1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482
// This file was generated by gir (https://github.com/gtk-rs/gir)
// from gir-files (https://github.com/gtk-rs/gir-files.git)
// DO NOT EDIT
use crate::GLUniformType;
use crate::Renderer;
use glib::object::Cast;
use glib::object::IsA;
use glib::translate::*;
use glib::StaticType;
use glib::ToValue;
use std::fmt;
use std::ptr;
glib::wrapper! {
/// A [`GLShader`][crate::GLShader] is a snippet of GLSL that is meant to run in the
/// fragment shader of the rendering pipeline.
///
/// A fragment shader gets the coordinates being rendered as input and
/// produces 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 receive up to 4
/// textures that it can use as input when producing the pixel data.
///
/// [`GLShader`][crate::GLShader] is usually used with gtk_snapshot_push_gl_shader()
/// to produce a [`GLShaderNode`][crate::GLShaderNode] in the rendering hierarchy,
/// and then its input textures are constructed by rendering the child
/// nodes to textures before rendering the shader node itself. (You can
/// pass texture nodes as children if you want to directly use a texture
/// as input).
///
/// 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 must implement is:
///
/// **⚠️ The following code is in glsl ⚠️**
///
/// ```glsl
/// 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 [`GLShaderNode`][crate::GLShaderNode], 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 corder (which is typical
/// for OpenGL).
///
/// The output @fragColor should be a RGBA color (with
/// premultiplied 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 define
/// up to 4 uniforms for textures which must be called u_textureN
/// (i.e. u_texture1 to u_texture4) as well as any custom uniforms
/// you want of types int, uint, bool, float, vec2, vec3 or vec4.
///
/// All textures sources contain premultiplied alpha colors, but if some
/// there are outer sources of colors there is a gsk_premultiply() helper
/// to compute premultiplication when needed.
///
/// Note that GTK parses the uniform declarations, so each uniform has to
/// be on a line by itself with no other code, like so:
///
/// **⚠️ The following code is in glsl ⚠️**
///
/// ```glsl
/// uniform float u_time;
/// uniform vec3 u_color;
/// uniform sampler2D u_texture1;
/// uniform sampler2D u_texture2;
/// ```
///
/// GTK uses 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:
///
/// **⚠️ The following code is in glsl ⚠️**
///
/// ```glsl
/// vec4 GskTexture(sampler2D sampler, vec2 texCoords);
/// ```
///
/// This samples a texture (e.g. u_texture1) at the specified
/// coordinates, and containes some helper ifdefs to ensure that
/// it works on all OpenGL versions.
///
/// You can compile the shader yourself using [`compile()`][Self::compile()],
/// otherwise the GSK renderer will do it when it handling the glshader
/// node. If errors occurs, the returned @error will include the glsl
/// sources, so you can see what GSK was passing to the compiler. You
/// can also set GSK_DEBUG=shaders in the environment to see the sources
/// and other relevant information about all shaders that GSK is handling.
///
/// # An example shader
///
/// **⚠️ The following code is in glsl ⚠️**
///
/// ```glsl
/// uniform float position;
/// uniform sampler2D u_texture1;
/// uniform sampler2D u_texture2;
///
/// void mainImage(out vec4 fragColor,
/// in vec2 fragCoord,
/// in vec2 resolution,
/// in vec2 uv) {
/// vec4 source1 = GskTexture(u_texture1, uv);
/// vec4 source2 = GskTexture(u_texture2, uv);
///
/// fragColor = position * source1 + (1.0 - position) * source2;
/// }
/// ```
#[doc(alias = "GskGLShader")]
pub struct GLShader(Object<ffi::GskGLShader, ffi::GskGLShaderClass>);
match fn {
type_ => || ffi::gsk_gl_shader_get_type(),
}
}
impl GLShader {
/// Creates a [`GLShader`][crate::GLShader] that will render pixels using the specified code.
/// ## `sourcecode`
/// GLSL sourcecode for the shader, as a `GBytes`
///
/// # Returns
///
/// A new [`GLShader`][crate::GLShader]
#[doc(alias = "gsk_gl_shader_new_from_bytes")]
#[doc(alias = "new_from_bytes")]
pub fn from_bytes(sourcecode: &glib::Bytes) -> GLShader {
assert_initialized_main_thread!();
unsafe {
from_glib_full(ffi::gsk_gl_shader_new_from_bytes(
sourcecode.to_glib_none().0,
))
}
}
/// Creates a [`GLShader`][crate::GLShader] that will render pixels using the specified code.
