _GtkShaderStack
|
||||
{
|
||||
GtkWidget parent_instance;
|
||||
|
||||
GskGLShader *shader;
|
||||
GPtrArray *children;
|
||||
int current;
|
||||
int next;
|
||||
gboolean backwards;
|
||||
|
||||
guint tick_id;
|
||||
float time;
|
||||
float duration;
|
||||
gint64 start_time;
|
||||
};
|
||||
|
||||
struct _GtkShaderStackClass
|
||||
{
|
||||
GtkWidgetClass parent_class;
|
||||
};
|
||||
|
||||
|
||||
enum {
|
||||
PROP_DURATION = 1,
|
||||
NUM_PROPERTIES
|
||||
};
|
||||
|
||||
static GParamSpec *properties[NUM_PROPERTIES] = { NULL };
|
||||
|
||||
G_DEFINE_TYPE (GtkShaderStack, gtk_shader_stack, GTK_TYPE_WIDGET)
|
||||
|
||||
static void
|
||||
gtk_shader_stack_finalize (GObject *object)
|
||||
{
|
||||
GtkShaderStack *self = GTK_SHADER_STACK (object);
|
||||
|
||||
g_object_unref (self->shader);
|
||||
|
||||
G_OBJECT_CLASS (gtk_shader_stack_parent_class)->finalize (object);
|
||||
}
|
||||
|
||||
static void
|
||||
update_child_visible (GtkShaderStack *self)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < self->children->len; i++)
|
||||
{
|
||||
GtkWidget *child = g_ptr_array_index (self->children, i);
|
||||
|
||||
gtk_widget_set_child_visible (child,
|
||||
i == self->current || i == self->next);
|
||||
}
|
||||
}
|
||||
|
||||
static gboolean
|
||||
transition_cb (GtkWidget *widget,
|
||||
GdkFrameClock *clock,
|
||||
gpointer unused)
|
||||
{
|
||||
GtkShaderStack *self = GTK_SHADER_STACK (widget);
|
||||
gint64 frame_time;
|
||||
|
||||
frame_time = gdk_frame_clock_get_frame_time (clock);
|
||||
|
||||
if (self->start_time == 0)
|
||||
self->start_time = frame_time;
|
||||
|
||||
self->time = (frame_time - self->start_time) / (float)G_USEC_PER_SEC;
|
||||
|
||||
gtk_widget_queue_draw (widget);
|
||||
|
||||
if (self->time >= self->duration)
|
||||
{
|
||||
self->current = self->next;
|
||||
self->next = -1;
|
||||
|
||||
update_child_visible (self);
|
||||
|
||||
return G_SOURCE_REMOVE;
|
||||
}
|
||||
else
|
||||
return G_SOURCE_CONTINUE;
|
||||
}
|
||||
|
||||
static void
|
||||
start_transition (GtkShaderStack *self)
|
||||
{
|
||||
self->start_time = 0;
|
||||
self->tick_id = gtk_widget_add_tick_callback (GTK_WIDGET (self),
|
||||
transition_cb,
|
||||
NULL, NULL);
|
||||
}
|
||||
|
||||
static void
|
||||
stop_transition (GtkShaderStack *self)
|
||||
{
|
||||
if (self->tick_id != 0)
|
||||
{
|
||||
gtk_widget_remove_tick_callback (GTK_WIDGET (self), self->tick_id);
|
||||
self->tick_id = 0;
|
||||
}
|
||||
|
||||
self->next = -1;
|
||||
|
||||
update_child_visible (self);
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_stack_dispose (GObject *object)
|
||||
{
|
||||
GtkShaderStack *self = GTK_SHADER_STACK (object);
|
||||
|
||||
stop_transition (self);
|
||||
|
||||
g_clear_pointer (&self->children, g_ptr_array_unref);
|
||||
|
||||
G_OBJECT_CLASS (gtk_shader_stack_parent_class)->dispose (object);
|
||||
}
|
||||
|
||||
static void
|
||||
clicked_cb (GtkGestureClick *gesture,
|
||||
guint n_pressed,
|
||||
double x,
|
||||
double y,
|
||||
gpointer data)
|
||||
{
|
||||
GtkShaderStack *self = GTK_SHADER_STACK (data);
|
||||
guint button;
|
||||
|
||||
button = gtk_gesture_single_get_current_button (GTK_GESTURE_SINGLE (gesture));
|
||||
|
||||
stop_transition (self);
|
||||
|
||||
self->backwards = button == GDK_BUTTON_SECONDARY;
|
||||
if (self->backwards)
|
||||
self->next = (self->current + self->children->len - 1) % self->children->len;
|
||||
else
|
||||
self->next = (self->current + 1) % self->children->len;
|
||||
|
||||
update_child_visible (self);
|
||||
|
||||
start_transition (self);
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_stack_init (GtkShaderStack *self)
|
||||
{
|
||||
GtkEventController *controller;
|
||||
|
||||
self->children = g_ptr_array_new_with_free_func ((GDestroyNotify)gtk_widget_unparent);
|
||||
self->current = -1;
|
||||
self->next = -1;
|
||||
self->backwards = FALSE;
|
||||
self->duration = 1.0;
|
||||
|
||||
controller = GTK_EVENT_CONTROLLER (gtk_gesture_click_new ());
|
||||
gtk_gesture_single_set_button (GTK_GESTURE_SINGLE (controller), 0);
|
||||
g_signal_connect (controller, "released", G_CALLBACK (clicked_cb), self);
|
||||
gtk_event_controller_set_propagation_phase (controller, GTK_PHASE_BUBBLE);
|
||||
gtk_widget_add_controller (GTK_WIDGET (self), controller);
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_stack_measure (GtkWidget *widget,
|
||||
GtkOrientation orientation,
|
||||
int for_size,
|
||||
int *minimum,
|
||||
int *natural,
|
||||
int *minimum_baseline,
|
||||
int *natural_baseline)
|
||||
{
|
||||
GtkShaderStack *self = GTK_SHADER_STACK (widget);
|
||||
int i;
|
||||
|
||||
*minimum = 0;
|
||||
*natural = 0;
|
||||
|
||||
for (i = 0; i < self->children->len; i++)
|
||||
{
|
||||
GtkWidget *child = g_ptr_array_index (self->children, i);
|
||||
int child_min, child_nat;
|
||||
|
||||
if (gtk_widget_get_visible (child))
|
||||
{
|
||||
gtk_widget_measure (child, orientation, for_size, &child_min, &child_nat, NULL, NULL);
|
||||
|
||||
*minimum = MAX (*minimum, child_min);
|
||||
*natural = MAX (*natural, child_nat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_stack_size_allocate (GtkWidget *widget,
|
||||
int width,
|
||||
int height,
|
||||
int baseline)
|
||||
{
|
||||
GtkShaderStack *self = GTK_SHADER_STACK (widget);
|
||||
GtkAllocation child_allocation;
|
||||
GtkWidget *child;
|
||||
int i;
|
||||
|
||||
child_allocation.x = 0;
|
||||
child_allocation.y = 0;
|
||||
child_allocation.width = width;
|
||||
child_allocation.height = height;
|
||||
|
||||
for (i = 0; i < self->children->len; i++)
|
||||
{
|
||||
child = g_ptr_array_index (self->children, i);
|
||||
if (gtk_widget_get_visible (child))
|
||||
gtk_widget_size_allocate (child, &child_allocation, -1);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_stack_snapshot (GtkWidget *widget,
|
||||
GtkSnapshot *snapshot)
|
||||
{
|
||||
GtkShaderStack *self = GTK_SHADER_STACK (widget);
|
||||
int width, height;
|
||||
GtkWidget *current, *next;
|
||||
|
||||
width = gtk_widget_get_width (widget);
|
||||
height = gtk_widget_get_height (widget);
|
||||
|
||||
current = g_ptr_array_index (self->children, self->current);
|
||||
|
||||
if (self->next == -1)
|
||||
{
|
||||
gtk_widget_snapshot_child (widget, current, snapshot);
|
||||
}
|
||||
else
|
||||
{
|
||||
float progress;
|
||||
|
||||
next = g_ptr_array_index (self->children, self->next);
|
||||
|
||||
progress = self->time / self->duration;
|
||||
|
||||
if (self->backwards)
|
||||
{
|
||||
GtkWidget *tmp = next;
|
||||
next = current;
|
||||
current = tmp;
|
||||
progress = 1. - progress;
|
||||
}
|
||||
|
||||
gtk_snapshot_push_glshader (snapshot,
|
||||
self->shader,
|
||||
&GRAPHENE_RECT_INIT(0, 0, width, height),
|
||||
2,
|
||||
"progress", &progress,
|
||||
NULL);
|
||||
gtk_widget_snapshot_child (widget, next, snapshot);
|
||||
gtk_snapshot_pop (snapshot); /* Fallback */
|
||||
gtk_widget_snapshot_child (widget, current, snapshot);
|
||||
gtk_snapshot_pop (snapshot); /* current child */
|
||||
gtk_widget_snapshot_child (widget, next, snapshot);
|
||||
gtk_snapshot_pop (snapshot); /* next child */
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_stack_get_property (GObject *object,
|
||||
guint prop_id,
|
||||
GValue *value,
|
||||
GParamSpec *pspec)
|
||||
{
|
||||
GtkShaderStack *self = GTK_SHADER_STACK (object);
|
||||
|
||||
switch (prop_id)
|
||||
{
|
||||
case PROP_DURATION:
|
||||
g_value_set_float (value, self->duration);
|
||||
break;
|
||||
|
||||
default:
|
||||
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_stack_set_property (GObject *object,
|
||||
guint prop_id,
|
||||
const GValue *value,
|
||||
GParamSpec *pspec)
|
||||
{
|
||||
GtkShaderStack *self = GTK_SHADER_STACK (object);
|
||||
|
||||
switch (prop_id)
|
||||
{
|
||||
case PROP_DURATION:
|
||||
self->duration = g_value_get_float (value);
|
||||
break;
|
||||
|
||||
default:
|
||||
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
gtk_shader_stack_class_init (GtkShaderStackClass *class)
|
||||
{
|
||||
GtkWidgetClass *widget_class = GTK_WIDGET_CLASS (class);
|
||||
GObjectClass *object_class = G_OBJECT_CLASS (class);
|
||||
|
||||
object_class->finalize = gtk_shader_stack_finalize;
|
||||
object_class->dispose = gtk_shader_stack_dispose;
|
||||
object_class->get_property = gtk_shader_stack_get_property;
|
||||
object_class->set_property = gtk_shader_stack_set_property;
|
||||
|
||||
widget_class->snapshot = gtk_shader_stack_snapshot;
|
||||
widget_class->measure = gtk_shader_stack_measure;
|
||||
widget_class->size_allocate = gtk_shader_stack_size_allocate;
|
||||
|
||||
properties[PROP_DURATION] =
|
||||
g_param_spec_float ("duration", "Duration", "Duration",
|
||||
0.1, 3.0, 1.0,
|
||||
G_PARAM_READWRITE);
|
||||
|
||||
g_object_class_install_properties (object_class, NUM_PROPERTIES, properties);
|
||||
}
|
||||
|
||||
GtkWidget *
|
||||
gtk_shader_stack_new (void)
|
||||
{
|
||||
return g_object_new (GTK_TYPE_SHADER_STACK, NULL);
|
||||
}
|
||||
|
||||
void
|
||||
gtk_shader_stack_set_shader (GtkShaderStack *self,
|
||||
GskGLShader *shader)
|
||||
{
|
||||
g_set_object (&self->shader, shader);
|
||||
}
|
||||
|
||||
void
|
||||
gtk_shader_stack_add_child (GtkShaderStack *self,
|
||||
GtkWidget *child)
|
||||
{
|
||||
g_ptr_array_add (self->children, child);
|
||||
gtk_widget_set_parent (child, GTK_WIDGET (self));
|
||||
gtk_widget_queue_resize (GTK_WIDGET (self));
|
||||
|
||||
if (self->current == -1)
|
||||
self->current = 0;
|
||||
else
|
||||
gtk_widget_set_child_visible (child, FALSE);
|
||||
}
|
19
demos/gtk-demo/gtkshaderstack.h
Normal file
19
demos/gtk-demo/gtkshaderstack.h
Normal file
@@ -0,0 +1,19 @@
|
||||
#ifndef __GTK_SHADER_STACK_H__
|
||||
#define __GTK_SHADER_STACK_H__
|
||||
|
||||
#include <gtk/gtk.h>
|
||||
|
||||
G_BEGIN_DECLS
|
||||
|
||||
#define GTK_TYPE_SHADER_STACK (gtk_shader_stack_get_type ())
|
||||
G_DECLARE_FINAL_TYPE (GtkShaderStack, gtk_shader_stack, GTK, SHADER_STACK, GtkWidget)
|
||||
|
||||
GtkWidget * gtk_shader_stack_new (void);
|
||||
void gtk_shader_stack_set_shader (GtkShaderStack *self,
|
||||
GskGLShader *shader);
|
||||
void gtk_shader_stack_add_child (GtkShaderStack *self,
|
||||
GtkWidget *child);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __GTK_SHADER_STACK_H__ */
|
@@ -32,6 +32,8 @@ demos = files([
|
||||
'gears.c',
|
||||
'gestures.c',
|
||||
'glarea.c',
|
||||
'glshader.c',
|
||||
'gltransition.c',
|
||||
'headerbar.c',
|
||||
'hypertext.c',
|
||||
'iconscroll.c',
|
||||
@@ -102,7 +104,9 @@ extra_demo_sources = files(['main.c',
|
||||
'gtkfishbowl.c',
|
||||
'fontplane.c',
|
||||
'gtkgears.c',
|
||||
'gtkshaderbin.c',
|
||||
'gtkshadertoy.c',
|
||||
'gtkshaderstack.c',
|
||||
'puzzlepiece.c',
|
||||
'bluroverlay.c',
|
||||
'demoimage.c',
|
||||
|
32
demos/gtk-demo/transition1.glsl
Normal file
32
demos/gtk-demo/transition1.glsl
Normal file
@@ -0,0 +1,32 @@
|
||||
uniform float progress;
|
||||
|
||||
vec4 getFromColor(vec2 uv) {
|
||||
return texture(u_source, uv);
|
||||
}
|
||||
|
||||
vec4 getToColor(vec2 uv) {
|
||||
return texture(u_source2, uv);
|
||||
}
|
||||
|
||||
|
||||
// Source: https://gl-transitions.com/editor/wind
|
||||
// Author: gre
|
||||
// License: MIT
|
||||
|
||||
uniform float size = 0.2;
|
||||
|
||||
float rand(vec2 co) {
|
||||
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
vec4 transition(vec2 p) {
|
||||
float r = rand(vec2(0, p.y));
|
||||
float m = smoothstep(0.0, -size, p.x*(1.0-size) + size*r - (progress * (1.0 + size)));
|
||||
return mix(getFromColor(p), getToColor(p), m);
|
||||
}
|
||||
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)
|
||||
{
|
||||
fragColor = transition(uv);
|
||||
}
|
33
demos/gtk-demo/transition2.glsl
Normal file
33
demos/gtk-demo/transition2.glsl
Normal file
@@ -0,0 +1,33 @@
|
||||
uniform float progress;
|
||||
|
||||
vec4 getFromColor (vec2 uv) {
|
||||
return texture(u_source, uv);
|
||||
}
|
||||
|
||||
vec4 getToColor (vec2 uv) {
|
||||
return texture(u_source2, uv);
|
||||
}
|
||||
|
||||
|
||||
// Source: https://gl-transitions.com/editor/Radial
|
||||
// License: MIT
|
||||
// Author: Xaychru
|
||||
|
||||
uniform float smoothness = 1.0;
|
||||
|
||||
const float PI = 3.141592653589;
|
||||
|
||||
vec4 transition(vec2 p) {
|
||||
vec2 rp = p*2.-1.;
|
||||
return mix(
|
||||
getToColor(p),
|
||||
getFromColor(p),
|
||||
smoothstep(0., smoothness, atan(rp.y,rp.x) - (progress-.5) * PI * 2.5)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)
|
||||
{
|
||||
fragColor = transition(uv);
|
||||
}
|
26
demos/gtk-demo/transition3.glsl
Normal file
26
demos/gtk-demo/transition3.glsl
Normal file
@@ -0,0 +1,26 @@
|
||||
uniform float progress;
|
||||
|
||||
vec4 getFromColor (vec2 uv) {
|
||||
return texture(u_source, uv);
|
||||
}
|
||||
|
||||
vec4 getToColor (vec2 uv) {
|
||||
return texture(u_source2, uv);
|
||||
}
|
||||
|
||||
|
||||
// Source: https://gl-transitions.com/editor/crosswarp
|
||||
// Author: Eke Péter <peterekepeter@gmail.com>
|
||||
// License: MIT
|
||||
|
||||
vec4 transition(vec2 p) {
|
||||
float x = progress;
|
||||
x=smoothstep(.0,1.0,(x*2.0+p.x-1.0));
|
||||
return mix(getFromColor((p-.5)*(1.-x)+.5), getToColor((p-.5)*x+.5), x);
|
||||
}
|
||||
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)
|
||||
{
|
||||
fragColor = transition(uv);
|
||||
}
|
40
demos/gtk-demo/transition4.glsl
Normal file
40
demos/gtk-demo/transition4.glsl
Normal file
@@ -0,0 +1,40 @@
|
||||
uniform float progress;
|
||||
|
||||
vec4 getFromColor (vec2 uv) {
|
||||
return texture(u_source, uv);
|
||||
}
|
||||
|
||||
vec4 getToColor (vec2 uv) {
|
||||
return texture(u_source2, uv);
|
||||
}
|
||||
|
||||
|
||||
// Source: https://gl-transitions.com/editor/kaleidoscope
|
||||
// Author: nwoeanhinnogaehr
|
||||
// License: MIT
|
||||
|
||||
uniform float speed = 1.0;
|
||||
uniform float angle = 1.0;
|
||||
uniform float power = 1.5;
|
||||
|
||||
vec4 transition(vec2 uv) {
|
||||
vec2 p = uv.xy / vec2(1.0).xy;
|
||||
vec2 q = p;
|
||||
float t = pow(progress, power)*speed;
|
||||
p = p -0.5;
|
||||
for (int i = 0; i < 7; i++) {
|
||||
p = vec2(sin(t)*p.x + cos(t)*p.y, sin(t)*p.y - cos(t)*p.x);
|
||||
t += angle;
|
||||
p = abs(mod(p, 2.0) - 1.0);
|
||||
}
|
||||
abs(mod(p, 1.0));
|
||||
return mix(
|
||||
mix(getFromColor(q), getToColor(q), progress),
|
||||
mix(getFromColor(p), getToColor(p), progress), 1.0 - 2.0*abs(progress - 0.5));
|
||||
}
|
||||
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)
|
||||
{
|
||||
fragColor = transition(uv);
|
||||
}
|
@@ -272,6 +272,11 @@ collect_reused_child_nodes (GskRenderer *renderer,
|
||||
|
||||
/* Bin nodes */
|
||||
|
||||
case GSK_GLSHADER_NODE:
|
||||
collect_reused_node (renderer,
|
||||
gsk_glshader_node_get_fallback_child (node));
|
||||
break;
|
||||
|
||||
case GSK_SHADOW_NODE:
|
||||
collect_reused_node (renderer,
|
||||
gsk_shadow_node_get_child (node));
|
||||
@@ -792,6 +797,11 @@ gsk_broadway_renderer_add_node (GskRenderer *renderer,
|
||||
}
|
||||
return;
|
||||
|
