ClutterShaderEffect

ClutterShaderEffect — Base class for shader effects

Properties

ClutterShaderType shader-type Write / Construct Only

Types and Values

Object Hierarchy

    GObject
    ╰── GInitiallyUnowned
        ╰── ClutterActorMeta
            ╰── ClutterEffect
                ╰── ClutterOffscreenEffect
                    ╰── ClutterShaderEffect

Description

ClutterShaderEffect is a class that implements all the plumbing for creating ClutterEffects using GLSL shaders.

ClutterShaderEffect creates an offscreen buffer and then applies the GLSL shader (after checking whether the compilation and linking were successfull) to the buffer before painting it on screen.

ClutterShaderEffect is available since Clutter 1.4

Implementing a ClutterShaderEffect

Creating a sub-class of ClutterShaderEffect requires the overriding of the ClutterOffscreenEffectClass.paint_target() virtual function from the ClutterOffscreenEffect class. It is also convenient to implement the ClutterShaderEffectClass.get_static_shader_source() virtual function in case you are planning to create more than one instance of the effect.

The ClutterShaderEffectClass.get_static_shader_source() function should return a copy of the shader source to use. This function is only called once per subclass of ClutterShaderEffect regardless of how many instances of the effect are created. The source for the shader is typically stored in a static const string which is returned from this function via g_strdup().

The ClutterOffscreenEffectClass.paint_target() should set the shader's uniforms if any. This is done by calling clutter_shader_effect_set_uniform_value() or clutter_shader_effect_set_uniform(). The sub-class should then chain up to the ClutterShaderEffect implementation.

Setting uniforms on a ClutterShaderEffect

The example below shows a typical implementation of the ClutterShaderEffectClass.get_static_shader_source() and ClutterOffscreenEffectClass.paint_target() virtual functions for a ClutterShaderEffect subclass.

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static gchar *
my_effect_get_static_shader_source (ClutterShaderEffect *effect)
{
  // shader_source is set elsewhere
  return g_strdup (shader_source);
}

static gboolean
my_effect_paint_target (ClutterOffscreenEffect *effect)
{
  MyEffect *self = MY_EFFECT (effect);
  ClutterShaderEffect *shader = CLUTTER_SHADER_EFFECT (effect);
  ClutterEffectClass *parent_class;
  gfloat component_r, component_g, component_b;

  // the "tex" uniform is declared in the shader as:
  //
  //   uniform int tex;
  //
  // and it is passed a constant value of 0
  clutter_shader_effect_set_uniform (shader, "tex", G_TYPE_INT, 1, 0);

  // the "component" uniform is declared in the shader as:
  //
  //   uniform vec3 component;
  //
  // and it's defined to contain the normalized components
  // of a #ClutterColor
  component_r = self->color.red   / 255.0f;
  component_g = self->color.green / 255.0f;
  component_b = self->color.blue  / 255.0f;
  clutter_shader_effect_set_uniform (shader, "component",
                                     G_TYPE_FLOAT, 3,
                                     component_r,
                                     component_g,
                                     component_b);

  // chain up to the parent's implementation
  parent_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (my_effect_parent_class);
  return parent_class->paint_target (effect);
}

Functions

clutter_shader_effect_new ()

ClutterEffect *
clutter_shader_effect_new (ClutterShaderType shader_type);

Creates a new ClutterShaderEffect, to be applied to an actor using clutter_actor_add_effect().

The effect will be empty until clutter_shader_effect_set_shader_source() is called.

Parameters

shader_type

the type of the shader, either CLUTTER_FRAGMENT_SHADER, or CLUTTER_VERTEX_SHADER

 

Returns

the newly created ClutterShaderEffect. Use g_object_unref() when done.

Since: 1.8


clutter_shader_effect_set_uniform ()

void
clutter_shader_effect_set_uniform (ClutterShaderEffect *effect,
                                   const gchar *name,
                                   GType gtype,
                                   gsize n_values,
                                   ...);

Sets a list of values as the payload for the uniform name inside the shader effect

The gtype must be one of: G_TYPE_INT, for 1 or more integer values; G_TYPE_FLOAT, for 1 or more floating point values; CLUTTER_TYPE_SHADER_INT, for a pointer to an array of integer values; CLUTTER_TYPE_SHADER_FLOAT, for a pointer to an array of floating point values; and CLUTTER_TYPE_SHADER_MATRIX, for a pointer to an array of floating point values mapping a matrix