/// ## `resource_path`
/// path to a resource that contains the GLSL sourcecode for
/// the shader
///
/// # Returns
///
/// A new [`GLShader`][crate::GLShader]
#[doc(alias = "gsk_gl_shader_new_from_resource")]
#[doc(alias = "new_from_resource")]
pub fn from_resource(resource_path: &str) -> GLShader {
assert_initialized_main_thread!();
unsafe {
from_glib_full(ffi::gsk_gl_shader_new_from_resource(
resource_path.to_glib_none().0,
))
}
}
// rustdoc-stripper-ignore-next
/// Creates a new builder-pattern struct instance to construct [`GLShader`] objects.
///
/// This method returns an instance of [`GLShaderBuilder`](crate::builders::GLShaderBuilder) which can be used to create [`GLShader`] objects.
pub fn builder() -> GLShaderBuilder {
GLShaderBuilder::default()
}
/// Tries to compile the @self for the given @renderer.
///
/// If there is a problem, this function returns [`false`] and reports
/// an error. You should use this function before relying on the shader
/// for rendering and use a fallback with a simpler shader or without
/// shaders if it fails.
///
/// Note that this will modify the rendering state (for example
/// change the current GL context) and requires the renderer to be
/// set up. This means that the widget has to be realized. Commonly you
/// want to call this from the realize signal of a widget, or during
/// widget snapshot.
/// ## `renderer`
/// a [`Renderer`][crate::Renderer]
///
/// # Returns
///
/// [`true`] on success, [`false`] if an error occurred
#[doc(alias = "gsk_gl_shader_compile")]
pub fn compile(&self, renderer: &impl IsA<Renderer>) -> Result<(), glib::Error> {
unsafe {
let mut error = ptr::null_mut();
let is_ok = ffi::gsk_gl_shader_compile(
self.to_glib_none().0,
renderer.as_ref().to_glib_none().0,
&mut error,
);
assert_eq!(is_ok == glib::ffi::GFALSE, !error.is_null());
if error.is_null() {
Ok(())
} else {
Err(from_glib_full(error))
}
}
}
/// Looks for a uniform by the name @name, and returns the index
/// of the uniform, or -1 if it was not found.
/// ## `name`
/// uniform name
///
/// # Returns
///
/// The index of the uniform, or -1
#[doc(alias = "gsk_gl_shader_find_uniform_by_name")]
pub fn find_uniform_by_name(&self, name: &str) -> i32 {
unsafe {
ffi::gsk_gl_shader_find_uniform_by_name(self.to_glib_none().0, name.to_glib_none().0)
}
}
/// Gets the value of the uniform @idx in the @args block.
///
/// The uniform must be of bool type.
/// ## `args`
/// uniform arguments
/// ## `idx`
/// index of the uniform
///
/// # Returns
///
/// The value
#[doc(alias = "gsk_gl_shader_get_arg_bool")]
#[doc(alias = "get_arg_bool")]
pub fn arg_bool(&self, args: &glib::Bytes, idx: i32) -> bool {
unsafe {
from_glib(ffi::gsk_gl_shader_get_arg_bool(
self.to_glib_none().0,
args.to_glib_none().0,
idx,
))
}
}
/// Gets the value of the uniform @idx in the @args block.
///
/// The uniform must be of float type.
/// ## `args`
/// uniform arguments
/// ## `idx`
/// index of the uniform
///
/// # Returns
///
/// The value
#[doc(alias = "gsk_gl_shader_get_arg_float")]
#[doc(alias = "get_arg_float")]
pub fn arg_float(&self, args: &glib::Bytes, idx: i32) -> f32 {
unsafe {
ffi::gsk_gl_shader_get_arg_float(self.to_glib_none().0, args.to_glib_none().0, idx)
}
}
/// Gets the value of the uniform @idx in the @args block.
///
/// The uniform must be of int type.
/// ## `args`
/// uniform arguments
/// ## `idx`
/// index of the uniform
///
/// # Returns
///
/// The value
#[doc(alias = "gsk_gl_shader_get_arg_int")]
#[doc(alias = "get_arg_int")]
pub fn arg_int(&self, args: &glib::Bytes, idx: i32) -> i32 {
unsafe { ffi::gsk_gl_shader_get_arg_int(self.to_glib_none().0, args.to_glib_none().0, idx) }
}
/// Gets the value of the uniform @idx in the @args block.
///
/// The uniform must be of uint type.
/// ## `args`
/// uniform arguments
/// ## `idx`
/// index of the uniform
///
/// # Returns
///
/// The value
#[doc(alias = "gsk_gl_shader_get_arg_uint")]
#[doc(alias = "get_arg_uint")]
pub fn arg_uint(&self, args: &glib::Bytes, idx: i32) -> u32 {
unsafe {
ffi::gsk_gl_shader_get_arg_uint(self.to_glib_none().0, args.to_glib_none().0, idx)
}
}
/// Get the size of the data block used to specify arguments for this shader.
///
/// # Returns
///
/// The size of the data block
#[doc(alias = "gsk_gl_shader_get_args_size")]
#[doc(alias = "get_args_size")]
pub fn args_size(&self) -> usize {
unsafe { ffi::gsk_gl_shader_get_args_size(self.to_glib_none().0) }
}
/// Returns the number of textures that the shader requires.