||||
case GSK_GLSHADER_NODE:
|
||||
gsk_broadway_renderer_add_node (renderer,
|
||||
gsk_glshader_node_get_fallback_child (node), offset_x, offset_y, clip_bounds);
|
||||
return;
|
||||
|
||||
/* Generic nodes */
|
||||
|
||||
case GSK_CONTAINER_NODE:
|
||||
|
@@ -19,6 +19,7 @@
|
||||
#include "gskglnodesampleprivate.h"
|
||||
#include "gsktransform.h"
|
||||
#include "glutilsprivate.h"
|
||||
#include "gskglshaderprivate.h"
|
||||
|
||||
#include "gskprivate.h"
|
||||
|
||||
@@ -64,6 +65,11 @@
|
||||
glGetUniformLocation(program_ptr->id, "u_" #uniform_basename);\
|
||||
}G_STMT_END
|
||||
|
||||
static Program *gsk_gl_renderer_lookup_custom_program (GskGLRenderer *self,
|
||||
GskGLShader *shader);
|
||||
static Program *gsk_gl_renderer_create_custom_program (GskGLRenderer *self,
|
||||
GskGLShader *shader);
|
||||
|
||||
typedef enum
|
||||
{
|
||||
FORCE_OFFSCREEN = 1 << 0,
|
||||
@@ -130,6 +136,13 @@ print_render_node_tree (GskRenderNode *root, int level)
|
||||
print_render_node_tree (gsk_shadow_node_get_child (root), level + 1);
|
||||
break;
|
||||
|
||||
case GSK_GLSHADER_NODE:
|
||||
g_print ("%*s GLShader\n", level * INDENT, " ");
|
||||
print_render_node_tree (gsk_glshader_node_get_fallback_child (root), level + 1);
|
||||
for (i = 0; i < gsk_glshader_node_get_n_children (root); i++)
|
||||
print_render_node_tree (gsk_glshader_node_get_child (root, i), level + 1);
|
||||
break;
|
||||
|
||||
case GSK_TEXTURE_NODE:
|
||||
g_print ("%*s Texture %p\n", level * INDENT, " ", gsk_texture_node_get_texture (root));
|
||||
break;
|
||||
@@ -495,6 +508,40 @@ struct _GskGLRendererClass
|
||||
|
||||
G_DEFINE_TYPE (GskGLRenderer, gsk_gl_renderer, GSK_TYPE_RENDERER)
|
||||
|
||||
static void
|
||||
init_shader_builder (GskGLRenderer *self,
|
||||
GskGLShaderBuilder *shader_builder)
|
||||
{
|
||||
#ifdef G_ENABLE_DEBUG
|
||||
if (GSK_RENDERER_DEBUG_CHECK (GSK_RENDERER (self), SHADERS))
|
||||
shader_builder->debugging = TRUE;
|
||||
#endif
|
||||
|
||||
if (gdk_gl_context_get_use_es (self->gl_context))
|
||||
{
|
||||
gsk_gl_shader_builder_set_glsl_version (shader_builder, SHADER_VERSION_GLES);
|
||||
shader_builder->gles = TRUE;
|
||||
}
|
||||
else if (gdk_gl_context_is_legacy (self->gl_context))
|
||||
{
|
||||
int maj, min;
|
||||
|
||||
gdk_gl_context_get_version (self->gl_context, &maj, &min);
|
||||
|
||||
if (maj == 3)
|
||||
gsk_gl_shader_builder_set_glsl_version (shader_builder, SHADER_VERSION_GL3_LEGACY);
|
||||
else
|
||||
gsk_gl_shader_builder_set_glsl_version (shader_builder, SHADER_VERSION_GL2_LEGACY);
|
||||
|
||||
shader_builder->legacy = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
gsk_gl_shader_builder_set_glsl_version (shader_builder, SHADER_VERSION_GL3);
|
||||
shader_builder->gl3 = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
static void G_GNUC_UNUSED
|
||||
add_rect_ops (RenderOpBuilder *builder,
|
||||
const graphene_rect_t *r)
|
||||
@@ -1006,6 +1053,128 @@ render_texture_node (GskGLRenderer *self,
|
||||
}
|
||||
}
|
||||
|
||||
static inline void
|
||||
render_glshader_node (GskGLRenderer *self,
|
||||
GskRenderNode *node,
|
||||
RenderOpBuilder *builder)
|
||||
{
|
||||
GskGLShader *shader = gsk_glshader_node_get_shader (node);
|
||||
Program *program = gsk_gl_renderer_lookup_custom_program (self, shader);
|
||||
GskRenderNode *fallback = gsk_glshader_node_get_fallback_child (node);
|
||||
int n_children = gsk_glshader_node_get_n_children (node);
|
||||
|
||||
if (program == NULL)
|
||||
{
|
||||
GskGLShaderBuilder shader_builder;
|
||||
const char *shader_source;
|
||||
GError *error = NULL;
|
||||
int n_uniforms;
|
||||
const GskGLUniform *uniforms;
|
||||
int n_required_sources = gsk_glshader_get_n_required_sources (shader);
|
||||
|
||||
/* We always create the program, so that any compiler warnings or other is only reported once */
|
||||
program = gsk_gl_renderer_create_custom_program (self, shader);
|
||||
|
||||
shader_source = gsk_glshader_get_sourcecode (shader);
|
||||
uniforms = gsk_glshader_get_uniforms (shader, &n_uniforms);
|
||||
|
||||
if (n_uniforms > G_N_ELEMENTS (program->glshader.args_locations))
|
||||
{
|
||||
g_set_error (&error, GDK_GL_ERROR, GDK_GL_ERROR_UNSUPPORTED_FORMAT,
|
||||
"GLShaderNode supports max %d custom uniforms", (int)G_N_ELEMENTS (program->glshader.args_locations));
|
||||
}
|
||||
else if (n_required_sources > 1 + G_N_ELEMENTS (program->glshader.extra_source_locations))
|
||||
{
|
||||
g_set_error (&error, GDK_GL_ERROR, GDK_GL_ERROR_UNSUPPORTED_FORMAT,
|
||||
"GLShaderNode supports max %d texture sources", (int)(1 + G_N_ELEMENTS (program->glshader.extra_source_locations)));
|
||||
}
|
||||
else
|
||||
{
|
||||
gsk_gl_shader_builder_init (&shader_builder,
|
||||
"/org/gtk/libgsk/glsl/preamble.glsl",
|
||||
"/org/gtk/libgsk/glsl/preamble.vs.glsl",
|
||||
"/org/gtk/libgsk/glsl/preamble.fs.glsl");
|
||||
|
||||
init_shader_builder (self, &shader_builder);
|
||||
|
||||
program->id = gsk_gl_shader_builder_create_program (&shader_builder,
|
||||
"/org/gtk/libgsk/glsl/custom.glsl",
|
||||
shader_source,
|
||||
&error);
|
||||
gsk_gl_shader_builder_finish (&shader_builder);
|
||||
|
||||
if (program->id >= 0)
|
||||
{
|
||||
INIT_COMMON_UNIFORM_LOCATION (program, alpha);
|
||||
INIT_COMMON_UNIFORM_LOCATION (program, source);
|
||||
INIT_COMMON_UNIFORM_LOCATION (program, clip_rect);
|
||||
INIT_COMMON_UNIFORM_LOCATION (program, viewport);
|
||||
INIT_COMMON_UNIFORM_LOCATION (program, projection);
|
||||
INIT_COMMON_UNIFORM_LOCATION (program, modelview);
|
||||
program->glshader.size_location = glGetUniformLocation(program->id, "u_size");
|
||||
program->glshader.extra_source_locations[0] = glGetUniformLocation(program->id, "u_source2");
|
||||
program->glshader.extra_source_locations[1] = glGetUniformLocation(program->id, "u_source3");
|
||||
program->glshader.extra_source_locations[2] = glGetUniformLocation(program->id, "u_source4");
|
||||
for (int i = 0; i < G_N_ELEMENTS (program->glshader.args_locations); i++)
|
||||
{
|
||||
if (i < n_uniforms)
|
||||
{
|
||||
program->glshader.args_locations[i] = glGetUniformLocation(program->id, uniforms[i].name);
|
||||
if (program->glshader.args_locations[i] == -1)
|
||||
g_warning ("Expected uniform `%s` not found in shader", uniforms[i].name);
|
||||
}
|
||||
else
|
||||
program->glshader.args_locations[i] = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (program->id <= 0)
|
||||
{
|
||||
g_warning ("Failed to compile gl shader: %s\n", error->message);
|
||||
g_error_free (error);
|
||||
}
|
||||
}
|
||||
|
||||
if (program->id >= 0 && n_children <= 4)
|
||||
{
|
||||
const guchar *uniform_data;
|
||||
TextureRegion regions[4];
|
||||
gboolean is_offscreen[4];
|
||||
|
||||
for (guint i = 0; i < n_children; i++)
|
||||
{
|
||||
GskRenderNode *child = gsk_glshader_node_get_child (node, i);
|
||||
if (!add_offscreen_ops (self, builder,
|
||||
&node->bounds,
|
||||
child,
|
||||
®ions[i], &is_offscreen[i],
|
||||
FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
|
||||
{
|
||||
if (fallback)
|
||||
gsk_gl_renderer_add_render_ops (self, fallback, builder);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
uniform_data = gsk_glshader_node_get_uniform_data (node);
|
||||
ops_set_program (builder, program);
|
||||
|
||||
ops_set_glshader_args (builder, shader, node->bounds.size.width, node->bounds.size.height, uniform_data);
|
||||
if (n_children >= 0)
|
||||
ops_set_texture (builder, regions[0].texture_id);
|
||||
for (guint i = 1; i < n_children; i++)
|
||||
ops_set_extra_texture (builder, regions[i].texture_id, i-1);
|
||||
|
||||
load_offscreen_vertex_data (ops_draw (builder, NULL), node, builder);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (fallback)
|
||||
gsk_gl_renderer_add_render_ops (self, fallback, builder);
|
||||
}
|
||||
}
|
||||
|
||||
/* Returns TRUE is applying transform to bounds
|
||||
* yields an axis-aligned rectangle
|
||||
*/
|
||||
@@ -2671,6 +2840,18 @@ apply_source_texture_op (const Program *program,
|
||||
glBindTexture (GL_TEXTURE_2D, op->texture_id);
|
||||
}
|
||||
|
||||
static inline void
|
||||
apply_source_extra_texture_op (const Program *program,
|
||||
const OpExtraTexture *op)
|
||||
{
|
||||
g_assert(op->texture_id != 0);
|
||||
OP_PRINT (" -> New extra texture %d: %d", op->idx, op->texture_id);
|
||||
/* Use texture unit 1 + op->idx for the source */
|
||||
glUniform1i (program->glshader.extra_source_locations[op->idx], 1 + op->idx);
|
||||
glActiveTexture (GL_TEXTURE0 + 1 + op->idx);
|
||||
glBindTexture (GL_TEXTURE_2D, op->texture_id);
|
||||
}
|
||||
|
||||
static inline void
|
||||
apply_color_matrix_op (const Program *program,
|
||||
const OpColorMatrix *op)
|
||||
@@ -2815,6 +2996,51 @@ apply_border_op (const Program *program,
|
||||
glUniform4fv (program->border.outline_rect_location, 3, (float *)&op->outline.bounds);
|
||||
}
|
||||
|
||||
static inline void
|
||||
apply_glshader_args_op (const Program *program,
|
||||
const OpGLShader *op)
|
||||
{
|
||||
int n_uniforms, i;
|
||||
const GskGLUniform *uniforms;
|
||||
|
||||
OP_PRINT (" -> GLShader Args");
|
||||
|
||||
glUniform2fv (program->glshader.size_location, 1, op->size);
|
||||
|
||||
uniforms = gsk_glshader_get_uniforms (op->shader, &n_uniforms);
|
||||
for (i = 0; i < n_uniforms; i++)
|
||||
{
|
||||
const GskGLUniform *u = &uniforms[i];
|
||||
const guchar *data = op->uniform_data + u->offset;
|
||||
|
||||
switch (u->type)
|
||||
{
|
||||
default:
|
||||
case GSK_GLUNIFORM_TYPE_NONE:
|
||||
break;
|
||||
case GSK_GLUNIFORM_TYPE_FLOAT:
|
||||
glUniform1fv (program->glshader.args_locations[i], 1, (const float *)data);
|
||||
break;
|
||||
case GSK_GLUNIFORM_TYPE_INT:
|
||||
glUniform1iv (program->glshader.args_locations[i], 1, (const gint32 *)data);
|
||||
break;
|
||||
case GSK_GLUNIFORM_TYPE_UINT:
|
||||
case GSK_GLUNIFORM_TYPE_BOOL:
|
||||
glUniform1uiv (program->glshader.args_locations[i], 1, (const guint32 *) data);
|
||||
break;
|
||||
case GSK_GLUNIFORM_TYPE_VEC2:
|
||||
glUniform2fv (program->glshader.args_locations[i], 1, (const float *)data);
|
||||
break;
|
||||
case GSK_GLUNIFORM_TYPE_VEC3:
|
||||
glUniform3fv (program->glshader.args_locations[i], 1, (const float *)data);
|
||||
break;
|
||||
case GSK_GLUNIFORM_TYPE_VEC4:
|
||||
glUniform4fv (program->glshader.args_locations[i], 1, (const float *)data);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline void
|
||||
apply_border_width_op (const Program *program,
|
||||
const OpBorder *op)
|
||||
@@ -2886,6 +3112,28 @@ gsk_gl_renderer_dispose (GObject *gobject)
|
||||
G_OBJECT_CLASS (gsk_gl_renderer_parent_class)->dispose (gobject);
|
||||
}
|
||||
|
||||
static void
|
||||
program_init (Program *program)
|
||||
{
|
||||
program->index = -1;
|
||||
program->state.opacity = 1.0f;
|
||||
}
|
||||
|
||||
static void
|
||||
program_finalize (Program *program)
|
||||
{
|
||||
if (program->id > 0)
|
||||
glDeleteProgram (program->id);
|
||||
gsk_transform_unref (program->state.modelview);
|
||||
}
|
||||
|
||||
static void
|
||||
program_free (Program *program)
|
||||
{
|
||||
program_finalize (program);
|
||||
g_free (program);
|
||||
}
|
||||
|
||||
static GskGLRendererPrograms *
|
||||
gsk_gl_renderer_programs_new (void)
|
||||
{
|
||||
@@ -2895,9 +3143,11 @@ gsk_gl_renderer_programs_new (void)
|
||||
programs = g_new0 (GskGLRendererPrograms, 1);
|
||||
programs->ref_count = 1;
|
||||
for (i = 0; i < GL_N_PROGRAMS; i ++)
|
||||
{
|
||||
programs->state[i].opacity = 1.0f;
|
||||
}
|
||||
program_init (&programs->programs[i]);
|
||||
|
||||
/* We use direct hash for performance, not string hash on the source, because we assume each caller
|
||||
* reuses a single GskGLShader for all uses and different callers will use different source content. */
|
||||
programs->custom_programs = g_hash_table_new_full (g_direct_hash, g_direct_equal, (GDestroyNotify)g_object_unref, (GDestroyNotify)program_free);
|
||||
|
||||
return programs;
|
||||
}
|
||||
@@ -2918,15 +3168,33 @@ gsk_gl_renderer_programs_unref (GskGLRendererPrograms *programs)
|
||||
if (programs->ref_count == 0)
|
||||
{
|
||||
for (i = 0; i < GL_N_PROGRAMS; i ++)
|
||||
{
|
||||
if (programs->programs[i].id > 0)
|
||||
glDeleteProgram (programs->programs[i].id);
|
||||
gsk_transform_unref (programs->state[i].modelview);
|
||||
}
|
||||
program_finalize (&programs->programs[i]);
|
||||
|
||||
g_hash_table_destroy (programs->custom_programs);
|
||||
g_free (programs);
|
||||
}
|
||||
}
|
||||
|
||||
static Program *
|
||||
gsk_gl_renderer_lookup_custom_program (GskGLRenderer *self,
|
||||
GskGLShader *shader)
|
||||
{
|
||||
return g_hash_table_lookup (self->programs->custom_programs, shader);
|
||||
}
|
||||
|
||||
static Program *
|
||||
gsk_gl_renderer_create_custom_program (GskGLRenderer *self,
|
||||
GskGLShader *shader)
|
||||
{
|
||||
Program *program = g_new0 (Program, 1);
|
||||
|
||||
program_init (program);
|
||||
|
||||
g_hash_table_insert (self->programs->custom_programs, g_object_ref (shader), program);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
static GskGLRendererPrograms *
|
||||
gsk_gl_renderer_create_programs (GskGLRenderer *self,
|
||||
GError **error)
|
||||
@@ -2961,35 +3229,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
|
||||
|
||||
g_assert (G_N_ELEMENTS (program_definitions) == GL_N_PROGRAMS);
|
||||
|
||||
#ifdef G_ENABLE_DEBUG
|
||||
if (GSK_RENDERER_DEBUG_CHECK (GSK_RENDERER (self), SHADERS))
|
||||
shader_builder.debugging = TRUE;
|
||||
#endif
|
||||
|
||||
if (gdk_gl_context_get_use_es (self->gl_context))
|
||||
{
|
||||
|
||||
gsk_gl_shader_builder_set_glsl_version (&shader_builder, SHADER_VERSION_GLES);
|
||||
shader_builder.gles = TRUE;
|
||||
}
|
||||
else if (gdk_gl_context_is_legacy (self->gl_context))
|
||||
{
|
||||
int maj, min;
|
||||
|
||||
gdk_gl_context_get_version (self->gl_context, &maj, &min);
|
||||
|
||||
if (maj == 3)
|
||||
gsk_gl_shader_builder_set_glsl_version (&shader_builder, SHADER_VERSION_GL3_LEGACY);
|
||||
else
|
||||
gsk_gl_shader_builder_set_glsl_version (&shader_builder, SHADER_VERSION_GL2_LEGACY);
|
||||
|
||||
shader_builder.legacy = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
gsk_gl_shader_builder_set_glsl_version (&shader_builder, SHADER_VERSION_GL3);
|
||||
shader_builder.gl3 = TRUE;
|
||||
}
|
||||
init_shader_builder (self, &shader_builder);
|
||||
|
||||
programs = gsk_gl_renderer_programs_new ();
|
||||
|
||||
@@ -3000,7 +3240,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
|
||||
prog->index = i;
|
||||
prog->id = gsk_gl_shader_builder_create_program (&shader_builder,
|
||||
program_definitions[i].resource_path,
|
||||
error);
|
||||
NULL, error);
|
||||
if (prog->id < 0)
|
||||
{
|
||||
g_clear_pointer (&programs, gsk_gl_renderer_programs_unref);
|
||||
@@ -3445,6 +3685,10 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
|
||||
render_repeat_node (self, node, builder);
|
||||
break;
|
||||
|
||||
case GSK_GLSHADER_NODE:
|
||||
render_glshader_node (self, node, builder);
|
||||
break;
|
||||
|
||||