The number of values interepreted is defined by the n_value argument, and by the gtype argument. For instance, a uniform named "sampler0" and containing a single integer value is set using:

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clutter_shader_effect_set_uniform (effect, "sampler0",
                                   G_TYPE_INT, 1,
                                   0);

While a uniform named "components" and containing a 3-elements vector of floating point values (a "vec3") can be set using:

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gfloat component_r, component_g, component_b;

clutter_shader_effect_set_uniform (effect, "components",
                                   G_TYPE_FLOAT, 3,
                                   component_r,
                                   component_g,
                                   component_b);

or can be set using:

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gfloat component_vec[3];

clutter_shader_effect_set_uniform (effect, "components",
                                   CLUTTER_TYPE_SHADER_FLOAT, 3,
                                   component_vec);

Finally, a uniform named "map" and containing a matrix can be set using:

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clutter_shader_effect_set_uniform (effect, "map",
                                   CLUTTER_TYPE_SHADER_MATRIX, 1,
                                   cogl_matrix_get_array (&matrix));

Parameters

effect

a ClutterShaderEffect

 

name

the name of the uniform to set

 

gtype

the type of the uniform to set

 

n_values

the number of values

 

...

a list of values

 

Since: 1.4


clutter_shader_effect_set_uniform_value ()

void
clutter_shader_effect_set_uniform_value
                               (ClutterShaderEffect *effect,
                                const gchar *name,
                                const GValue *value);

Sets value as the payload for the uniform name inside the shader effect

The GType of the value must be one of: G_TYPE_INT, for a single integer value; G_TYPE_FLOAT, for a single floating point value; CLUTTER_TYPE_SHADER_INT, for an array of integer values; CLUTTER_TYPE_SHADER_FLOAT, for an array of floating point values; and CLUTTER_TYPE_SHADER_MATRIX, for a matrix of floating point values. It also accepts G_TYPE_DOUBLE for compatibility with other languages than C.

Parameters

effect

a ClutterShaderEffect

 

name

the name of the uniform to set

 

value

a GValue with the value of the uniform to set

 

Since: 1.4


clutter_shader_effect_set_shader_source ()

gboolean
clutter_shader_effect_set_shader_source
                               (ClutterShaderEffect *effect,
                                const gchar *source);

Sets the source of the GLSL shader used by effect

This function should only be called by implementations of the ClutterShaderEffect class, and not by application code.

This function can only be called once; subsequent calls will yield no result.

Parameters

effect

a ClutterShaderEffect

 

source

the source of a GLSL shader

 

Returns

TRUE if the source was set

Since: 1.4


clutter_shader_effect_get_program ()

CoglHandle
clutter_shader_effect_get_program (ClutterShaderEffect *effect);

Retrieves a pointer to the program's handle

Parameters

effect

a ClutterShaderEffect

 

Returns

a pointer to the program's handle, or COGL_INVALID_HANDLE.

[transfer none]

Since: 1.4


clutter_shader_effect_get_shader ()

CoglHandle
clutter_shader_effect_get_shader (ClutterShaderEffect *effect);

Retrieves a pointer to the shader's handle

Parameters

effect

a ClutterShaderEffect

 

Returns

a pointer to the shader's handle, or COGL_INVALID_HANDLE.

[transfer none]

Since: 1.4

Types and Values

enum ClutterShaderType

The type of GLSL shader program

Members

CLUTTER_VERTEX_SHADER

a vertex shader

 

CLUTTER_FRAGMENT_SHADER

a fragment shader

 

Since: 1.4


struct ClutterShaderEffect

struct ClutterShaderEffect;

The ClutterShaderEffect structure contains only private data and should be accessed using the provided API

Since: 1.4


struct ClutterShaderEffectClass

struct ClutterShaderEffectClass {
  gchar * (* get_static_shader_source) (ClutterShaderEffect *effect);
};

The ClutterShaderEffectClass structure contains only private data

Members

get_static_shader_source ()

Returns the GLSL source code to use for instances of this shader effect. Note that this function is only called once per subclass of ClutterShaderEffect regardless of how many instances are used. It is expected that subclasses will return a copy of a static string from this function.

 

Since: 1.4

Property Details

The “shader-type” property

  “shader-type”              ClutterShaderType

The type of shader that is used by the effect. This property should be set by the constructor of ClutterShaderEffect sub-classes.

Flags: Write / Construct Only

Default value: CLUTTER_FRAGMENT_SHADER

Since: 1.4