pub struct GLShader { /* private fields */ }
Expand description
A 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
is usually used with gtk_snapshot_push_gl_shader()
to produce a 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 ⚠️
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
, 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 ⚠️
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 ⚠️
vec4 GskTexture(sampler2D sampler, vec2 texCoords);
This samples a texture (e.g. u_texture1) at the specified coordinates, and contains some helper ifdefs to ensure that it works on all OpenGL versions.
You can compile the shader yourself using 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 ⚠️
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;
}
§Properties
§resource
Resource containing the source code for the shader.
If the shader source is not coming from a resource, this
will be None
.
Readable | Writeable | Construct Only
§source
Readable | Writeable | Construct Only
Implementations§
source§impl GLShader
impl GLShader
sourcepub fn from_bytes(sourcecode: &Bytes) -> GLShader
pub fn from_bytes(sourcecode: &Bytes) -> GLShader
sourcepub fn from_resource(resource_path: &str) -> GLShader
pub fn from_resource(resource_path: &str) -> GLShader
sourcepub fn builder() -> GLShaderBuilder
pub fn builder() -> GLShaderBuilder
Creates a new builder-pattern struct instance to construct GLShader
objects.
This method returns an instance of GLShaderBuilder
which can be used to create GLShader
objects.
sourcepub fn compile(&self, renderer: &impl IsA<Renderer>) -> Result<(), Error>
pub fn compile(&self, renderer: &impl IsA<Renderer>) -> Result<(), Error>
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
§Returns
sourcepub fn find_uniform_by_name(&self, name: &str) -> i32
pub fn find_uniform_by_name(&self, name: &str) -> i32
sourcepub fn args_size(&self) -> usize
pub fn args_size(&self) -> usize
Get the size of the data block used to specify arguments for this shader.
§Returns
The size of the data block
sourcepub fn n_textures(&self) -> i32
pub fn n_textures(&self) -> i32
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
sourcepub fn n_uniforms(&self) -> i32
pub fn n_uniforms(&self) -> i32
sourcepub fn resource(&self) -> Option<GString>
pub fn resource(&self) -> Option<GString>
Gets the resource path for the GLSL sourcecode being used to render this shader.
§Returns
The resource path for the shader
sourcepub fn uniform_name(&self, idx: i32) -> GString
pub fn uniform_name(&self, idx: i32) -> GString
sourcepub fn uniform_offset(&self, idx: i32) -> i32
pub fn uniform_offset(&self, idx: i32) -> i32
sourcepub fn uniform_type(&self, idx: i32) -> GLUniformType
pub fn uniform_type(&self, idx: i32) -> GLUniformType
Trait Implementations§
source§impl HasParamSpec for GLShader
impl HasParamSpec for GLShader
source§impl Ord for GLShader
impl Ord for GLShader
source§impl<OT: ObjectType> PartialEq<OT> for GLShader
impl<OT: ObjectType> PartialEq<OT> for GLShader
source§impl<OT: ObjectType> PartialOrd<OT> for GLShader
impl<OT: ObjectType> PartialOrd<OT> for GLShader
1.0.0 · source§fn le(&self, other: &Rhs) -> bool
fn le(&self, other: &Rhs) -> bool
self
and other
) and is used by the <=
operator. Read moresource§impl StaticType for GLShader
impl StaticType for GLShader
source§fn static_type() -> Type
fn static_type() -> Type
Self
.impl Eq for GLShader
Auto Trait Implementations§
impl Freeze for GLShader
impl RefUnwindSafe for GLShader
impl !Send for GLShader
impl !Sync for GLShader
impl Unpin for GLShader
impl UnwindSafe for GLShader
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source§fn emit_by_name_with_values(
&self,
signal_name: &str,
args: &[Value]
) -> Option<Value>
fn emit_by_name_with_values( &self, signal_name: &str, args: &[Value] ) -> Option<Value>
source§fn emit_by_name_with_details<R>(
&self,
signal_name: &str,
details: Quark,
args: &[&dyn ToValue]
) -> Rwhere
R: TryFromClosureReturnValue,
fn emit_by_name_with_details<R>(
&self,
signal_name: &str,
details: Quark,
args: &[&dyn ToValue]
) -> Rwhere
R: TryFromClosureReturnValue,
source§fn emit_by_name_with_details_and_values(
&self,
signal_name: &str,
details: Quark,
args: &[Value]
) -> Option<Value>
fn emit_by_name_with_details_and_values( &self, signal_name: &str, details: Quark, args: &[Value] ) -> Option<Value>
source§fn emit_with_details<R>(
&self,
signal_id: SignalId,
details: Quark,
args: &[&dyn ToValue]
) -> Rwhere
R: TryFromClosureReturnValue,
fn emit_with_details<R>(
&self,
signal_id: SignalId,
details: Quark,
args: &[&dyn ToValue]
) -> Rwhere
R: TryFromClosureReturnValue,
source§fn emit_with_details_and_values(
&self,
signal_id: SignalId,
details: Quark,
args: &[Value]
) -> Option<Value>
fn emit_with_details_and_values( &self, signal_id: SignalId, details: Quark, args: &[Value] ) -> Option<Value>
source§fn disconnect(&self, handler_id: SignalHandlerId)
fn disconnect(&self, handler_id: SignalHandlerId)
source§fn connect_notify<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
fn connect_notify<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
notify
signal of the object. Read moresource§fn connect_notify_local<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
fn connect_notify_local<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
notify
signal of the object. Read moresource§unsafe fn connect_notify_unsafe<F>(
&self,
name: Option<&str>,
f: F
) -> SignalHandlerId
unsafe fn connect_notify_unsafe<F>( &self, name: Option<&str>, f: F ) -> SignalHandlerId
notify
signal of the object. Read more