case GSK_REPEATING_LINEAR_GRADIENT_NODE:
|
||||
case GSK_REPEATING_RADIAL_GRADIENT_NODE:
|
||||
case GSK_CAIRO_NODE:
|
||||
@@ -3727,6 +3971,10 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self)
|
||||
apply_source_texture_op (program, ptr);
|
||||
break;
|
||||
|
||||
case OP_CHANGE_EXTRA_SOURCE_TEXTURE:
|
||||
apply_source_extra_texture_op (program, ptr);
|
||||
break;
|
||||
|
||||
case OP_CHANGE_CROSS_FADE:
|
||||
g_assert (program == &self->programs->cross_fade_program);
|
||||
apply_cross_fade_op (program, ptr);
|
||||
@@ -3773,6 +4021,10 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self)
|
||||
apply_repeat_op (program, ptr);
|
||||
break;
|
||||
|
||||
case OP_CHANGE_GLSHADER_ARGS:
|
||||
apply_glshader_args_op (program, ptr);
|
||||
break;
|
||||
|
||||
case OP_DRAW:
|
||||
{
|
||||
const OpDraw *op = ptr;
|
||||
|
@@ -60,7 +60,7 @@ get_current_program_state (RenderOpBuilder *builder)
|
||||
if (!builder->current_program)
|
||||
return NULL;
|
||||
|
||||
return &builder->programs->state[builder->current_program->index];
|
||||
return &builder->current_program->state;
|
||||
}
|
||||
|
||||
void
|
||||
@@ -218,10 +218,10 @@ ops_free (RenderOpBuilder *builder)
|
||||
|
||||
void
|
||||
ops_set_program (RenderOpBuilder *builder,
|
||||
const Program *program)
|
||||
Program *program)
|
||||
{
|
||||
OpProgram *op;
|
||||
ProgramState *program_state;
|
||||
ProgramState *program_state = NULL;
|
||||
|
||||
if (builder->current_program == program)
|
||||
return;
|
||||
@@ -231,7 +231,7 @@ ops_set_program (RenderOpBuilder *builder,
|
||||
|
||||
builder->current_program = program;
|
||||
|
||||
program_state = &builder->programs->state[program->index];
|
||||
program_state = &program->state;
|
||||
|
||||
if (memcmp (&builder->current_projection, &program_state->projection, sizeof (graphene_matrix_t)) != 0)
|
||||
{
|
||||
@@ -558,6 +558,18 @@ ops_set_texture (RenderOpBuilder *builder,
|
||||
builder->current_texture = texture_id;
|
||||
}
|
||||
|
||||
void
|
||||
ops_set_extra_texture (RenderOpBuilder *builder,
|
||||
int texture_id,
|
||||
int idx)
|
||||
{
|
||||
OpExtraTexture *op;
|
||||
|
||||
op = ops_begin (builder, OP_CHANGE_EXTRA_SOURCE_TEXTURE);
|
||||
op->texture_id = texture_id;
|
||||
op->idx = idx;
|
||||
}
|
||||
|
||||
int
|
||||
ops_set_render_target (RenderOpBuilder *builder,
|
||||
int render_target_id)
|
||||
@@ -621,6 +633,22 @@ ops_set_color (RenderOpBuilder *builder,
|
||||
op->rgba = color;
|
||||
}
|
||||
|
||||
void
|
||||
ops_set_glshader_args (RenderOpBuilder *builder,
|
||||
GskGLShader *shader,
|
||||
float width,
|
||||
float height,
|
||||
const guchar *uniform_data)
|
||||
{
|
||||
OpGLShader *op;
|
||||
|
||||
op = ops_begin (builder, OP_CHANGE_GLSHADER_ARGS);
|
||||
op->shader = shader;
|
||||
op->size[0] = width;
|
||||
op->size[1] = height;
|
||||
op->uniform_data = uniform_data;
|
||||
}
|
||||
|
||||
void
|
||||
ops_set_color_matrix (RenderOpBuilder *builder,
|
||||
const graphene_matrix_t *matrix,
|
||||
|
@@ -31,6 +31,57 @@ typedef struct
|
||||
OpsMatrixMetadata metadata;
|
||||
} MatrixStackEntry;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
GskTransform *modelview;
|
||||
GskRoundedRect clip;
|
||||
graphene_matrix_t projection;
|
||||
int source_texture;
|
||||
graphene_rect_t viewport;
|
||||
float opacity;
|
||||
/* Per-program state */
|
||||
union {
|
||||
GdkRGBA color;
|
||||
struct {
|
||||
graphene_matrix_t matrix;
|
||||
graphene_vec4_t offset;
|
||||
} color_matrix;
|
||||
struct {
|
||||
float widths[4];
|
||||
GdkRGBA color;
|
||||
GskRoundedRect outline;
|
||||
} border;
|
||||
struct {
|
||||
GskRoundedRect outline;
|
||||
float dx;
|
||||
float dy;
|
||||
float spread;
|
||||
GdkRGBA color;
|
||||
} inset_shadow;
|
||||
struct {
|
||||
GskRoundedRect outline;
|
||||
float dx;
|
||||
float dy;
|
||||
float spread;
|
||||
GdkRGBA color;
|
||||
} unblurred_outset_shadow;
|
||||
struct {
|
||||
int n_color_stops;
|
||||
GskColorStop color_stops[MAX_GRADIENT_STOPS];
|
||||
float start_point[2];
|
||||
float end_point[2];
|
||||
} linear_gradient;
|
||||
struct {
|
||||
int n_color_stops;
|
||||
GskColorStop color_stops[MAX_GRADIENT_STOPS];
|
||||
float center[2];
|
||||
float start;
|
||||
float end;
|
||||
float radius[2]; /* h/v */
|
||||
} radial_gradient;
|
||||
};
|
||||
} ProgramState;
|
||||
|
||||
struct _Program
|
||||
{
|
||||
int index; /* Into the renderer's program array */
|
||||
@@ -108,59 +159,15 @@ struct _Program
|
||||
int child_bounds_location;
|
||||
int texture_rect_location;
|
||||
} repeat;
|
||||
struct {
|
||||
int size_location;
|
||||
int args_locations[8];
|
||||
int extra_source_locations[3];
|
||||
} glshader;
|
||||
};
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
GskTransform *modelview;
|
||||
GskRoundedRect clip;
|
||||
graphene_matrix_t projection;
|
||||
int source_texture;
|
||||
graphene_rect_t viewport;
|
||||
float opacity;
|
||||
/* Per-program state */
|
||||
union {
|
||||
GdkRGBA color;
|
||||
struct {
|
||||
graphene_matrix_t matrix;
|
||||
graphene_vec4_t offset;
|
||||
} color_matrix;
|
||||
struct {
|
||||
float widths[4];
|
||||
GdkRGBA color;
|
||||
GskRoundedRect outline;
|
||||
} border;
|
||||
struct {
|
||||
GskRoundedRect outline;
|
||||
float dx;
|
||||
float dy;
|
||||
float spread;
|
||||
GdkRGBA color;
|
||||
} inset_shadow;
|
||||
struct {
|
||||
GskRoundedRect outline;
|
||||
float dx;
|
||||
float dy;
|
||||
float spread;
|
||||
GdkRGBA color;
|
||||
} unblurred_outset_shadow;
|
||||
struct {
|
||||
int n_color_stops;
|
||||
GskColorStop color_stops[MAX_GRADIENT_STOPS];
|
||||
float start_point[2];
|
||||
float end_point[2];
|
||||
} linear_gradient;
|
||||
struct {
|
||||
int n_color_stops;
|
||||
GskColorStop color_stops[MAX_GRADIENT_STOPS];
|
||||
float center[2];
|
||||
float start;
|
||||
float end;
|
||||
float radius[2]; /* h/v */
|
||||
} radial_gradient;
|
||||
};
|
||||
} ProgramState;
|
||||
ProgramState state;
|
||||
};
|
||||
|
||||
typedef struct {
|
||||
int ref_count;
|
||||
@@ -183,13 +190,13 @@ typedef struct {
|
||||
Program unblurred_outset_shadow_program;
|
||||
};
|
||||
};
|
||||
ProgramState state[GL_N_PROGRAMS];
|
||||
GHashTable *custom_programs; /* GskGLShader -> Program* */
|
||||
} GskGLRendererPrograms;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
GskGLRendererPrograms *programs;
|
||||
const Program *current_program;
|
||||
Program *current_program;
|
||||
int current_render_target;
|
||||
int current_texture;
|
||||
|
||||
@@ -236,7 +243,7 @@ void ops_pop_modelview (RenderOpBuilder *builder);
|
||||
float ops_get_scale (const RenderOpBuilder *builder);
|
||||
|
||||
void ops_set_program (RenderOpBuilder *builder,
|
||||
const Program *program);
|
||||
Program *program);
|
||||
|
||||
void ops_push_clip (RenderOpBuilder *builder,
|
||||
const GskRoundedRect *clip);
|
||||
@@ -255,6 +262,9 @@ graphene_rect_t ops_set_viewport (RenderOpBuilder *builder,
|
||||
|
||||
void ops_set_texture (RenderOpBuilder *builder,
|
||||
int texture_id);
|
||||
void ops_set_extra_texture (RenderOpBuilder *builder,
|
||||
int texture_id,
|
||||
int idx);
|
||||
|
||||
int ops_set_render_target (RenderOpBuilder *builder,
|
||||
int render_target_id);
|
||||
@@ -281,6 +291,11 @@ void ops_set_inset_shadow (RenderOpBuilder *self,
|
||||
const GdkRGBA *color,
|
||||
float dx,
|
||||
float dy);
|
||||
void ops_set_glshader_args (RenderOpBuilder *builder,
|
||||
GskGLShader *shader,
|
||||
float width,
|
||||
float height,
|
||||
const guchar *uniform_data);
|
||||
void ops_set_unblurred_outset_shadow (RenderOpBuilder *self,
|
||||
const GskRoundedRect outline,
|
||||
float spread,
|
||||
|
@@ -47,7 +47,9 @@ check_shader_error (int shader_id,
|
||||
int log_len;
|
||||
char *buffer;
|
||||
int code_len;
|
||||
char *code;
|
||||
int line;
|
||||
char *code, *p;
|
||||
GString *s;
|
||||
|
||||
glGetShaderiv (shader_id, GL_COMPILE_STATUS, &status);
|
||||
|
||||
@@ -62,11 +64,29 @@ check_shader_error (int shader_id,
|
||||
code = g_malloc0 (code_len + 1);
|
||||
glGetShaderSource (shader_id, code_len, NULL, code);
|
||||
|
||||
s = g_string_new ("");
|
||||
p = code;
|
||||
line = 1;
|
||||
while (*p)
|
||||
{
|
||||
char *end = strchr (p, '\n');
|
||||
if (end)
|
||||
end = end + 1; /* Include newline */
|
||||
else
|
||||
end = p + strlen (p);
|
||||
|
||||
g_string_append_printf (s, "%3d| ", line++);
|
||||
g_string_append_len (s, p, end - p);
|
||||
|
||||
p = end;
|
||||
}
|
||||
|
||||
g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_COMPILATION_FAILED,
|
||||
"Compilation failure in shader.\nError message: %s\n\nSource code:\n%s\n\n",
|
||||
buffer,
|
||||
code);
|
||||
s->str);
|
||||
|
||||
g_string_free (s, TRUE);
|
||||
g_free (buffer);
|
||||
g_free (code);
|
||||
|
||||
@@ -76,6 +96,7 @@ check_shader_error (int shader_id,
|
||||
int
|
||||
gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
|
||||
const char *resource_path,
|
||||
const char *extra_fragment_snippet,
|
||||
GError **error)
|
||||
{
|
||||
|
||||
@@ -136,7 +157,7 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
|
||||
}
|
||||
|
||||
fragment_id = glCreateShader (GL_FRAGMENT_SHADER);
|
||||
glShaderSource (fragment_id, 8,
|
||||
glShaderSource (fragment_id, 9,
|
||||
(const char *[]) {
|
||||
version_buffer,
|
||||
self->debugging ? "#define GSK_DEBUG 1\n" : "",
|
||||
@@ -145,7 +166,8 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
|
||||
self->gles ? "#define GSK_GLES 1\n" : "",
|
||||
g_bytes_get_data (self->preamble, NULL),
|
||||
g_bytes_get_data (self->fs_preamble, NULL),
|
||||
fragment_shader_start
|
||||
fragment_shader_start,
|
||||
extra_fragment_snippet ? extra_fragment_snippet : ""
|
||||
},
|
||||
(int[]) {
|
||||
-1,
|
||||
@@ -156,6 +178,7 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
|
||||
-1,
|
||||
-1,
|
||||
-1,
|
||||
-1,
|
||||
});
|
||||
glCompileShader (fragment_id);
|
||||
|
||||
@@ -188,6 +211,7 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
|
||||
g_free (buffer);
|
||||
|
||||
glDeleteProgram (program_id);
|
||||
program_id = -1;
|
||||
|
||||
goto out;
|
||||
}
|
||||
|
@@ -33,6 +33,7 @@ void gsk_gl_shader_builder_set_glsl_version (GskGLShaderBuilder *self,
|
||||
|
||||
int gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
|
||||
const char *resource_path,
|
||||
const char *extra_fragment_snippet,
|
||||
GError **error);
|
||||
|
||||
G_END_DECLS
|
||||
|
@@ -31,6 +31,8 @@ static guint op_sizes[OP_LAST] = {
|
||||
sizeof (OpDebugGroup),
|
||||
0,
|
||||
sizeof (OpBlend),
|
||||
sizeof (OpGLShader),
|
||||
sizeof (OpExtraTexture),
|
||||
};
|
||||
|
||||
void
|
||||
|
@@ -39,6 +39,8 @@ typedef enum
|
||||
OP_PUSH_DEBUG_GROUP = 25,
|
||||
OP_POP_DEBUG_GROUP = 26,
|
||||
OP_CHANGE_BLEND = 27,
|
||||
OP_CHANGE_GLSHADER_ARGS = 28,
|
||||
OP_CHANGE_EXTRA_SOURCE_TEXTURE = 29,
|
||||
OP_LAST
|
||||
} OpKind;
|
||||
|
||||
@@ -124,6 +126,12 @@ typedef struct
|
||||
int texture_id;
|
||||
} OpTexture;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int texture_id;
|
||||
int idx;
|
||||
} OpExtraTexture;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
gsize vao_offset;
|
||||
@@ -198,6 +206,13 @@ typedef struct
|
||||
float texture_rect[4];
|
||||
} OpRepeat;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float size[2];
|
||||
GskGLShader *shader;
|
||||
const guchar *uniform_data;
|
||||
} OpGLShader;
|
||||
|
||||
void op_buffer_init (OpBuffer *buffer);
|
||||
void op_buffer_destroy (OpBuffer *buffer);
|
||||
void op_buffer_clear (OpBuffer *buffer);
|
||||
|
@@ -75,7 +75,8 @@ typedef enum {
|
||||
GSK_CROSS_FADE_NODE,
|
||||
GSK_TEXT_NODE,
|
||||
GSK_BLUR_NODE,
|
||||
GSK_DEBUG_NODE
|
||||
GSK_DEBUG_NODE,
|
||||
GSK_GLSHADER_NODE
|
||||
} GskRenderNodeType;
|
||||
|
||||
/**
|
||||
@@ -218,4 +219,32 @@ typedef enum
|
||||
GSK_TRANSFORM_CATEGORY_IDENTITY
|
||||
} GskTransformCategory;
|
||||
|
||||
/**
|
||||
* GskGLUniformType:
|
||||
* @GSK_GLUNIFORM_TYPE_NONE: No type, used for uninitialized or unspecified values.
|
||||
* @GSK_GLUNIFORM_TYPE_FLOAT: A float uniform
|
||||
* @GSK_GLUNIFORM_TYPE_INT: A GLSL int / gint32 uniform
|
||||
* @GSK_GLUNIFORM_TYPE_UINT: A GLSL uint / guint32 uniform
|
||||
* @GSK_GLUNIFORM_TYPE_BOOL: A GLSL bool / gboolean uniform
|
||||
* @GSK_GLUNIFORM_TYPE_VEC2: A GLSL vec2 / graphene_vec2_t uniform
|
||||
* @GSK_GLUNIFORM_TYPE_VEC3: A GLSL vec3 / graphene_vec3_t uniform
|
||||
* @GSK_GLUNIFORM_TYPE_VEC4: A GLSL vec4 / graphene_vec4_t uniform
|
||||
*
|
||||
* This defines the types of the uniforms that #GskGLShaders
|
||||
* declare. It defines both what the type is called in the GLSL shader
|
||||
* code, and what the corresponding C type is on the Gtk side.
|
||||
*/
|
||||
typedef enum
|
||||
{
|
||||
GSK_GLUNIFORM_TYPE_NONE,
|
||||
GSK_GLUNIFORM_TYPE_FLOAT,
|
||||
GSK_GLUNIFORM_TYPE_INT,
|
||||
GSK_GLUNIFORM_TYPE_UINT,
|
||||
GSK_GLUNIFORM_TYPE_BOOL,
|
||||
GSK_GLUNIFORM_TYPE_VEC2,
|
||||
GSK_GLUNIFORM_TYPE_VEC3,
|
||||
GSK_GLUNIFORM_TYPE_VEC4,
|
||||
} GskGLUniformType;
|
||||
|
||||
|
||||
#endif /* __GSK_TYPES_H__ */
|
||||
|
529
gsk/gskglshader.c
Normal file
529
gsk/gskglshader.c
Normal file
@@ -0,0 +1,529 @@
|
||||
/* GSK - The GTK Scene Kit
|
||||
*
|
||||
* Copyright 2020, Red Hat Inc
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2 of the License, or (at your option) any later version.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
/**
|
||||
* SECTION:GskGLShader
|
||||
* @Title: GskGLShader
|
||||
* @Short_description: A description of GskGLShader
|
||||
*
|
||||
* A #GskGLShader is a snippet of GLSL that is meant to run in the
|
||||
* fragment shader of the rendering pipeline. A fragment shaader it
|
||||
* gets the coordinates being rendered as input and produces a the
|
||||
* pixel values for that particular pixel. Additionally the
|
||||
* shader can declare a set of other input arguments, called
|
||||
* uniforms (as they are uniform over all the calls to your shader in
|
||||
* each instance of use). A shader can also receieve up to 4
|
||||
* textures that it can use as input when producing the pixel data.
|
||||
*
|
||||
* The typical way a #GskGLShader is used is as an argument to a
|
||||
* #GskGLShaderNode in the rendering hierarchy, and then the textures
|
||||
* it gets as input are constructed by rendering the child nodes to
|
||||
* textures before rendering the shader node itself. (Although you can
|
||||
* also pass texture nodes as children if you want to directly use a
|
||||
* texture as input). Note that the #GskGLShaderNode API is a bit
|
||||
* lowlevel, and highlevel code normally uses
|
||||
* gtk_snapshot_push_glshader() to produce the nodes.
|
||||
*
|
||||
* The actual shader code is GLSL code that gets combined with
|
||||
* some other code into the fragment shader. Since the exact
|
||||
* capabilities of the GPU driver differs between different OpenGL
|
||||
* drivers and hardware Gtk adds some defines that you can use
|
||||
* to ensure your GLSL code runs on as many drivers as it can.
