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// Take a look at the license at the top of the repository in the LICENSE file.
use crate::RenderNode;
use crate::{GLShader, RenderNodeType};
use glib::translate::*;
glib::wrapper! {
/// A render node using a GL shader when drawing its children nodes.
#[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[doc(alias = "GskGLShaderNode")]
pub struct GLShaderNode(Shared<ffi::GskGLShaderNode>);
match fn {
ref => |ptr| ffi::gsk_render_node_ref(ptr as *mut ffi::GskRenderNode),
unref => |ptr| ffi::gsk_render_node_unref(ptr as *mut ffi::GskRenderNode),
}
}
define_render_node!(
GLShaderNode,
ffi::GskGLShaderNode,
ffi::gsk_gl_shader_node_get_type,
RenderNodeType::GlShaderNode
);
impl GLShaderNode {
/// Creates a [`RenderNode`][crate::RenderNode] that will render the given `shader` into the
/// area given by `bounds`.
///
/// The `args` 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_args()`` or [`ShaderArgsBuilder`][crate::ShaderArgsBuilder].
///
/// See [`GLShader`][crate::GLShader] for details about how the shader should be written.
///
/// All the children will be rendered into textures (if they aren't already
/// `GskTextureNodes`, which will be used directly). These textures will be
/// sent as input to the shader.
///
/// If the renderer doesn't support GL shaders, or if there is any problem
/// when compiling the shader, then the node will draw pink. You should use
/// [``GLShader::compile()``][crate::`GLShader::compile()`] to ensure the `shader` will work for the
/// renderer before using it.
/// ## `shader`
/// the [`GLShader`][crate::GLShader]
/// ## `bounds`
/// the rectangle to render the shader into
/// ## `args`
/// Arguments for the uniforms
/// ## `children`
/// array of child nodes, these will
/// be rendered to textures and used as input.
///
/// # Returns
///
/// A new [`RenderNode`][crate::RenderNode]
#[doc(alias = "gsk_gl_shader_node_new")]
pub fn new(
shader: &GLShader,
bounds: &graphene::Rect,
args: &glib::Bytes,
children: &[RenderNode],
) -> Self {
skip_assert_initialized!();
let n_children = children.len() as u32;
unsafe {
from_glib_full(ffi::gsk_gl_shader_node_new(
shader.to_glib_none().0,
bounds.to_glib_none().0,
args.to_glib_none().0,
children.to_glib_none().0,
n_children,
))
}
}
/// Gets args for the node.
///
/// # Returns
///
/// A `GBytes` with the uniform arguments
#[doc(alias = "gsk_gl_shader_node_get_args")]
#[doc(alias = "get_args")]
pub fn args(&self) -> Option<glib::Bytes> {
unsafe { from_glib_none(ffi::gsk_gl_shader_node_get_args(self.to_glib_none().0)) }
}
/// Gets one of the children.
/// ## `idx`
/// the position of the child to get
///
/// # Returns
///
/// the `idx`'th child of `self`
#[doc(alias = "gsk_gl_shader_node_get_child")]
#[doc(alias = "get_child")]
pub fn child(&self, idx: u32) -> Option<RenderNode> {
unsafe {
from_glib_none(ffi::gsk_gl_shader_node_get_child(
self.to_glib_none().0,
idx,
))
}
}
/// Returns the number of children
///
/// # Returns
///
/// The number of children
#[doc(alias = "gsk_gl_shader_node_get_n_children")]
#[doc(alias = "get_n_children")]
pub fn n_children(&self) -> u32 {
unsafe { ffi::gsk_gl_shader_node_get_n_children(self.to_glib_none().0) }
}
/// Gets shader code for the node.
///
/// # Returns
///
/// the [`GLShader`][crate::GLShader] shader
#[doc(alias = "gsk_gl_shader_node_get_shader")]
#[doc(alias = "get_shader")]
pub fn shader(&self) -> Option<GLShader> {
unsafe { from_glib_none(ffi::gsk_gl_shader_node_get_shader(self.to_glib_none().0)) }
}
}