///
/// This can be used to check that the a passed shader works
/// in your usecase. It is determined by looking at the highest
/// u_textureN value that the shader defines.
///
/// # Returns
///
/// The number of texture inputs required by @self
#[doc(alias = "gsk_gl_shader_get_n_textures")]
#[doc(alias = "get_n_textures")]
pub fn n_textures(&self) -> i32 {
unsafe { ffi::gsk_gl_shader_get_n_textures(self.to_glib_none().0) }
}
/// Get the number of declared uniforms for this shader.
///
/// # Returns
///
/// The number of declared uniforms
#[doc(alias = "gsk_gl_shader_get_n_uniforms")]
#[doc(alias = "get_n_uniforms")]
pub fn n_uniforms(&self) -> i32 {
unsafe { ffi::gsk_gl_shader_get_n_uniforms(self.to_glib_none().0) }
}
/// Gets the resource path for the GLSL sourcecode being used
/// to render this shader.
///
/// # Returns
///
/// The resource path for the shader
#[doc(alias = "gsk_gl_shader_get_resource")]
#[doc(alias = "get_resource")]
pub fn resource(&self) -> Option<glib::GString> {
unsafe { from_glib_none(ffi::gsk_gl_shader_get_resource(self.to_glib_none().0)) }
}
/// Gets the GLSL sourcecode being used to render this shader.
///
/// # Returns
///
/// The source code for the shader
#[doc(alias = "gsk_gl_shader_get_source")]
#[doc(alias = "get_source")]
pub fn source(&self) -> glib::Bytes {
unsafe { from_glib_none(ffi::gsk_gl_shader_get_source(self.to_glib_none().0)) }
}
/// Get the name of the declared uniform for this shader at index @idx.
/// ## `idx`
/// index of the uniform
///
/// # Returns
///
/// The name of the declared uniform
#[doc(alias = "gsk_gl_shader_get_uniform_name")]
#[doc(alias = "get_uniform_name")]
pub fn uniform_name(&self, idx: i32) -> glib::GString {
unsafe {
from_glib_none(ffi::gsk_gl_shader_get_uniform_name(
self.to_glib_none().0,
idx,
))
}
}
/// Get the offset into the data block where data for this uniforms is stored.
/// ## `idx`
/// index of the uniform
///
/// # Returns
///
/// The data offset
#[doc(alias = "gsk_gl_shader_get_uniform_offset")]
#[doc(alias = "get_uniform_offset")]
pub fn uniform_offset(&self, idx: i32) -> i32 {
unsafe { ffi::gsk_gl_shader_get_uniform_offset(self.to_glib_none().0, idx) }
}
/// Get the type of the declared uniform for this shader at index @idx.
/// ## `idx`
/// index of the uniform
///
/// # Returns
///
/// The type of the declared uniform
#[doc(alias = "gsk_gl_shader_get_uniform_type")]
#[doc(alias = "get_uniform_type")]
pub fn uniform_type(&self, idx: i32) -> GLUniformType {
unsafe {
from_glib(ffi::gsk_gl_shader_get_uniform_type(
self.to_glib_none().0,
idx,
))
}
}
}
#[derive(Clone, Default)]
// rustdoc-stripper-ignore-next
/// A [builder-pattern] type to construct [`GLShader`] objects.
///
/// [builder-pattern]: https://doc.rust-lang.org/1.0.0/style/ownership/builders.html
#[must_use = "The builder must be built to be used"]
pub struct GLShaderBuilder {
resource: Option<String>,
source: Option<glib::Bytes>,
}
impl GLShaderBuilder {
// rustdoc-stripper-ignore-next
/// Create a new [`GLShaderBuilder`].
pub fn new() -> Self {
Self::default()
}
// rustdoc-stripper-ignore-next
/// Build the [`GLShader`].
#[must_use = "Building the object from the builder is usually expensive and is not expected to have side effects"]
pub fn build(self) -> GLShader {
let mut properties: Vec<(&str, &dyn ToValue)> = vec![];
if let Some(ref resource) = self.resource {
properties.push(("resource", resource));
}
if let Some(ref source) = self.source {
properties.push(("source", source));
}
glib::Object::new::<GLShader>(&properties)
.expect("Failed to create an instance of GLShader")
}
/// Resource containing the source code for the shader.
///
/// If the shader source is not coming from a resource, this
/// will be [`None`].
pub fn resource(mut self, resource: &str) -> Self {
self.resource = Some(resource.to_string());
self
}
pub fn source(mut self, source: &glib::Bytes) -> Self {
self.source = Some(source.clone());
self
}
}
impl fmt::Display for GLShader {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
f.write_str("GLShader")
}
}