|
||||
*
|
||||
* If the OpenGL driver is GLES, then the shader language version
|
||||
* is set to 100, and GSK_GLES will be defined in the shader.
|
||||
*
|
||||
* Otherwise, if the OpenGL driver does not support the 3.2 core profile,
|
||||
* then the shader will run with language version 110 for GL2 and 130 for GL3,
|
||||
* and GSK_LEGACY will be defined in the shader.
|
||||
*
|
||||
* If the OpenGL driver supports the 3.2 code profile, it will be used,
|
||||
* the shader language version is set to 150, and GSK_GL3 will be defined
|
||||
* in the shader.
|
||||
*
|
||||
* The main function the shader should implement is:
|
||||
*
|
||||
* |[<!-- language="plain" -->
|
||||
* void mainImage(out vec4 fragColor,
|
||||
* in vec2 fragCoord,
|
||||
* in vec2 resolution,
|
||||
* in vec2 uv)
|
||||
* ]|
|
||||
*
|
||||
* Where the input @fragCoord is the coordinate of the pixel we're
|
||||
* currently rendering, relative to the boundary rectangle that was
|
||||
* specified in the #GskGLShaderNode, and @resolution is the width and
|
||||
* height of that rectangle. This is in the typical Gtk+ coordinate
|
||||
* system with the origin in the top left. @uv contains the u and v
|
||||
* coordinates that can be used to index a texture at the
|
||||
* corresponding point. These coordinates are in the [0..1]x[0..1]
|
||||
* region, with 0, 0 being in the lower left cornder (which is typical
|
||||
* for OpenGL).
|
||||
*
|
||||
* The output @fragColor should be a RGBA color (and alpha) that will
|
||||
* be used as the output for the specified pixel location. Note that
|
||||
* this output will be automatically clipped to the clip region of the
|
||||
* glshader node.
|
||||
*
|
||||
* In addition to the function arguments the shader can use one of the
|
||||
* pre-defined uniforms for tetxure sources (u_source, u_source2,
|
||||
* u_source3 or u_source4), as well as any custom uniforms you
|
||||
* declare.
|
||||
*
|
||||
* Gtk uses the the "gsk" namespace in the symbols it uses in the
|
||||
* shader, so your code should not use any symbols with the prefix gsk
|
||||
* or GSK. There are some helper functions declared that you can use:
|
||||
*
|
||||
* |[<!-- language="plain" -->
|
||||
* vec4 GskTexture(sampler2D sampler, vec2 texCoords);
|
||||
* ]|
|
||||
*
|
||||
* This samples a texture (e.g. u_source) at the specified
|
||||
* coordinates, and containes some helper ifdefs to ensure that
|
||||
* it works on all OpenGL versions.
|
||||
*/
|
||||
|
||||
#include "config.h"
|
||||
#include "gskglshader.h"
|
||||
#include "gskglshaderprivate.h"
|
||||
|
||||
struct _GskGLShader
|
||||
{
|
||||
GObject parent_instance;
|
||||
char *sourcecode;
|
||||
int n_required_sources;
|
||||
int uniforms_size;
|
||||
GArray *uniforms;
|
||||
};
|
||||
|
||||
G_DEFINE_TYPE (GskGLShader, gsk_glshader, G_TYPE_OBJECT)
|
||||
|
||||
enum {
|
||||
GLSHADER_PROP_0,
|
||||
GLSHADER_PROP_SOURCECODE,
|
||||
GLSHADER_PROP_N_REQUIRED_SOURCES,
|
||||
GLSHADER_N_PROPS
|
||||
};
|
||||
static GParamSpec *gsk_glshader_properties[GLSHADER_N_PROPS];
|
||||
|
||||
static void
|
||||
gsk_glshader_get_property (GObject *object,
|
||||
guint prop_id,
|
||||
GValue *value,
|
||||
GParamSpec *pspec)
|
||||
{
|
||||
GskGLShader *shader = GSK_GLSHADER (object);
|
||||
|
||||
switch (prop_id)
|
||||
{
|
||||
case GLSHADER_PROP_SOURCECODE:
|
||||
g_value_set_string (value, shader->sourcecode);
|
||||
break;
|
||||
|
||||
case GLSHADER_PROP_N_REQUIRED_SOURCES:
|
||||
g_value_set_int (value, shader->n_required_sources);
|
||||
break;
|
||||
|
||||
default:
|
||||
g_assert_not_reached ();
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
gsk_glshader_set_property (GObject *object,
|
||||
guint prop_id,
|
||||
const GValue *value,
|
||||
GParamSpec *pspec)
|
||||
{
|
||||
GskGLShader *shader = GSK_GLSHADER (object);
|
||||
|
||||
switch (prop_id)
|
||||
{
|
||||
case GLSHADER_PROP_SOURCECODE:
|
||||
g_free (shader->sourcecode);
|
||||
shader->sourcecode = g_value_dup_string (value);
|
||||
break;
|
||||
|
||||
case GLSHADER_PROP_N_REQUIRED_SOURCES:
|
||||
gsk_glshader_set_n_required_sources (shader, g_value_get_int (value));
|
||||
break;
|
||||
|
||||
default:
|
||||
g_assert_not_reached ();
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
gsk_glshader_finalize (GObject *object)
|
||||
{
|
||||
GskGLShader *shader = GSK_GLSHADER (object);
|
||||
|
||||
g_free (shader->sourcecode);
|
||||
for (int i = 0; i < shader->uniforms->len; i ++)
|
||||
g_free (g_array_index (shader->uniforms, GskGLUniform, i).name);
|
||||
g_array_free (shader->uniforms, TRUE);
|
||||
|
||||
G_OBJECT_CLASS (gsk_glshader_parent_class)->finalize (object);
|
||||
}
|
||||
|
||||
static void
|
||||
gsk_glshader_class_init (GskGLShaderClass *klass)
|
||||
{
|
||||
GObjectClass *object_class = G_OBJECT_CLASS (klass);
|
||||
|
||||
object_class->get_property = gsk_glshader_get_property;
|
||||
object_class->set_property = gsk_glshader_set_property;
|
||||
object_class->finalize = gsk_glshader_finalize;
|
||||
|
||||
/**
|
||||
* GskGLShader:sourcecode:
|
||||
*
|
||||
* The source code for the shader.
|
||||
*/
|
||||
gsk_glshader_properties[GLSHADER_PROP_SOURCECODE] =
|
||||
g_param_spec_string ("sourcecode",
|
||||
"Sourcecode",
|
||||
"The sourcecode code for the shader",
|
||||
NULL,
|
||||
G_PARAM_READWRITE |
|
||||
G_PARAM_CONSTRUCT_ONLY |
|
||||
G_PARAM_STATIC_STRINGS);
|
||||
|
||||
/**
|
||||
* GskGLShader:n-required-sources:
|
||||
*
|
||||
* The number of texture sources (u_source*) that are required to be set for the
|
||||
* shader to work.
|
||||
*/
|
||||
gsk_glshader_properties[GLSHADER_PROP_N_REQUIRED_SOURCES] =
|
||||
g_param_spec_int ("n-required-sources",
|
||||
"Number of required sources",
|
||||
"Minimum number of source textures required for the shader to work",
|
||||
0, 4, 0,
|
||||
G_PARAM_READWRITE |
|
||||
G_PARAM_STATIC_STRINGS);
|
||||
|
||||
g_object_class_install_properties (object_class, GLSHADER_N_PROPS, gsk_glshader_properties);
|
||||
}
|
||||
|
||||
static void
|
||||
gsk_glshader_init (GskGLShader *shader)
|
||||
{
|
||||
shader->uniforms = g_array_new (FALSE, FALSE, sizeof (GskGLUniform));
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_new:
|
||||
* @sourcecode: The sourcecode for the shader
|
||||
*
|
||||
* Creates a #GskGLShader that will render pixels using the specified code.
|
||||
*
|
||||
* Returns: (transfer full): A new #GskGLShader
|
||||
*/
|
||||
GskGLShader *
|
||||
gsk_glshader_new (const char *sourcecode)
|
||||
{
|
||||
GskGLShader *shader = g_object_new (GSK_TYPE_GLSHADER,
|
||||
"sourcecode", sourcecode,
|
||||
NULL);
|
||||
return shader;
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_get_sourcecode:
|
||||
* @shader: A #GskGLShader
|
||||
*
|
||||
* Get the source code being used to render this shader.
|
||||
*
|
||||
* Returns: (transfer none): The source code for the shader
|
||||
*/
|
||||
const char *
|
||||
gsk_glshader_get_sourcecode (GskGLShader *shader)
|
||||
{
|
||||
return shader->sourcecode;
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_get_n_required_sources:
|
||||
* @shader: A #GskGLShader
|
||||
*
|
||||
* Returns the number of texture sources that the shader requires. This can be set
|
||||
* with gsk_glshader_set_n_required_sources() and can be used to check that the
|
||||
* a passed shader works in your usecase.
|
||||
*
|
||||
* Returns: (transfer none): The set nr of texture sources this shader requires.
|
||||
*/
|
||||
int
|
||||
gsk_glshader_get_n_required_sources (GskGLShader *shader)
|
||||
{
|
||||
return shader->n_required_sources;
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_set_n_required_sources:
|
||||
* @shader: A #GskGLShader
|
||||
* @n_required_sources: The number of sources.
|
||||
*
|
||||
* Sets the number of texture sources that the shader requires. This can be used
|
||||
* to signal to other users that this shader needs this much input.
|
||||
*/
|
||||
void
|
||||
gsk_glshader_set_n_required_sources (GskGLShader *shader,
|
||||
int n_required_sources)
|
||||
{
|
||||
shader->n_required_sources = n_required_sources;
|
||||
}
|
||||
|
||||
static int
|
||||
uniform_type_size (GskGLUniformType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case GSK_GLUNIFORM_TYPE_FLOAT:
|
||||
return sizeof (float);
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_INT:
|
||||
return sizeof (gint32);
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_UINT:
|
||||
case GSK_GLUNIFORM_TYPE_BOOL:
|
||||
return sizeof (guint32);
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC2:
|
||||
return sizeof (float) * 2;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC3:
|
||||
return sizeof (float) * 3;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC4:
|
||||
return sizeof (float) * 4;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_NONE:
|
||||
default:
|
||||
g_assert_not_reached ();
|
||||
return 0;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_add_uniform:
|
||||
* @shader: A #GskGLShader
|
||||
* @name: Then name of the uniform.
|
||||
* @type: The uniform type
|
||||
*
|
||||
* This declares that the shader uses a uniform of a particular @name
|
||||
* and @type. You need to declare each uniform that your shader
|
||||
* uses or you will not be able to pass data to it.
|
||||
*/
|
||||
void
|
||||
gsk_glshader_add_uniform (GskGLShader *shader,
|
||||
const char *name,
|
||||
GskGLUniformType type)
|
||||
{
|
||||
GskGLUniform uniform = {
|
||||
g_strdup (name),
|
||||
type,
|
||||
shader->uniforms_size
|
||||
};
|
||||
|
||||
shader->uniforms_size += uniform_type_size (type);
|
||||
|
||||
g_array_append_val (shader->uniforms, uniform);
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_get_n_uniforms:
|
||||
* @shader: A #GskGLShader
|
||||
*
|
||||
* Get the number of declared uniforms for this shader.
|
||||
*
|
||||
* Returns: The nr of declared uniforms
|
||||
*/
|
||||
int
|
||||
gsk_glshader_get_n_uniforms (GskGLShader *shader)
|
||||
{
|
||||
return shader->uniforms->len;
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_get_uniform_name:
|
||||
* @shader: A #GskGLShader
|
||||
* @idx: A zero-based index of the uniforms
|
||||
*
|
||||
* Get the name of a declared uniforms for this shader at index @indx.
|
||||
*
|
||||
* Returns: (transfer none): The name of the declared uniform
|
||||
*/
|
||||
const char *
|
||||
gsk_glshader_get_uniform_name (GskGLShader *shader,
|
||||
int idx)
|
||||
{
|
||||
return g_array_index (shader->uniforms, GskGLUniform, idx).name;
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_get_uniform_type:
|
||||
* @shader: A #GskGLShader
|
||||
* @idx: A zero-based index of the uniforms
|
||||
*
|
||||
* Get the type of a declared uniforms for this shader at index @indx.
|
||||
*
|
||||
* Returns: The type of the declared uniform
|
||||
*/
|
||||
GskGLUniformType
|
||||
gsk_glshader_get_uniform_type (GskGLShader *shader,
|
||||
int idx)
|
||||
{
|
||||
return g_array_index (shader->uniforms, GskGLUniform, idx).type;
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_get_uniform_offset:
|
||||
* @shader: A #GskGLShader
|
||||
* @idx: A zero-based index of the uniforms
|
||||
*
|
||||
* Get the offset into the data block where data for this uniforms is stored.
|
||||
*
|
||||
* Returns: The data offset
|
||||
*/
|
||||
int
|
||||
gsk_glshader_get_uniform_offset (GskGLShader *shader,
|
||||
int idx)
|
||||
{
|
||||
return g_array_index (shader->uniforms, GskGLUniform, idx).offset;
|
||||
}
|
||||
|
||||
const GskGLUniform *
|
||||
gsk_glshader_get_uniforms (GskGLShader *shader,
|
||||
int *n_uniforms)
|
||||
{
|
||||
*n_uniforms = shader->uniforms->len;
|
||||
return &g_array_index (shader->uniforms, GskGLUniform, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_get_uniforms_size:
|
||||
* @shader: A #GskGLShader
|
||||
*
|
||||
* Get the size of the data block used to specify uniform data for this shader.
|
||||
*
|
||||
* Returns: The size of the data block
|
||||
*/
|
||||
int
|
||||
gsk_glshader_get_uniforms_size (GskGLShader *shader)
|
||||
{
|
||||
return shader->uniforms_size;
|
||||
}
|
||||
|
||||
static const GskGLUniform *
|
||||
gsk_glshader_find_uniform (GskGLShader *shader,
|
||||
const char *name)
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < shader->uniforms->len; i++)
|
||||
{
|
||||
const GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
|
||||
if (strcmp (u->name, name) == 0)
|
||||
return u;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_format_uniform_data_va:
|
||||
* @shader: A #GskGLShader
|
||||
* @uniforms: %NULL terminated va_list with (name, pointer-to-data) arguments pairs
|
||||
*
|
||||
* Formats the uniform data as needed for feeding the named uniforms values into the shader.
|
||||
* The argument list is a list of pairs of names, and pointers to data of the types
|
||||
* that match the declared uniforms (i.e. `float *` for float uniforms and `graphene_vec4_t *` f
|
||||
* or vec3 uniforms).
|
||||
*
|
||||
* Returns: (transfer full): A newly allocated block of data which can be passed to gsk_glshader_node_new().
|
||||
*/
|
||||
guchar *
|
||||
gsk_glshader_format_uniform_data_va (GskGLShader *shader,
|
||||
va_list uniforms)
|
||||
{
|
||||
guchar *args = g_malloc0 (shader->uniforms_size);
|
||||
const char *name;
|
||||
|
||||
while ((name = va_arg (uniforms, const char *)) != NULL)
|
||||
{
|
||||
const GskGLUniform *u;
|
||||
gpointer value = va_arg (uniforms, gpointer);
|
||||
guchar *args_dest;
|
||||
|
||||
u = gsk_glshader_find_uniform (shader, name);
|
||||
if (u == NULL)
|
||||
{
|
||||
/* This isn't really an error, because we can easily imaging
|
||||
a shader interface that have input which isn't needed for
|
||||
a particular shader */
|
||||
g_debug ("No uniform named `%s` in shader", name);
|
||||
continue;
|
||||
}
|
||||
|
||||
args_dest = args + u->offset;
|
||||
|
||||
/* We use pointers-to-value so that all values are the same
|
||||
size, otherwise we couldn't handle the missing uniform case above */
|
||||
|
||||
switch (u->type)
|
||||
{
|
||||
case GSK_GLUNIFORM_TYPE_FLOAT:
|
||||
*(float *)args_dest = *(float *)value;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_INT:
|
||||
*(gint32 *)args_dest = *(gint32 *)value;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_UINT:
|
||||
*(guint32 *)args_dest = *(guint32 *)value;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_BOOL:
|
||||
*(guint32 *)args_dest = *(gboolean *)value;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC2:
|
||||
graphene_vec2_to_float ((const graphene_vec2_t *)value,
|
||||
(float *)args_dest);
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC3:
|
||||
graphene_vec3_to_float ((const graphene_vec3_t *)value,
|
||||
(float *)args_dest);
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC4:
|
||||
graphene_vec4_to_float ((const graphene_vec4_t *)value,
|
||||
(float *)args_dest);
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_NONE:
|
||||
default:
|
||||
g_assert_not_reached ();
|
||||
}
|
||||
}
|
||||
|
||||
return args;
|
||||
}
|
70
gsk/gskglshader.h
Normal file
70
gsk/gskglshader.h
Normal file
@@ -0,0 +1,70 @@
|
||||
/* GSK - The GTK Scene Kit
|
||||
*
|
||||
* Copyright 2020 Red Hat Inc
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2 of the License, or (at your option) any later version.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef __GSK_GLSHADER_H__
|
||||
#define __GSK_GLSHADER_H__
|
||||
|
||||
#if !defined (__GSK_H_INSIDE__) && !defined (GTK_COMPILATION)
|
||||
#error "Only <gsk/gsk.h> can be included directly."
|
||||
#endif
|
||||
|
||||
#include <stdarg.h>
|
||||
|
||||
#include <gsk/gsktypes.h>
|
||||
#include <gsk/gskenums.h>
|
||||
|
||||
G_BEGIN_DECLS
|
||||
|
||||
#define GSK_TYPE_GLSHADER (gsk_glshader_get_type ())
|
||||
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
G_DECLARE_FINAL_TYPE (GskGLShader, gsk_glshader, GSK, GLSHADER, GObject)
|
||||
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
GskGLShader * gsk_glshader_new (const char *sourcecode);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
const char * gsk_glshader_get_sourcecode (GskGLShader *shader);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
int gsk_glshader_get_n_required_sources (GskGLShader *shader);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
void gsk_glshader_set_n_required_sources (GskGLShader *shader,
|
||||
int n_required_sources);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
void gsk_glshader_add_uniform (GskGLShader *shader,
|
||||
const char *name,
|
||||
GskGLUniformType type);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
int gsk_glshader_get_n_uniforms (GskGLShader *shader);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
const char * gsk_glshader_get_uniform_name (GskGLShader *shader,
|
||||
int idx);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
GskGLUniformType gsk_glshader_get_uniform_type (GskGLShader *shader,
|
||||
int idx);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
int gsk_glshader_get_uniform_offset (GskGLShader *shader,
|
||||
int idx);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
int gsk_glshader_get_uniforms_size (GskGLShader *shader);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
guchar * gsk_glshader_format_uniform_data_va (GskGLShader *shader,
|
||||
va_list uniforms);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __GSK_GLSHADER_H__ */
|
17
gsk/gskglshaderprivate.h
Normal file
17
gsk/gskglshaderprivate.h
Normal file
@@ -0,0 +1,17 @@
|
||||
#ifndef __GSK_GL_UNIFORM_H__
|
||||
#define __GSK_GL_UNIFORM_H__
|
||||
|
||||
#include "gskglshader.h"
|
||||
|
||||
typedef struct
|
||||
{
|
||||
char *name;
|
||||
GskGLUniformType type;
|
||||
int offset;
|
||||
} GskGLUniform;
|
||||
|
||||
|
||||
const GskGLUniform *gsk_glshader_get_uniforms (GskGLShader *shader,
|
||||
int *n_uniforms);
|
||||
|
||||
#endif
|
@@ -25,6 +25,7 @@
|
||||
|
||||
#include <gsk/gskroundedrect.h>
|
||||
#include <gsk/gsktypes.h>
|
||||
#include <gsk/gskglshader.h>
|
||||
#include <gtk/css/gtkcss.h>
|
||||
|
||||
G_BEGIN_DECLS
|
||||
@@ -122,6 +123,7 @@ GskRenderNode * gsk_render_node_deserialize (GBytes
|
||||
#define GSK_TYPE_CROSS_FADE_NODE (gsk_cross_fade_node_get_type())
|
||||
#define GSK_TYPE_TEXT_NODE (gsk_text_node_get_type())
|
||||
#define GSK_TYPE_BLUR_NODE (gsk_blur_node_get_type())
|
||||
#define GSK_TYPE_GLSHADER_NODE (gsk_glshader_node_get_type())
|
||||
|
||||
typedef struct _GskDebugNode GskDebugNode;
|
||||
typedef struct _GskColorNode GskColorNode;
|
||||
@@ -146,6 +148,7 @@ typedef struct _GskBlendNode GskBlendNode;
|
||||
typedef struct _GskCrossFadeNode GskCrossFadeNode;
|
||||
typedef struct _GskTextNode GskTextNode;
|
||||
typedef struct _GskBlurNode GskBlurNode;
|
||||
typedef struct _GskGLShaderNode GskGLShaderNode;
|
||||
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
GType gsk_debug_node_get_type (void) G_GNUC_CONST;
|
||||
@@ -451,6 +454,28 @@ GskRenderNode * gsk_blur_node_get_child (GskRenderNode
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
float gsk_blur_node_get_radius (GskRenderNode *node);
|
||||
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
GType gsk_glshader_node_get_type (void) G_GNUC_CONST;
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
GskRenderNode * gsk_glshader_node_new (GskGLShader *shader,
|
||||
const graphene_rect_t *bounds,
|
||||
guchar *uniform_data,
|
||||
GskRenderNode *fallback,
|
||||
GskRenderNode **children,
|
||||
int n_children);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
GskRenderNode * gsk_glshader_node_get_fallback_child (GskRenderNode *node);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
guint gsk_glshader_node_get_n_children (GskRenderNode *node);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
GskRenderNode * gsk_glshader_node_get_child (GskRenderNode *node,
|
||||
int idx);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
const guchar * gsk_glshader_node_get_uniform_data (GskRenderNode *node);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
GskGLShader * gsk_glshader_node_get_shader (GskRenderNode *node);
|
||||
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __GSK_RENDER_NODE_H__ */
|
||||
|
@@ -4470,6 +4470,244 @@ gsk_debug_node_get_message (GskRenderNode *node)
|
||||
return self->message;
|
||||
}
|
||||
|
||||
/*** GSK_GLSHADER_NODE ***/
|
||||
|
||||
struct _GskGLShaderNode
|
||||
{
|
||||
GskRenderNode render_node;
|
||||
|
||||
GskGLShader *shader;
|
||||
union {
|
||||
guchar inlined[8]; /* Most shaders have few args, so avoid extra alloc */
|
||||
guchar *external;
|
||||
} args;
|
||||
GskRenderNode *fallback;
|
||||
GskRenderNode **children;
|
||||
guint n_children;
|
||||
};
|
||||
|
||||
static void
|
||||
gsk_glshader_node_finalize (GskRenderNode *node)
|
||||
{
|
||||
GskGLShaderNode *self = (GskGLShaderNode *) node;
|
||||
GskRenderNodeClass *parent_class = g_type_class_peek (g_type_parent (GSK_TYPE_GLSHADER_NODE));
|
||||
int uniforms_size;
|
||||
|
||||
for (guint i = 0; i < self->n_children; i++)
|
||||
gsk_render_node_unref (self->children[i]);
|
||||
g_free (self->children);
|
||||
|
||||
gsk_render_node_unref (self->fallback);
|
||||
|
||||
uniforms_size = gsk_glshader_get_uniforms_size (self->shader);
|
||||
if (uniforms_size > sizeof (self->args.inlined))
|
||||
g_free (self->args.external);
|
||||
|
||||
g_object_unref (self->shader);
|
||||
|
||||
parent_class->finalize (node);
|
||||
}
|
||||
|
||||
static void
|
||||
gsk_glshader_node_draw (GskRenderNode *node,
|
||||
cairo_t *cr)
|
||||
{
|
||||
GskGLShaderNode *self = (GskGLShaderNode *) node;
|
||||
|
||||
gsk_render_node_draw (self->fallback, cr);
|
||||
}
|
||||
|
||||
static void
|
||||
gsk_glshader_node_diff (GskRenderNode *node1,
|
||||
GskRenderNode *node2,
|
||||
cairo_region_t *region)
|
||||
{
|
||||
GskGLShaderNode *self1 = (GskGLShaderNode *) node1;
|
||||
GskGLShaderNode *self2 = (GskGLShaderNode *) node2;
|
||||
int uniforms_size = gsk_glshader_get_uniforms_size (self1->shader);
|
||||
|
||||
if (graphene_rect_equal (&node1->bounds, &node2->bounds) &&
|
||||
self1->shader == self2->shader &&
|
||||
((uniforms_size <= sizeof (self1->args.inlined)) ?
|
||||
memcmp (&self1->args.inlined[0], &self2->args.inlined[0], uniforms_size) == 0:
|
||||
memcmp (self1->args.external, self2->args.external, uniforms_size) == 0) &&
|
||||
self1->n_children == self2->n_children)
|
||||
{
|
||||
gsk_render_node_diff (self1->fallback, self2->fallback, region);
|
||||
|
||||
for (guint i = 0; i < self1->n_children; i++)
|
||||
{
|
||||
if (self1->children[i] != self2->children[i])
|
||||
{
|
||||
gsk_render_node_diff_impossible (node1, node2, region);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gsk_render_node_diff_impossible (node1, node2, region);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_node_new:
|
||||
* @shader: the #GskGLShader
|
||||
* @bounds: the rectangle to render the shader into
|
||||
* @uniform_data: Data for the uniforms
|
||||
* @fallback: Render node to use if OpenGL is not supported
|
||||
* @children: List of child nodes, these will be rendered to textures and used as input.
|
||||
* @n_children: Length of @children (currenly the GL backend only supports max 4 children)
|
||||
*
|
||||
* Creates a #GskRenderNode that will render the given @gl_program into the area given by @bounds.
|
||||
* The @uniform_data is a block of data to use for uniform input, as per types and offsets
|
||||
* defined by the @shader. Normally this is generated by gsk_glshader_format_uniform_data_va().
|
||||
*
|
||||
* See #GskGLShader for details about how the shader should be written.
|
||||
*
|
||||
* All the children will be rendered into textures, if they aren't already #GskTextureNode:s
|
||||
* then they will be used directly. These textures will be sent as input to the shader.
|
||||
*
|
||||
* If the backend doesn't support GL shaders, or if there is any problem when compiling
|
||||
* the shader, then the fallback shader node will be used instead.
|
||||
*
|
||||
* Returns: (transfer full) (type GskGLShaderNode): A new #GskRenderNode
|
||||
*/
|
||||
GskRenderNode *
|
||||
gsk_glshader_node_new (GskGLShader *shader,
|
||||
const graphene_rect_t *bounds,
|
||||
guchar *uniform_data,
|
||||
GskRenderNode *fallback,
|
||||
GskRenderNode **children,
|
||||
int n_children)
|
||||
{
|
||||
GskGLShaderNode *self;
|
||||
GskRenderNode *node;
|
||||
int uniforms_size;
|
||||
|
||||
g_return_val_if_fail (bounds != NULL, NULL);
|
||||
|
||||
self = gsk_render_node_alloc (GSK_GLSHADER_NODE);
|
||||
node = (GskRenderNode *) self;
|
||||
|
||||
graphene_rect_init_from_rect (&node->bounds, bounds);
|
||||
self->shader = g_object_ref (shader);
|
||||
|
||||
uniforms_size = gsk_glshader_get_uniforms_size (shader);
|
||||
if (uniforms_size <= sizeof (self->args.inlined))
|
||||
memcpy (self->args.inlined, uniform_data, uniforms_size);
|
||||
else
|
||||
self->args.external = g_memdup (uniform_data, uniforms_size);
|
||||
|
||||
self->fallback = gsk_render_node_ref (fallback);
|
||||
|
||||
self->n_children = n_children;
|
||||
if (n_children > 0)
|
||||
{
|
||||
self->children = g_malloc_n (n_children, sizeof (GskRenderNode *));
|
||||
for (guint i = 0; i < n_children; i++)
|
||||
self->children[i] = gsk_render_node_ref (children[i]);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_node_get_fallback_child:
|
||||
* @node: (type GskGLShaderNode): a #GskRenderNode for a gl shader
|
||||
*
|
||||
* Gets the fallback child node
|
||||
*
|
||||
* Returns: (transfer none): The fallback node
|
||||
*/
|
||||
GskRenderNode *
|
||||
gsk_glshader_node_get_fallback_child (GskRenderNode *node)
|
||||
{
|
||||
GskGLShaderNode *self = (GskGLShaderNode *) node;
|
||||
|
||||
g_return_val_if_fail (GSK_IS_RENDER_NODE_TYPE (node, GSK_GLSHADER_NODE), NULL);
|
||||
|
||||
return self->fallback;
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_node_get_n_children:
|
||||
* @node: (type GskGLShaderNode): a #GskRenderNode for a gl shader
|
||||
*
|
||||
* Returns the number of (non-fallback) children
|
||||
*
|
||||
* Returns: The number of children
|
||||
*/
|
||||
guint
|
||||
gsk_glshader_node_get_n_children (GskRenderNode *node)
|
||||
{
|
||||
GskGLShaderNode *self = (GskGLShaderNode *) node;
|
||||
|
||||
g_return_val_if_fail (GSK_IS_RENDER_NODE_TYPE (node, GSK_GLSHADER_NODE), 0);
|
||||
|
||||
return self->n_children;
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_node_get_child:
|
||||
* @node: (type GskGLShaderNode): a #GskRenderNode for a gl shader
|
||||
* @idx: the position of the child to get
|
||||
*
|
||||
* Gets one of the (non-fallback) children.
|
||||
*
|
||||
* Returns: (transfer none): the @idx'th child of @node
|
||||
*/
|
||||
GskRenderNode *
|
||||
gsk_glshader_node_get_child (GskRenderNode *node,
|
||||
int idx)
|
||||
{
|
||||
GskGLShaderNode *self = (GskGLShaderNode *) node;
|
||||
|
||||
g_return_val_if_fail (GSK_IS_RENDER_NODE_TYPE (node, GSK_GLSHADER_NODE), NULL);
|
||||
g_return_val_if_fail (idx < self->n_children, NULL);
|
||||
|
||||
return self->children[idx];
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_node_get_shader:
|
||||
* @node: (type GskGLShaderNode): a #GskRenderNode for a gl shader
|
||||
*
|
||||
* Gets shader code for the node.
|
||||
*
|
||||
* Returns: (transfer none): the #GskGLShader shader
|
||||
*/
|
||||
GskGLShader *
|
||||
gsk_glshader_node_get_shader (GskRenderNode *node)
|
||||
{
|
||||
GskGLShaderNode *self = (GskGLShaderNode *) node;
|
||||
|
||||
g_return_val_if_fail (GSK_IS_RENDER_NODE_TYPE (node, GSK_GLSHADER_NODE), 0);
|
||||
|
||||
return self->shader;
|
||||
}
|
||||
|
||||
/**
|
||||
* gsk_glshader_node_get_uniform_data:
|
||||
* @node: (type GskGLShaderNode): a #GskRenderNode for a gl shader
|
||||
*
|
||||
* Gets args for the node.
|
||||
*/
|
||||
const guchar *
|
||||
gsk_glshader_node_get_uniform_data (GskRenderNode *node)
|
||||
{
|
||||
GskGLShaderNode *self = (GskGLShaderNode *) node;
|
||||
int uniforms_size;
|
||||
|
||||
g_return_val_if_fail (GSK_IS_RENDER_NODE_TYPE (node, GSK_GLSHADER_NODE), NULL);
|
||||
|
||||
uniforms_size = gsk_glshader_get_uniforms_size (self->shader);
|
||||
if (uniforms_size > sizeof (self->args.inlined))
|
||||
return self->args.external;
|
||||
else
|
||||
return &self->args.inlined[0];
|
||||
}
|
||||
|
||||
GType gsk_render_node_types[GSK_RENDER_NODE_TYPE_N_TYPES];
|
||||
|
||||
#ifndef I_
|
||||
@@ -4506,6 +4744,7 @@ GSK_DEFINE_RENDER_NODE_TYPE (gsk_blend_node, GSK_BLEND_NODE)
|
||||
GSK_DEFINE_RENDER_NODE_TYPE (gsk_cross_fade_node, GSK_CROSS_FADE_NODE)
|
||||
GSK_DEFINE_RENDER_NODE_TYPE (gsk_text_node, GSK_TEXT_NODE)
|
||||
GSK_DEFINE_RENDER_NODE_TYPE (gsk_blur_node, GSK_BLUR_NODE)
|
||||
GSK_DEFINE_RENDER_NODE_TYPE (gsk_glshader_node, GSK_GLSHADER_NODE)
|
||||
GSK_DEFINE_RENDER_NODE_TYPE (gsk_debug_node, GSK_DEBUG_NODE)
|
||||
|
||||
static void
|
||||
@@ -4863,6 +5102,22 @@ gsk_render_node_init_types_once (void)
|
||||
gsk_render_node_types[GSK_BLUR_NODE] = node_type;
|
||||
}
|
||||
|
||||
{
|
||||
const GskRenderNodeTypeInfo node_info =
|
||||
{
|
||||
GSK_GLSHADER_NODE,
|
||||
sizeof (GskGLShaderNode),
|
||||
NULL,
|
||||
gsk_glshader_node_finalize,
|
||||
gsk_glshader_node_draw,
|
||||
NULL,
|
||||
gsk_glshader_node_diff,
|
||||
};
|
||||
|
||||
GType node_type = gsk_render_node_type_register_static (I_("GskGLShaderNode"), &node_info);
|
||||
gsk_render_node_types[GSK_GLSHADER_NODE] = node_type;
|
||||
}
|
||||
|
||||
{
|
||||
const GskRenderNodeTypeInfo node_info =
|
||||
{
|
||||
|
@@ -358,6 +358,13 @@ parse_double (GtkCssParser *parser,
|
||||
return gtk_css_parser_consume_number (parser, out_double);
|
||||
}
|
||||
|
||||
static gboolean
|
||||
parse_int (GtkCssParser *parser,
|
||||
gpointer out_int)
|
||||
{
|
||||
return gtk_css_parser_consume_integer (parser, out_int);
|
||||
}
|
||||
|
||||
static gboolean
|
||||
parse_point (GtkCssParser *parser,
|
||||
gpointer out_point)
|
||||
@@ -824,9 +831,9 @@ clear_node (gpointer inout_node)
|
||||
static GskRenderNode *
|
||||
parse_container_node (GtkCssParser *parser)
|
||||
{
|
||||
GskRenderNode *node;
|
||||
GPtrArray *nodes;
|
||||
const GtkCssToken *token;
|
||||
GskRenderNode *node;
|
||||
|
||||
nodes = g_ptr_array_new_with_free_func ((GDestroyNotify) gsk_render_node_unref);
|
||||
|
||||
@@ -1089,6 +1096,251 @@ parse_inset_shadow_node (GtkCssParser *parser)
|
||||
return gsk_inset_shadow_node_new (&outline, &color, dx, dy, spread, blur);
|
||||
}
|
||||
|
||||
typedef struct {
|
||||
GskGLUniformType type;
|
||||
char *name;
|
||||
union {
|
||||
int i;
|
||||
double v[4];
|
||||
} value;
|
||||
} Uniform;
|
||||
|
||||
static gboolean
|
||||
parse_uniform_decl (GtkCssParser *parser, Uniform *decl)
|
||||
{
|
||||
Uniform decls[] = {
|
||||
{ GSK_GLUNIFORM_TYPE_FLOAT, (char *) "float" },
|
||||
{ GSK_GLUNIFORM_TYPE_INT, (char *) "int" },
|
||||
{ GSK_GLUNIFORM_TYPE_UINT, (char*) "uint" },
|
||||
{ GSK_GLUNIFORM_TYPE_BOOL, (char *) "bool" },
|
||||
{ GSK_GLUNIFORM_TYPE_VEC2, (char *) "vec2" },
|
||||
{ GSK_GLUNIFORM_TYPE_VEC3, (char *) "vec3" },
|
||||
{ GSK_GLUNIFORM_TYPE_VEC4, (char *) "vec4" },
|
||||
};
|
||||
int i;
|
||||
|
||||
for (i = 0; i < G_N_ELEMENTS (decls); i++)
|
||||
{
|
||||
if (gtk_css_parser_try_ident (parser, decls[i].name))
|
||||
{
|
||||
decl->type = decls[i].type;
|
||||
decl->name = gtk_css_parser_consume_ident (parser);
|
||||
|
||||
gtk_css_parser_try_token (parser, GTK_CSS_TOKEN_COMMA);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
static void
|
||||
clear_uniform_decl (gpointer data)
|
||||
{
|
||||
Uniform *decl = data;
|
||||
g_free (decl->name);
|
||||
}
|
||||
|
||||
static gboolean
|
||||
parse_uniforms (GtkCssParser *parser, gpointer data)
|
||||
{
|
||||
GArray *uniforms = data;
|
||||
Uniform decl;
|
||||
|
||||
while (parse_uniform_decl (parser, &decl))
|
||||
g_array_append_val (uniforms, decl);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static void
|
||||
clear_array (gpointer data)
|
||||
{
|
||||
GArray *array = data;
|
||||
g_array_set_size (array, 0);
|
||||
}
|
||||
|
||||
static gboolean
|
||||
parse_uniform_value (GtkCssParser *parser, Uniform *uniform)
|
||||
{
|
||||
switch (uniform->type)
|
||||
{
|
||||
case GSK_GLUNIFORM_TYPE_FLOAT:
|
||||
if (!gtk_css_parser_consume_number (parser, &uniform->value.v[0]))
|
||||
return FALSE;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_INT:
|
||||
if (!gtk_css_parser_consume_integer (parser, &uniform->value.i))
|
||||
return FALSE;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_UINT:
|
||||
if (!gtk_css_parser_consume_integer (parser, &uniform->value.i) ||
|
||||
uniform->value.i < 0)
|
||||
return FALSE;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_BOOL:
|
||||
if (!gtk_css_parser_consume_integer (parser, &uniform->value.i) ||
|
||||
(uniform->value.i != 0 && uniform->value.i != 1))
|
||||
return FALSE;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC2:
|
||||
if (!gtk_css_parser_consume_number (parser, &uniform->value.v[0]) ||
|
||||
!gtk_css_parser_consume_number (parser, &uniform->value.v[1]))
|
||||
return FALSE;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC3:
|
||||
if (!gtk_css_parser_consume_number (parser, &uniform->value.v[0]) ||
|
||||
!gtk_css_parser_consume_number (parser, &uniform->value.v[1]) ||
|
||||
!gtk_css_parser_consume_number (parser, &uniform->value.v[2]))
|
||||
return FALSE;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC4:
|
||||
if (!gtk_css_parser_consume_number (parser, &uniform->value.v[0]) ||
|
||||
!gtk_css_parser_consume_number (parser, &uniform->value.v[1]) ||
|
||||
!gtk_css_parser_consume_number (parser, &uniform->value.v[2]) ||
|
||||
!gtk_css_parser_consume_number (parser, &uniform->value.v[3]))
|
||||
return FALSE;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_NONE:
|
||||
default:
|
||||
g_assert_not_reached ();
|
||||
break;
|
||||
}
|
||||
|
||||
gtk_css_parser_try_token (parser, GTK_CSS_TOKEN_COMMA);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static gboolean
|
||||
parse_uniform_data (GtkCssParser *parser, gpointer data)
|
||||
{
|
||||
GArray *uniforms = data;
|
||||
int i;
|
||||
|
||||
for (i = 0; i < uniforms->len; i++)
|
||||
{
|
||||
Uniform *uniform = &g_array_index (uniforms, Uniform, i);
|
||||
if (!parse_uniform_value (parser, uniform))
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static GskRenderNode *
|
||||
parse_glshader_node (GtkCssParser *parser)
|
||||
{
|
||||
graphene_rect_t bounds = GRAPHENE_RECT_INIT (0, 0, 50, 50);
|
||||
char *sourcecode = NULL;
|
||||
int required_sources = 0;
|
||||
GskRenderNode *fallback = NULL;
|
||||
GskRenderNode *child[4] = { NULL, };
|
||||
GArray *uniforms = g_array_new (FALSE, FALSE, sizeof (Uniform));
|
||||
const Declaration declarations[] = {
|
||||
{ "bounds", parse_rect, NULL, &bounds },
|
||||
{ "sourcecode", parse_string, NULL, &sourcecode },
|
||||
{ "required-sources", parse_int, NULL, &required_sources },
|
||||
{ "uniforms", parse_uniforms, clear_array, uniforms },
|
||||
{ "uniform-data", parse_uniform_data, clear_array, uniforms },
|
||||
{ "fallback", parse_node, clear_node, &fallback },
|
||||
{ "child1", parse_node, clear_node, &child[0] },
|
||||
{ "child2", parse_node, clear_node, &child[1] },
|
||||
{ "child3", parse_node, clear_node, &child[2] },
|
||||
{ "child4", parse_node, clear_node, &child[3] },
|
||||
};
|
||||
GskGLShader *shader;
|
||||
GskRenderNode *node;
|
||||
guchar *uniform_data;
|
||||
int len, i;
|
||||
|
||||
g_array_set_clear_func (uniforms, clear_uniform_decl);
|
||||
|
||||
parse_declarations (parser, declarations, G_N_ELEMENTS(declarations));
|
||||
|
||||
for (len = 0; len < 4; len++)
|
||||
{
|
||||
if (child[len] == NULL)
|
||||
break;
|
||||
}
|
||||
|
||||
shader = gsk_glshader_new (sourcecode);
|
||||
gsk_glshader_set_n_required_sources (shader, required_sources);
|
||||
for (i = 0; i < uniforms->len; i++)
|
||||
{
|
||||
Uniform *uniform = &g_array_index (uniforms, Uniform, i);
|
||||
gsk_glshader_add_uniform (shader, uniform->name, uniform->type);
|
||||
}
|
||||
|
||||
uniform_data = g_new (guchar, gsk_glshader_get_uniforms_size (shader));
|
||||
for (i = 0; i < uniforms->len; i++)
|
||||
{
|
||||
Uniform *uniform = &g_array_index (uniforms, Uniform, i);
|
||||
guchar *dest;
|
||||
|
||||
dest = uniform_data + gsk_glshader_get_uniform_offset (shader, i);
|
||||
|
||||
switch (uniform->type)
|
||||
{
|
||||
case GSK_GLUNIFORM_TYPE_FLOAT:
|
||||
*(float *)dest = uniform->value.v[0];
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_INT:
|
||||
*(gint32 *)dest = uniform->value.i;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_UINT:
|
||||
*(guint32 *)dest = uniform->value.i;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_BOOL:
|
||||
*(guint32 *)dest = uniform->value.i;
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC4:
|
||||
((float *)dest)[3] = uniform->value.v[3];
|
||||
G_GNUC_FALLTHROUGH;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC3:
|
||||
((float *)dest)[2] = uniform->value.v[2];
|
||||
G_GNUC_FALLTHROUGH;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC2:
|
||||
((float *)dest)[1] = uniform->value.v[1];
|
||||
((float *)dest)[0] = uniform->value.v[0];
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_NONE:
|
||||
default:
|
||||
g_assert_not_reached ();
|
||||
}
|
||||
}
|
||||
|
||||
node = gsk_glshader_node_new (shader, &bounds, uniform_data,
|
||||
fallback, child, len);
|
||||
|
||||
g_array_unref (uniforms);
|
||||
g_free (uniform_data);
|
||||
g_object_unref (shader);
|
||||
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
if (child[i])
|
||||
gsk_render_node_unref (child[i]);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
static GskRenderNode *
|
||||
parse_border_node (GtkCssParser *parser)
|
||||
{
|
||||
@@ -1603,6 +1855,7 @@ parse_node (GtkCssParser *parser,
|
||||
{ "text", parse_text_node },
|
||||
{ "texture", parse_texture_node },
|
||||
{ "transform", parse_transform_node },
|
||||
{ "glshader", parse_glshader_node },
|
||||
};
|
||||
GskRenderNode **node_p = out_node;
|
||||
guint i;
|
||||
@@ -1837,6 +2090,51 @@ append_point (GString *str,
|
||||
string_append_double (str, p->y);
|
||||
}
|
||||
|
||||
static void
|
||||
append_string (GString *str,
|
||||
const char *string)
|
||||
{
|
||||
gsize len;
|
||||
|
||||
g_return_if_fail (str != NULL);
|
||||
g_return_if_fail (string != NULL);
|
||||
|
||||
g_string_append_c (str, '"');
|
||||
|
||||
do {
|
||||
len = strcspn (string, "\\\"\n\r\f");
|
||||
g_string_append_len (str, string, len);
|
||||
string += len;
|
||||
switch (*string)
|
||||
{
|
||||
case '\0':
|
||||
goto out;
|
||||
case '\n':
|
||||
g_string_append (str, "\\A ");
|
||||
break;
|
||||
case '\r':
|
||||
g_string_append (str, "\\D ");
|
||||
break;
|
||||
case '\f':
|
||||
g_string_append (str, "\\C ");
|
||||
break;
|
||||
case '\"':
|
||||
g_string_append (str, "\\\"");
|
||||
break;
|
||||
case '\\':
|
||||
g_string_append (str, "\\\\");
|
||||
break;
|
||||
default:
|
||||
g_assert_not_reached ();
|
||||
break;
|
||||
}
|
||||
string++;
|
||||
} while (*string);
|
||||
|
||||
out:
|
||||
g_string_append_c (str, '"');
|
||||
}
|
||||
|
||||
static void
|
||||
append_vec4 (GString *str,
|
||||
const graphene_vec4_t *v)
|
||||
@@ -1866,6 +2164,19 @@ append_float_param (Printer *p,
|
||||
g_string_append (p->str, ";\n");
|
||||
}
|
||||
|
||||
static void
|
||||
append_int_param (Printer *p,
|
||||
const char *param_name,
|
||||
int value,
|
||||
int default_value)
|
||||
{
|
||||
if (value == default_value)
|
||||
return;
|
||||
|
||||
_indent (p);
|
||||
g_string_append_printf (p->str, "%s: %d;\n", param_name, value);
|
||||
}
|
||||
|
||||
static void
|
||||
append_rgba_param (Printer *p,
|
||||
const char *param_name,
|
||||
@@ -1914,6 +2225,18 @@ append_point_param (Printer *p,
|
||||
g_string_append_c (p->str, '\n');
|
||||
}
|
||||
|
||||
static void
|
||||
append_string_param (Printer *p,
|
||||
const char *param_name,
|
||||
const char *value)
|
||||
{
|
||||
_indent (p);
|
||||
g_string_append_printf (p->str, "%s: ", param_name);
|
||||
append_string (p->str, value);
|
||||
g_string_append_c (p->str, ';');
|
||||
g_string_append_c (p->str, '\n');
|
||||
}
|
||||
|
||||
static void
|
||||
append_vec4_param (Printer *p,
|
||||
const char *param_name,
|
||||
@@ -2441,6 +2764,131 @@ render_node_print (Printer *p,
|
||||
}
|
||||
break;
|
||||
|
||||
case GSK_GLSHADER_NODE:
|
||||
{
|
||||
GskGLShader *shader = gsk_glshader_node_get_shader (node);
|
||||
const guchar *uniform_data = gsk_glshader_node_get_uniform_data (node);
|
||||
|
||||
start_node (p, "glshader");
|
||||
|
||||
append_rect_param (p, "bounds", &node->bounds);
|
||||
|
||||
append_string_param (p, "sourcecode", gsk_glshader_get_sourcecode (shader));
|
||||
append_int_param (p, "required-sources", gsk_glshader_get_n_required_sources (shader), 0);
|
||||
|
||||
if (gsk_glshader_get_n_uniforms (shader) > 0)
|
||||
{
|
||||
GString *decl = g_string_new ("");
|
||||
GString *data = g_string_new ("");
|
||||
|
||||
for (guint i = 0; i < gsk_glshader_get_n_uniforms (shader); i++)
|
||||
{
|
||||
const char *name = gsk_glshader_get_uniform_name (shader, i);
|
||||
int offset = gsk_glshader_get_uniform_offset (shader, i);
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
g_string_append (decl, ", ");
|
||||
g_string_append (data, ", ");
|
||||
}
|
||||
|
||||
switch (gsk_glshader_get_uniform_type (shader, i))
|
||||
{
|
||||
case GSK_GLUNIFORM_TYPE_NONE:
|
||||
default:
|
||||
g_assert_not_reached ();
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_FLOAT:
|
||||
{
|
||||
float value = *(float *)(uniform_data + offset);
|
||||
g_string_append_printf (decl, "float %s", name);
|
||||
g_string_append_printf (data, "%f", value);
|
||||
}
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_INT:
|
||||
{
|
||||
gint32 value = *(gint32 *)(uniform_data + offset);
|
||||
g_string_append_printf (decl, "int %s", name);
|
||||
g_string_append_printf (data, "%d", value);
|
||||
}
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_UINT:
|
||||
{
|
||||
guint32 value = *(guint32 *)(uniform_data + offset);
|
||||
g_string_append_printf (decl, "uint %s", name);
|
||||
g_string_append_printf (data, "%u", value);
|
||||
}
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_BOOL:
|
||||
{
|
||||
gboolean value = *(gboolean *)(uniform_data + offset);
|
||||
g_string_append_printf (decl, "bool %s", name);
|
||||
g_string_append_printf (data, "%d", value);
|
||||
}
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC2:
|
||||
{
|
||||
graphene_vec2_t *v = (graphene_vec2_t *)(uniform_data + offset);
|
||||
g_string_append_printf (decl, "vec2 %s", name);
|
||||
g_string_append_printf (data, "%f %f",
|
||||
graphene_vec2_get_x (v),
|
||||
graphene_vec2_get_y (v));
|
||||
}
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC3:
|
||||
{
|
||||
graphene_vec3_t *v = (graphene_vec3_t *)(uniform_data + offset);
|
||||
g_string_append_printf (decl, "vec3 %s", name);
|
||||
g_string_append_printf (data, "%f %f %f",
|
||||
graphene_vec3_get_x (v),
|
||||
graphene_vec3_get_y (v),
|
||||
graphene_vec3_get_z (v));
|
||||
}
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC4:
|
||||
{
|
||||
graphene_vec4_t *v = (graphene_vec4_t *)(uniform_data + offset);
|
||||
g_string_append_printf (decl, "vec4 %s", name);
|
||||
g_string_append_printf (data, "%f %f %f %f",
|
||||
graphene_vec4_get_x (v),
|
||||
graphene_vec4_get_y (v),
|
||||
graphene_vec4_get_z (v),
|
||||
graphene_vec4_get_w (v));
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
_indent (p);
|
||||
g_string_append_printf (p->str, "uniforms: %s;\n", decl->str);
|
||||
_indent (p);
|
||||
g_string_append_printf (p->str, "uniform-data: %s;\n", data->str);
|
||||
|
||||
g_string_free (decl, TRUE);
|
||||
g_string_free (data, TRUE);
|
||||
}
|
||||
|
||||
append_node_param (p, "fallback", gsk_glshader_node_get_fallback_child (node));
|
||||
for (guint i = 0; i < gsk_glshader_node_get_n_children (node); i ++)
|
||||
{
|
||||
GskRenderNode *child = gsk_glshader_node_get_child (node, i);
|
||||
char *name;
|
||||
|
||||
name = g_strdup_printf ("child%d", i + 1);
|
||||
append_node_param (p, name, child);
|
||||
g_free (name);
|
||||
}
|
||||
|
||||
end_node (p);
|
||||
}
|
||||
break;
|
||||
|
||||
case GSK_REPEAT_NODE:
|
||||
{
|
||||
GskRenderNode *child = gsk_repeat_node_get_child (node);
|
||||
|
@@ -13,7 +13,7 @@ typedef struct _GskRenderNodeClass GskRenderNodeClass;
|
||||
* We don't add an "n-types" value to avoid having to handle
|
||||
* it in every single switch.
|
||||
*/
|
||||
#define GSK_RENDER_NODE_TYPE_N_TYPES (GSK_DEBUG_NODE + 1)
|
||||
#define GSK_RENDER_NODE_TYPE_N_TYPES (GSK_GLSHADER_NODE + 1)
|
||||
|
||||
extern GType gsk_render_node_types[];
|
||||
|
||||
|
@@ -16,11 +16,13 @@ gsk_private_gl_shaders = [
|
||||
'resources/glsl/cross_fade.glsl',
|
||||
'resources/glsl/blend.glsl',
|
||||
'resources/glsl/repeat.glsl',
|
||||
'resources/glsl/custom.glsl',
|
||||
]
|
||||
|
||||
gsk_public_sources = files([
|
||||
'gskdiff.c',
|
||||
'gskcairorenderer.c',
|
||||
'gskglshader.c',
|
||||
'gskrenderer.c',
|
||||
'gskrendernode.c',
|
||||
'gskrendernodeimpl.c',
|
||||
@@ -52,6 +54,7 @@ gsk_private_sources = files([
|
||||
gsk_public_headers = files([
|
||||
'gskcairorenderer.h',
|
||||
'gskenums.h',
|
||||
'gskglshader.h',
|
||||
'gskrenderer.h',
|
||||
'gskrendernode.h',
|
||||
'gskroundedrect.h',
|
||||
|
@@ -267,8 +267,8 @@ luminosity (vec4 Cs, vec4 Cb)
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 bottom_color = Texture(u_source, vUv);
|
||||
vec4 top_color = Texture(u_source2, vUv);
|
||||
vec4 bottom_color = GskTexture(u_source, vUv);
|
||||
vec4 top_color = GskTexture(u_source2, vUv);
|
||||
|
||||
vec4 result;
|
||||
if (u_mode == 0)
|
||||
@@ -306,5 +306,5 @@ void main() {
|
||||
else
|
||||
discard;
|
||||
|
||||
setOutputColor(result * u_alpha);
|
||||
gskSetOutputColor(result * u_alpha);
|
||||
}
|
||||
|
@@ -7,7 +7,7 @@ void main() {
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
void main() {
|
||||
vec4 diffuse = Texture(u_source, vUv);
|
||||
vec4 diffuse = GskTexture(u_source, vUv);
|
||||
|
||||
setOutputColor(diffuse * u_alpha);
|
||||
gskSetOutputColor(diffuse * u_alpha);
|
||||
}
|
||||
|
@@ -39,14 +39,14 @@ void main() {
|
||||
vec3 incrementalGaussian = initial_gaussian;
|
||||
|
||||
float coefficientSum = 0.0;
|
||||
vec4 sum = Texture(u_source, vUv) * incrementalGaussian.x;
|
||||
vec4 sum = GskTexture(u_source, vUv) * incrementalGaussian.x;
|
||||
coefficientSum += incrementalGaussian.x;
|
||||
incrementalGaussian.xy *= incrementalGaussian.yz;
|
||||
|
||||
vec2 p = pixel_step;
|
||||
for (int i = 1; i <= int(pixels_per_side); i++) {
|
||||
sum += Texture(u_source, vUv - p) * incrementalGaussian.x;
|
||||
sum += Texture(u_source, vUv + p) * incrementalGaussian.x;
|
||||
sum += GskTexture(u_source, vUv - p) * incrementalGaussian.x;
|
||||
sum += GskTexture(u_source, vUv + p) * incrementalGaussian.x;
|
||||
|
||||
coefficientSum += 2.0 * incrementalGaussian.x;
|
||||
incrementalGaussian.xy *= incrementalGaussian.yz;
|
||||
@@ -54,5 +54,5 @@ void main() {
|
||||
p += pixel_step;
|
||||
}
|
||||
|
||||
setOutputColor(sum / coefficientSum);
|
||||
gskSetOutputColor(sum / coefficientSum);
|
||||
}
|
||||
|
@@ -4,37 +4,37 @@ uniform vec4 u_widths;
|
||||
uniform vec4[3] u_outline_rect;
|
||||
|
||||
_OUT_ vec4 final_color;
|
||||
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
final_color = premultiply(u_color) * u_alpha;
|
||||
final_color = gsk_premultiply(u_color) * u_alpha;
|
||||
|
||||
RoundedRect outside = create_rect(u_outline_rect);
|
||||
RoundedRect inside = rounded_rect_shrink (outside, u_widths);
|
||||
GskRoundedRect outside = gsk_create_rect(u_outline_rect);
|
||||
GskRoundedRect inside = gsk_rounded_rect_shrink (outside, u_widths);
|
||||
|
||||
rounded_rect_transform(outside, u_modelview);
|
||||
rounded_rect_transform(inside, u_modelview);
|
||||
gsk_rounded_rect_transform(outside, u_modelview);
|
||||
gsk_rounded_rect_transform(inside, u_modelview);
|
||||
|
||||
rounded_rect_encode(outside, transformed_outside_outline);
|
||||
rounded_rect_encode(inside, transformed_inside_outline);
|
||||
gsk_rounded_rect_encode(outside, transformed_outside_outline);
|
||||
gsk_rounded_rect_encode(inside, transformed_inside_outline);
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
uniform vec4[3] u_outline_rect;
|
||||
|
||||
_IN_ vec4 final_color;
|
||||
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
|
||||
void main() {
|
||||
vec2 frag = get_frag_coord();
|
||||
vec2 frag = gsk_get_frag_coord();
|
||||
|
||||
float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
|
||||
rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
|
||||
float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
|
||||
gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
|
||||
0.0, 1.0);
|
||||
|
||||
setOutputColor(final_color * alpha);
|
||||
gskSetOutputColor(final_color * alpha);
|
||||
}
|
||||
|
@@ -6,13 +6,13 @@ _OUT_ vec4 final_color;
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
final_color = premultiply(u_color) * u_alpha;
|
||||
final_color = gsk_premultiply(u_color) * u_alpha;
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
_IN_ vec4 final_color;
|
||||
|
||||
void main() {
|
||||
setOutputColor(final_color);
|
||||
gskSetOutputColor(final_color);
|
||||
}
|
||||
|
||||
|
@@ -10,7 +10,7 @@ uniform mat4 u_color_matrix;
|
||||
uniform vec4 u_color_offset;
|
||||
|
||||
void main() {
|
||||
vec4 color = Texture(u_source, vUv);
|
||||
vec4 color = GskTexture(u_source, vUv);
|
||||
|
||||
// Un-premultilpy
|
||||
if (color.a != 0.0)
|
||||
@@ -21,5 +21,5 @@ void main() {
|
||||
|
||||
color.rgb *= color.a;
|
||||
|
||||
setOutputColor(color * u_alpha);
|
||||
gskSetOutputColor(color * u_alpha);
|
||||
}
|
||||
|
@@ -8,7 +8,7 @@ void main() {
|
||||
|
||||
vUv = vec2(aUv.x, aUv.y);
|
||||
|
||||
final_color = premultiply(u_color) * u_alpha;
|
||||
final_color = gsk_premultiply(u_color) * u_alpha;
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
@@ -16,7 +16,7 @@ void main() {
|
||||
_IN_ vec4 final_color;
|
||||
|
||||
void main() {
|
||||
vec4 diffuse = Texture(u_source, vUv);
|
||||
vec4 diffuse = GskTexture(u_source, vUv);
|
||||
|
||||
setOutputColor(final_color * diffuse.a);
|
||||
gskSetOutputColor(final_color * diffuse.a);
|
||||
}
|
||||
|
@@ -10,11 +10,11 @@ uniform float u_progress;
|
||||
uniform sampler2D u_source2;
|
||||
|
||||
void main() {
|
||||
vec4 source1 = Texture(u_source, vUv); // start child
|
||||
vec4 source2 = Texture(u_source2, vUv); // end child
|
||||
vec4 source1 = GskTexture(u_source, vUv); // start child
|
||||
vec4 source2 = GskTexture(u_source2, vUv); // end child
|
||||
|
||||
float p_start = (1.0 - u_progress) * u_alpha;
|
||||
float p_end = u_progress * u_alpha;
|
||||
vec4 color = (p_start * source1) + (p_end * source2);
|
||||
setOutputColor(color);
|
||||
gskSetOutputColor(color);
|
||||
}
|
||||
|
21
gsk/resources/glsl/custom.glsl
Normal file
21
gsk/resources/glsl/custom.glsl
Normal file
@@ -0,0 +1,21 @@
|
||||
// VERTEX_SHADER:
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
vUv = vec2(aUv.x, aUv.y);
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
// The shader supplies:
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv);
|
||||
|
||||
uniform vec2 u_size;
|
||||
uniform sampler2D u_source2;
|
||||
uniform sampler2D u_source3;
|
||||
uniform sampler2D u_source4;
|
||||
|
||||
void main() {
|
||||
vec4 fragColor;
|
||||
vec2 fragCoord = vec2(vUv.x * u_size.x, (1.0-vUv.y) * u_size.y);
|
||||
mainImage(fragColor, fragCoord, u_size, vUv);
|
||||
gskSetOutputColor(fragColor);
|
||||
}
|
@@ -5,8 +5,8 @@ uniform vec2 u_offset;
|
||||
uniform vec4[3] u_outline_rect;
|
||||
|
||||
_OUT_ vec4 final_color;
|
||||
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
@@ -15,29 +15,29 @@ void main() {
|
||||
final_color.rgb *= final_color.a;
|
||||
final_color *= u_alpha;
|
||||
|
||||
RoundedRect outside = create_rect(u_outline_rect);
|
||||
RoundedRect inside = rounded_rect_shrink(outside, vec4(u_spread));
|
||||
GskRoundedRect outside = gsk_create_rect(u_outline_rect);
|
||||
GskRoundedRect inside = gsk_rounded_rect_shrink(outside, vec4(u_spread));
|
||||
|
||||
rounded_rect_offset(inside, u_offset);
|
||||
gsk_rounded_rect_offset(inside, u_offset);
|
||||
|
||||
rounded_rect_transform(outside, u_modelview);
|
||||
rounded_rect_transform(inside, u_modelview);
|
||||
gsk_rounded_rect_transform(outside, u_modelview);
|
||||
gsk_rounded_rect_transform(inside, u_modelview);
|
||||
|
||||
rounded_rect_encode(outside, transformed_outside_outline);
|
||||
rounded_rect_encode(inside, transformed_inside_outline);
|
||||
gsk_rounded_rect_encode(outside, transformed_outside_outline);
|
||||
gsk_rounded_rect_encode(inside, transformed_inside_outline);
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
_IN_ vec4 final_color;
|
||||
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
|
||||
void main() {
|
||||
vec2 frag = get_frag_coord();
|
||||
vec2 frag = gsk_get_frag_coord();
|
||||
|
||||
float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
|
||||
rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
|
||||
float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
|
||||
gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
|
||||
0.0, 1.0);
|
||||
|
||||
setOutputColor(final_color * alpha);
|
||||
gskSetOutputColor(final_color * alpha);
|
||||
}
|
||||
|
@@ -25,10 +25,10 @@ void main() {
|
||||
|
||||
for (int i = 0; i < u_num_color_stops; i ++) {
|
||||
color_offsets[i] = u_color_stops[(i * 5) + 0];
|
||||
color_stops[i] = premultiply(vec4(u_color_stops[(i * 5) + 1],
|
||||
u_color_stops[(i * 5) + 2],
|
||||
u_color_stops[(i * 5) + 3],
|
||||
u_color_stops[(i * 5) + 4]));
|
||||
color_stops[i] = gsk_premultiply(vec4(u_color_stops[(i * 5) + 1],
|
||||
u_color_stops[(i * 5) + 2],
|
||||
u_color_stops[(i * 5) + 3],
|
||||
u_color_stops[(i * 5) + 4]));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -49,7 +49,7 @@ _IN_ float color_offsets[8];
|
||||
|
||||
void main() {
|
||||
// Position relative to startPoint
|
||||
vec2 pos = get_frag_coord() - startPoint;
|
||||
vec2 pos = gsk_get_frag_coord() - startPoint;
|
||||
|
||||
// Current pixel, projected onto the line between the start point and the end point
|
||||
// The projection will be relative to the start point!
|
||||
@@ -66,5 +66,5 @@ void main() {
|
||||
}
|
||||
}
|
||||
|
||||
setOutputColor(color * u_alpha);
|
||||
gskSetOutputColor(color * u_alpha);
|
||||
}
|
||||
|
@@ -3,31 +3,31 @@ uniform vec4 u_color;
|
||||
uniform vec4[3] u_outline_rect;
|
||||
|
||||
_OUT_ vec4 final_color;
|
||||
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
|
||||
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outline;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
vUv = vec2(aUv.x, aUv.y);
|
||||
|
||||
final_color = premultiply(u_color) * u_alpha;
|
||||
final_color = gsk_premultiply(u_color) * u_alpha;
|
||||
|
||||
RoundedRect outline = create_rect(u_outline_rect);
|
||||
rounded_rect_transform(outline, u_modelview);
|
||||
rounded_rect_encode(outline, transformed_outline);
|
||||
GskRoundedRect outline = gsk_create_rect(u_outline_rect);
|
||||
gsk_rounded_rect_transform(outline, u_modelview);
|
||||
gsk_rounded_rect_encode(outline, transformed_outline);
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
_IN_ vec4 final_color;
|
||||
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
|
||||
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outline;
|
||||
|
||||
void main() {
|
||||
vec2 frag = get_frag_coord();
|
||||
vec2 frag = gsk_get_frag_coord();
|
||||
|
||||
float alpha = Texture(u_source, vUv).a;
|
||||
alpha *= (1.0 - clamp(rounded_rect_coverage(decode_rect(transformed_outline), frag), 0.0, 1.0));
|
||||
float alpha = GskTexture(u_source, vUv).a;
|
||||
alpha *= (1.0 - clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outline), frag), 0.0, 1.0));
|
||||
|
||||
vec4 color = final_color * alpha;
|
||||
|
||||
setOutputColor(color);
|
||||
gskSetOutputColor(color);
|
||||
}
|
||||
|
@@ -16,17 +16,17 @@ _IN_ vec2 vUv;
|
||||
|
||||
|
||||
|
||||
RoundedRect decode_rect(_ROUNDED_RECT_UNIFORM_ r)
|
||||
GskRoundedRect gsk_decode_rect(_GSK_ROUNDED_RECT_UNIFORM_ r)
|
||||
{
|
||||
#if defined(GSK_GLES) || defined(GSK_LEGACY)
|
||||
return RoundedRect(r[0], r[1], r[2]);
|
||||
return GskRoundedRect(r[0], r[1], r[2]);
|
||||
#else
|
||||
return r;
|
||||
#endif
|
||||
}
|
||||
|
||||
float
|
||||
ellipsis_dist (vec2 p, vec2 radius)
|
||||
gsk_ellipsis_dist (vec2 p, vec2 radius)
|
||||
{
|
||||
if (radius == vec2(0, 0))
|
||||
return 0.0;
|
||||
@@ -38,14 +38,14 @@ ellipsis_dist (vec2 p, vec2 radius)
|
||||
}
|
||||
|
||||
float
|
||||
ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
|
||||
gsk_ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
|
||||
{
|
||||
float d = ellipsis_dist (point - center, radius);
|
||||
float d = gsk_ellipsis_dist (point - center, radius);
|
||||
return clamp (0.5 - d, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float
|
||||
rounded_rect_coverage (RoundedRect r, vec2 p)
|
||||
gsk_rounded_rect_coverage (GskRoundedRect r, vec2 p)
|
||||
{
|
||||
if (p.x < r.bounds.x || p.y < r.bounds.y ||
|
||||
p.x >= r.bounds.z || p.y >= r.bounds.w)
|
||||
@@ -61,10 +61,10 @@ rounded_rect_coverage (RoundedRect r, vec2 p)
|
||||
vec2 ref_br = r.corner_points2.xy;
|
||||
vec2 ref_bl = r.corner_points2.zw;
|
||||
|
||||
float d_tl = ellipsis_coverage(p, ref_tl, rad_tl);
|
||||
float d_tr = ellipsis_coverage(p, ref_tr, rad_tr);
|
||||
float d_br = ellipsis_coverage(p, ref_br, rad_br);
|
||||
float d_bl = ellipsis_coverage(p, ref_bl, rad_bl);
|
||||
float d_tl = gsk_ellipsis_coverage(p, ref_tl, rad_tl);
|
||||
float d_tr = gsk_ellipsis_coverage(p, ref_tr, rad_tr);
|
||||
float d_br = gsk_ellipsis_coverage(p, ref_br, rad_br);
|
||||
float d_bl = gsk_ellipsis_coverage(p, ref_bl, rad_bl);
|
||||
|
||||
vec4 corner_coverages = 1.0 - vec4(d_tl, d_tr, d_br, d_bl);
|
||||
|
||||
@@ -76,7 +76,7 @@ rounded_rect_coverage (RoundedRect r, vec2 p)
|
||||
return 1.0 - dot(vec4(is_out), corner_coverages);
|
||||
}
|
||||
|
||||
vec4 Texture(sampler2D sampler, vec2 texCoords) {
|
||||
vec4 GskTexture(sampler2D sampler, vec2 texCoords) {
|
||||
#if defined(GSK_GLES) || defined(GSK_LEGACY)
|
||||
return texture2D(sampler, texCoords);
|
||||
#else
|
||||
@@ -88,7 +88,7 @@ vec4 Texture(sampler2D sampler, vec2 texCoords) {
|
||||
layout(origin_upper_left) in vec4 gl_FragCoord;
|
||||
#endif
|
||||
|
||||
vec2 get_frag_coord() {
|
||||
vec2 gsk_get_frag_coord() {
|
||||
vec2 fc = gl_FragCoord.xy;
|
||||
|
||||
#ifdef GSK_GL3
|
||||
@@ -101,15 +101,15 @@ vec2 get_frag_coord() {
|
||||
return fc;
|
||||
}
|
||||
|
||||
void setOutputColor(vec4 color) {
|
||||
vec2 f = get_frag_coord();
|
||||
void gskSetOutputColor(vec4 color) {
|
||||
vec2 f = gsk_get_frag_coord();
|
||||
|
||||
// We do *NOT* transform the clip rect here since we already
|
||||
// need to do that on the CPU.
|
||||
#if defined(GSK_GLES) || defined(GSK_LEGACY)
|
||||
gl_FragColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f);
|
||||
gl_FragColor = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
|
||||
#else
|
||||
outputColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f);
|
||||
outputColor = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
|
||||
#endif
|
||||
/*outputColor = color;*/
|
||||
}
|
||||
|
@@ -5,15 +5,15 @@ precision highp float;
|
||||
#if defined(GSK_GLES) || defined(GSK_LEGACY)
|
||||
#define _OUT_ varying
|
||||
#define _IN_ varying
|
||||
#define _ROUNDED_RECT_UNIFORM_ vec4[3]
|
||||
#define _GSK_ROUNDED_RECT_UNIFORM_ vec4[3]
|
||||
#else
|
||||
#define _OUT_ out
|
||||
#define _IN_ in
|
||||
#define _ROUNDED_RECT_UNIFORM_ RoundedRect
|
||||
#define _GSK_ROUNDED_RECT_UNIFORM_ GskRoundedRect
|
||||
#endif
|
||||
|
||||
|
||||
struct RoundedRect
|
||||
struct GskRoundedRect
|
||||
{
|
||||
vec4 bounds;
|
||||
// Look, arrays can't be in structs if you want to return the struct
|
||||
@@ -22,9 +22,9 @@ struct RoundedRect
|
||||
vec4 corner_points2; // xy = bottom right, zw = bottom left
|
||||
};
|
||||
|
||||
// Transform from a GskRoundedRect to a RoundedRect as we need it.
|
||||
RoundedRect
|
||||
create_rect(vec4[3] data)
|
||||
// Transform from a C GskRoundedRect to what we need.
|
||||
GskRoundedRect
|
||||
gsk_create_rect(vec4[3] data)
|
||||
{
|
||||
vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
|
||||
|
||||
@@ -33,9 +33,9 @@ create_rect(vec4[3] data)
|
||||
vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)),
|
||||
bounds.xw + vec2(data[2].zw * vec2(1, -1)));
|
||||
|
||||
return RoundedRect(bounds, corner_points1, corner_points2);
|
||||
return GskRoundedRect(bounds, corner_points1, corner_points2);
|
||||
}
|
||||
|
||||
vec4 premultiply(vec4 c) {
|
||||
vec4 gsk_premultiply(vec4 c) {
|
||||
return vec4(c.rgb * c.a, c.a);
|
||||
}
|
||||
|
@@ -13,8 +13,8 @@ _OUT_ vec2 vUv;
|
||||
#endif
|
||||
|
||||
// amount is: top, right, bottom, left
|
||||
RoundedRect
|
||||
rounded_rect_shrink (RoundedRect r, vec4 amount)
|
||||
GskRoundedRect
|
||||
gsk_rounded_rect_shrink (GskRoundedRect r, vec4 amount)
|
||||
{
|
||||
vec4 new_bounds = r.bounds + vec4(1.0,1.0,-1.0,-1.0) * amount.wxyz;
|
||||
vec4 new_corner_points1 = r.corner_points1;
|
||||
@@ -25,11 +25,11 @@ rounded_rect_shrink (RoundedRect r, vec4 amount)
|
||||
if (r.corner_points2.xy == r.bounds.zw) new_corner_points2.xy = new_bounds.zw;
|
||||
if (r.corner_points2.zw == r.bounds.xw) new_corner_points2.zw = new_bounds.xw;
|
||||
|
||||
return RoundedRect (new_bounds, new_corner_points1, new_corner_points2);
|
||||
return GskRoundedRect (new_bounds, new_corner_points1, new_corner_points2);
|
||||
}
|
||||
|
||||
void
|
||||
rounded_rect_offset(inout RoundedRect r, vec2 offset)
|
||||
gsk_rounded_rect_offset(inout GskRoundedRect r, vec2 offset)
|
||||
{
|
||||
r.bounds.xy += offset;
|
||||
r.bounds.zw += offset;
|
||||
@@ -39,7 +39,7 @@ rounded_rect_offset(inout RoundedRect r, vec2 offset)
|
||||
r.corner_points2.zw += offset;
|
||||
}
|
||||
|
||||
void rounded_rect_transform(inout RoundedRect r, mat4 mat)
|
||||
void gsk_rounded_rect_transform(inout GskRoundedRect r, mat4 mat)
|
||||
{
|
||||
r.bounds.xy = (mat * vec4(r.bounds.xy, 0.0, 1.0)).xy;
|
||||
r.bounds.zw = (mat * vec4(r.bounds.zw, 0.0, 1.0)).xy;
|
||||
@@ -53,9 +53,9 @@ void rounded_rect_transform(inout RoundedRect r, mat4 mat)
|
||||
|
||||
#if defined(GSK_LEGACY)
|
||||
// Can't have out or inout array parameters...
|
||||
#define rounded_rect_encode(r, uni) uni[0] = r.bounds; uni[1] = r.corner_points1; uni[2] = r.corner_points2;
|
||||
#define gsk_rounded_rect_encode(r, uni) uni[0] = r.bounds; uni[1] = r.corner_points1; uni[2] = r.corner_points2;
|
||||
#else
|
||||
void rounded_rect_encode(RoundedRect r, out _ROUNDED_RECT_UNIFORM_ out_r)
|
||||
void gsk_rounded_rect_encode(GskRoundedRect r, out _GSK_ROUNDED_RECT_UNIFORM_ out_r)
|
||||
{
|
||||
#if defined(GSK_GLES)
|
||||
out_r[0] = r.bounds;
|
||||
|
@@ -21,10 +21,10 @@ void main() {
|
||||
|
||||
for (int i = 0; i < u_num_color_stops; i ++) {
|
||||
color_offsets[i] = u_color_stops[(i * 5) + 0];
|
||||
color_stops[i] = premultiply(vec4(u_color_stops[(i * 5) + 1],
|
||||
u_color_stops[(i * 5) + 2],
|
||||
u_color_stops[(i * 5) + 3],
|
||||
u_color_stops[(i * 5) + 4]));
|
||||
color_stops[i] = gsk_premultiply(vec4(u_color_stops[(i * 5) + 1],
|
||||
u_color_stops[(i * 5) + 2],
|
||||
u_color_stops[(i * 5) + 3],
|
||||
u_color_stops[(i * 5) + 4]));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -51,17 +51,17 @@ float abs_offset(float offset) {
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 pixel = get_frag_coord();
|
||||
vec2 pixel = gsk_get_frag_coord();
|
||||
vec2 rel = (center - pixel) / (u_radius);
|
||||
float d = sqrt(dot(rel, rel));
|
||||
|
||||
if (d < abs_offset (color_offsets[0])) {
|
||||
setOutputColor(color_stops[0] * u_alpha);
|
||||
gskSetOutputColor(color_stops[0] * u_alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
if (d > end) {
|
||||
setOutputColor(color_stops[u_num_color_stops - 1] * u_alpha);
|
||||
gskSetOutputColor(color_stops[u_num_color_stops - 1] * u_alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -80,5 +80,5 @@ void main() {
|
||||
}
|
||||
}
|
||||
|
||||
setOutputColor(color * u_alpha);
|
||||
gskSetOutputColor(color * u_alpha);
|
||||
}
|
||||
|
@@ -35,7 +35,7 @@ void main() {
|
||||
tp.x = u_texture_rect.x + (wrapped_x * tw);
|
||||
tp.y = u_texture_rect.y + (wrapped_y * th);
|
||||
|
||||
vec4 diffuse = Texture(u_source, tp);
|
||||
vec4 diffuse = GskTexture(u_source, tp);
|
||||
|
||||
setOutputColor(diffuse * u_alpha);
|
||||
gskSetOutputColor(diffuse * u_alpha);
|
||||
}
|
||||
|
@@ -5,8 +5,8 @@ uniform vec2 u_offset;
|
||||
uniform vec4[3] u_outline_rect;
|
||||
|
||||
_OUT_ vec4 final_color;
|
||||
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
@@ -15,30 +15,30 @@ void main() {
|
||||
final_color.rgb *= final_color.a;
|
||||
final_color *= u_alpha;
|
||||
|
||||
RoundedRect inside = create_rect(u_outline_rect);
|
||||
RoundedRect outside = rounded_rect_shrink(inside, vec4(- u_spread));
|
||||
GskRoundedRect inside = gsk_create_rect(u_outline_rect);
|
||||
GskRoundedRect outside = gsk_rounded_rect_shrink(inside, vec4(- u_spread));
|
||||
|
||||
rounded_rect_offset(outside, u_offset);
|
||||
gsk_rounded_rect_offset(outside, u_offset);
|
||||
|
||||
rounded_rect_transform(outside, u_modelview);
|
||||
rounded_rect_transform(inside, u_modelview);
|
||||
gsk_rounded_rect_transform(outside, u_modelview);
|
||||
gsk_rounded_rect_transform(inside, u_modelview);
|
||||
|
||||
rounded_rect_encode(outside, transformed_outside_outline);
|
||||
rounded_rect_encode(inside, transformed_inside_outline);
|
||||
gsk_rounded_rect_encode(outside, transformed_outside_outline);
|
||||
gsk_rounded_rect_encode(inside, transformed_inside_outline);
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
_IN_ vec4 final_color;
|
||||
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
|
||||
void main() {
|
||||
vec2 frag = get_frag_coord();
|
||||
vec2 frag = gsk_get_frag_coord();
|
||||
|
||||
float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
|
||||
rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
|
||||
float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
|
||||
gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
|
||||
0.0, 1.0);
|
||||
|
||||
setOutputColor(final_color * alpha);
|
||||
gskSetOutputColor(final_color * alpha);
|
||||
}
|
||||
|
||||
|
@@ -539,6 +539,10 @@ gsk_vulkan_render_pass_add_node (GskVulkanRenderPass *self,
|
||||
}
|
||||
return;
|
||||
|
||||
case GSK_GLSHADER_NODE:
|
||||
gsk_vulkan_render_pass_add_node (self, render, constants, gsk_glshader_node_get_fallback_child (node));
|
||||
return;
|
||||
|
||||
case GSK_DEBUG_NODE:
|
||||
gsk_vulkan_render_pass_add_node (self, render, constants, gsk_debug_node_get_child (node));
|
||||
return;
|
||||
|
@@ -91,6 +91,14 @@ struct _GtkSnapshotState {
|
||||
struct {
|
||||
graphene_rect_t bounds;
|
||||
} clip;
|
||||
struct {
|
||||
GskGLShader *shader;
|
||||
guchar *args;
|
||||
graphene_rect_t bounds;
|
||||
int n_children;
|
||||
int node_idx;
|
||||
GskRenderNode **nodes;
|
||||
} glshader;
|
||||
struct {
|
||||
GskRoundedRect bounds;
|
||||
} rounded_clip;
|
||||
@@ -812,6 +820,154 @@ gtk_snapshot_push_clip (GtkSnapshot *snapshot,
|
||||
gtk_graphene_rect_scale_affine (bounds, scale_x, scale_y, dx, dy, &state->data.clip.bounds);
|
||||
}
|
||||
|
||||
static GskRenderNode *
|
||||
maybe_clip (GskRenderNode *node,
|
||||
const graphene_rect_t *bounds)
|
||||
{
|
||||
if (node &&
|
||||
!graphene_rect_contains_rect (bounds, &node->bounds))
|
||||
{
|
||||
return gsk_clip_node_new (node, bounds);
|
||||
}
|
||||
|
||||
return gsk_render_node_ref (node);
|
||||
}
|
||||
|
||||
static GskRenderNode *
|
||||
gtk_snapshot_collect_glshader (GtkSnapshot *snapshot,
|
||||
GtkSnapshotState *state,
|
||||
GskRenderNode **nodes,
|
||||
guint n_nodes)
|
||||
{
|
||||
GskRenderNode *shader_node = NULL, *child_node;
|
||||
GdkRGBA transparent = { 0, 0, 0, 0 };
|
||||
|
||||
child_node = gtk_snapshot_collect_default (snapshot, state, nodes, n_nodes);
|
||||
|
||||
if (child_node == NULL)
|
||||
child_node = gsk_color_node_new (&transparent, &state->data.glshader.bounds);
|
||||
|
||||
state->data.glshader.nodes[state->data.glshader.node_idx] = child_node;
|
||||
|
||||
if (state->data.glshader.node_idx != state->data.glshader.n_children)
|
||||
return NULL; /* Not last */
|
||||
|
||||
/* This is the last pop */
|
||||
|
||||
shader_node = NULL;
|
||||
|
||||
if (state->data.glshader.bounds.size.width != 0 &&
|
||||
state->data.glshader.bounds.size.height != 0)
|
||||
{
|
||||
GskRenderNode *fallback_node = maybe_clip (state->data.glshader.nodes[0],
|
||||
&state->data.glshader.bounds);
|
||||
shader_node = gsk_glshader_node_new (state->data.glshader.shader,
|
||||
&state->data.glshader.bounds,
|
||||
state->data.glshader.args,
|
||||
fallback_node,
|
||||
&state->data.glshader.nodes[1],
|
||||
state->data.glshader.n_children);
|
||||
gsk_render_node_unref (fallback_node);
|
||||
}
|
||||
|
||||
g_object_unref (state->data.glshader.shader);
|
||||
for (guint i = 0; i < state->data.glshader.n_children + 1; i++)
|
||||
gsk_render_node_unref (state->data.glshader.nodes[i]);
|
||||
g_free (state->data.glshader.nodes);
|
||||
|
||||
return shader_node;
|
||||
}
|
||||
|
||||
/**
|
||||
* gtk_snapshot_push_glshader_va:
|
||||
* @snapshot: a #GtkSnapshot
|
||||
* @shader: The code to run
|
||||
* @bounds: the rectangle to render into
|
||||
* @n_children: The number of extra nodes given as argument to the shader as textures.
|
||||
* @uniforms: Values for the uniforms of the shader in this instance, ending with NULL
|
||||
*
|
||||
* Renders a rectangle with output from a GLSL shader. This is the same as
|
||||
* gtk_snapshot_push_glshader() but with a va_list instead of a varargs argument,
|
||||
* so see that for details.
|
||||
*/
|
||||
void
|
||||
gtk_snapshot_push_glshader_va (GtkSnapshot *snapshot,
|
||||
GskGLShader *shader,
|
||||
const graphene_rect_t *bounds,
|
||||
int n_children,
|
||||
va_list uniforms)
|
||||
{
|
||||
GtkSnapshotState *state;
|
||||
float scale_x, scale_y, dx, dy;
|
||||
GskRenderNode **nodes;
|
||||
int node_idx;
|
||||
graphene_rect_t transformed_bounds;
|
||||
|
||||
gtk_snapshot_ensure_affine (snapshot, &scale_x, &scale_y, &dx, &dy);
|
||||
|
||||
state = gtk_snapshot_push_state (snapshot,
|
||||
gtk_snapshot_get_current_state (snapshot)->transform,
|
||||
gtk_snapshot_collect_glshader);
|
||||
gtk_graphene_rect_scale_affine (bounds, scale_x, scale_y, dx, dy, &transformed_bounds);
|
||||
state->data.glshader.bounds = transformed_bounds;
|
||||
state->data.glshader.shader = g_object_ref (shader);
|
||||
state->data.glshader.args = gsk_glshader_format_uniform_data_va (shader, uniforms);
|
||||
state->data.glshader.n_children = n_children;
|
||||
nodes = g_new0 (GskRenderNode *, n_children + 1);
|
||||
node_idx = n_children; /* We pop in reverse order */
|
||||
|
||||
state->data.glshader.node_idx = node_idx--;
|
||||
state->data.glshader.nodes = nodes;
|
||||
|
||||
for (int i = 0; i < n_children; i++)
|
||||
{
|
||||
state = gtk_snapshot_push_state (snapshot,
|
||||
gtk_snapshot_get_current_state (snapshot)->transform,
|
||||
gtk_snapshot_collect_glshader);
|
||||
state->data.glshader.node_idx = node_idx--;
|
||||
state->data.glshader.n_children = n_children;
|
||||
state->data.glshader.nodes = nodes;
|
||||
state->data.glshader.bounds = transformed_bounds;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* gtk_snapshot_push_glshader:
|
||||
* @snapshot: a #GtkSnapshot
|
||||
* @shader: The code to run
|
||||
* @bounds: the rectangle to render into
|
||||
* @n_children: The number of extra nodes given as argument to the shader as textures.
|
||||
* @uniforms: Values for the uniforms of the shader in this instance, ending with NULL
|
||||
*
|
||||
* Push a #GskGLShaderNode with a specific #GskGLShader and a set of uniform values
|
||||
* to use while rendering. Additionally this takes a fallback node and a list of
|
||||
* @n_children other nodes which will be passed to the #GskGLShaderNode.
|
||||
*
|
||||
* The fallback node is used if GLSL shaders are not supported by the backend, or if
|
||||
* there is any problem compiling the shader. The fallback node needs to be pushed
|
||||
* directly after the gtk_snapshot_push_glshader() call up until the first call to gtk_snapshot_pop().
|
||||
*
|
||||
* If @n_children > 0, then it is expected that you (after the fallback call gtk_snapshot_pop()
|
||||
* @n_children times. Each of these will generate a node that is passed as a child to the
|
||||
* glshader node, which in turn will render these to textures and pass as arguments to the
|
||||
* shader.
|
||||
*
|
||||
* For details on how to write shaders, see #GskGLShader.
|
||||
*/
|
||||
void
|
||||
gtk_snapshot_push_glshader (GtkSnapshot *snapshot,
|
||||
GskGLShader *shader,
|
||||
const graphene_rect_t *bounds,
|
||||
int n_children,
|
||||
...)
|
||||
{
|
||||
va_list args;
|
||||
|
||||
va_start (args, n_children);
|
||||
gtk_snapshot_push_glshader_va (snapshot, shader, bounds, n_children, args);
|
||||
va_end (args);
|
||||
}
|
||||
|
||||
static GskRenderNode *
|
||||
gtk_snapshot_collect_rounded_clip (GtkSnapshot *snapshot,
|
||||
GtkSnapshotState *state,
|
||||
|
@@ -99,6 +99,18 @@ GDK_AVAILABLE_IN_ALL
|
||||
void gtk_snapshot_push_cross_fade (GtkSnapshot *snapshot,
|
||||
double progress);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
void gtk_snapshot_push_glshader (GtkSnapshot *snapshot,
|
||||
GskGLShader *shader,
|
||||
const graphene_rect_t *bounds,
|
||||
int n_children,
|
||||
...);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
void gtk_snapshot_push_glshader_va (GtkSnapshot *snapshot,
|
||||
GskGLShader *shader,
|
||||
const graphene_rect_t *bounds,
|
||||
int n_children,
|
||||
va_list uniforms);
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
void gtk_snapshot_pop (GtkSnapshot *snapshot);
|
||||
|
||||
GDK_AVAILABLE_IN_ALL
|
||||
|
@@ -171,6 +171,25 @@ create_list_model_for_render_node (GskRenderNode *node)
|
||||
return create_render_node_list_model ((GskRenderNode *[2]) { gsk_cross_fade_node_get_start_child (node),
|
||||
gsk_cross_fade_node_get_end_child (node) }, 2);
|
||||
|
||||
case GSK_GLSHADER_NODE:
|
||||
{
|
||||
GListStore *store = G_LIST_STORE (create_render_node_list_model ((GskRenderNode *[1]) { gsk_glshader_node_get_fallback_child (node) }, 1));
|
||||
|
||||
for (guint i = 0; i < gsk_glshader_node_get_n_children (node); i++)
|
||||
{
|
||||
GskRenderNode *child = gsk_glshader_node_get_child (node, i);
|
||||
graphene_rect_t bounds;
|
||||
GdkPaintable *paintable;
|
||||
|
||||
gsk_render_node_get_bounds (child, &bounds);
|
||||
paintable = gtk_render_node_paintable_new (child, &bounds);
|
||||
g_list_store_append (store, paintable);
|
||||
g_object_unref (paintable);
|
||||
}
|
||||
|
||||
return G_LIST_MODEL (store);
|
||||
}
|
||||
|
||||
case GSK_CONTAINER_NODE:
|
||||
{
|
||||
GListStore *store;
|
||||
@@ -270,6 +289,8 @@ node_type_name (GskRenderNodeType type)
|
||||
return "Text";
|
||||
case GSK_BLUR_NODE:
|
||||
return "Blur";
|
||||
case GSK_GLSHADER_NODE:
|
||||
return "GLShader";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -301,6 +322,7 @@ node_name (GskRenderNode *node)
|
||||
case GSK_CROSS_FADE_NODE:
|
||||
case GSK_TEXT_NODE:
|
||||
case GSK_BLUR_NODE:
|
||||
case GSK_GLSHADER_NODE:
|
||||
return g_strdup (node_type_name (gsk_render_node_get_node_type (node)));
|
||||
|
||||
case GSK_DEBUG_NODE:
|
||||
@@ -511,6 +533,34 @@ add_color_row (GtkListStore *store,
|
||||
g_object_unref (texture);
|
||||
}
|
||||
|
||||
static void
|
||||
add_int_row (GtkListStore *store,
|
||||
const char *name,
|
||||
int value)
|
||||
{
|
||||
char *text = g_strdup_printf ("%d", value);
|
||||
add_text_row (store, name, text);
|
||||
g_free (text);
|
||||
}
|
||||
|
||||
static void
|
||||
add_uint_row (GtkListStore *store,
|
||||
const char *name,
|
||||
guint value)
|
||||
{
|
||||
char *text = g_strdup_printf ("%u", value);
|
||||
add_text_row (store, name, text);
|
||||
g_free (text);
|
||||
}
|
||||
|
||||
static void
|
||||
add_boolean_row (GtkListStore *store,
|
||||
const char *name,
|
||||
gboolean value)
|
||||
{
|
||||
add_text_row (store, name, value ? "TRUE" : "FALSE");
|
||||
}
|
||||
|
||||
static void
|
||||
add_float_row (GtkListStore *store,
|
||||
const char *name,
|
||||
@@ -759,6 +809,88 @@ populate_render_node_properties (GtkListStore *store,
|
||||
add_float_row (store, "Radius", gsk_blur_node_get_radius (node));
|
||||
break;
|
||||
|
||||
case GSK_GLSHADER_NODE:
|
||||
{
|
||||
GskGLShader *shader = gsk_glshader_node_get_shader (node);
|
||||
const guchar *uniform_data = gsk_glshader_node_get_uniform_data (node);
|
||||
int i;
|
||||
|
||||
add_int_row (store, "Required sources", gsk_glshader_get_n_required_sources (shader));
|
||||
for (i = 0; i < gsk_glshader_get_n_uniforms (shader); i++)
|
||||
{
|
||||
const char *name;
|
||||
int offset;
|
||||
char *title;
|
||||
|
||||
name = gsk_glshader_get_uniform_name (shader, i);
|
||||
title = g_strdup_printf ("Uniform %s", name);
|
||||
|
||||
offset = gsk_glshader_get_uniform_offset (shader, i);
|
||||
|
||||
switch (gsk_glshader_get_uniform_type (shader, i))
|
||||
{
|
||||
case GSK_GLUNIFORM_TYPE_NONE:
|
||||
default:
|
||||
g_assert_not_reached ();
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_FLOAT:
|
||||
add_float_row (store, title, *(float *)(uniform_data + offset));
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_INT:
|
||||
add_int_row (store, title, *(gint32 *)(uniform_data + offset));
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_UINT:
|
||||
add_uint_row (store, title, *(guint32 *)(uniform_data + offset));
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_BOOL:
|
||||
add_boolean_row (store, title, *(gboolean *)(uniform_data + offset));
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC2:
|
||||
{
|
||||
graphene_vec2_t *v = (graphene_vec2_t *)(uniform_data + offset);
|
||||
float x = graphene_vec2_get_x (v);
|
||||
float y = graphene_vec2_get_x (v);
|
||||
char *s = g_strdup_printf ("%.2f %.2f", x, y);
|
||||
add_text_row (store, title, s);
|
||||
g_free (s);
|
||||
}
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC3:
|
||||
{
|
||||
graphene_vec3_t *v = (graphene_vec3_t *)(uniform_data + offset);
|
||||
float x = graphene_vec3_get_x (v);
|
||||
float y = graphene_vec3_get_y (v);
|
||||
float z = graphene_vec3_get_z (v);
|
||||
char *s = g_strdup_printf ("%.2f %.2f %.2f", x, y, z);
|
||||
add_text_row (store, title, s);
|
||||
g_free (s);
|
||||
}
|
||||
break;
|
||||
|
||||
case GSK_GLUNIFORM_TYPE_VEC4:
|
||||
{
|
||||
graphene_vec4_t *v = (graphene_vec4_t *)(uniform_data + offset);
|
||||
float x = graphene_vec4_get_x (v);
|
||||
float y = graphene_vec4_get_y (v);
|
||||
float z = graphene_vec4_get_z (v);
|
||||
float w = graphene_vec4_get_w (v);
|
||||
char *s = g_strdup_printf ("%.2f %.2f %.2f %.2f", x, y, z, w);
|
||||
add_text_row (store, title, s);
|
||||
g_free (s);
|
||||
}
|
||||
break;
|
||||
}
|
||||
g_free (title);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case GSK_INSET_SHADOW_NODE:
|
||||
{
|
||||
const GdkRGBA *color = gsk_inset_shadow_node_peek_color (node);
|
||||
|
Reference in New Issue
Block a user