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// This file was generated by gir (https://github.com/gtk-rs/gir)
// from gir-files (https://github.com/gtk-rs/gir-files)
// DO NOT EDIT
use crate::{GLUniformType, Renderer};
use glib::{prelude::*, translate::*};
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 contains 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;
/// }
/// ```
///
/// ## 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
#[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::new()
}
/// 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 = std::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,
);
debug_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,
))
}
}
}
// 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 {
builder: glib::object::ObjectBuilder<'static, GLShader>,
}
impl GLShaderBuilder {
fn new() -> Self {
Self {
builder: glib::object::Object::builder(),
}
}
/// 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(self, resource: impl Into<glib::GString>) -> Self {
Self {
builder: self.builder.property("resource", resource.into()),
}
}
pub fn source(self, source: &glib::Bytes) -> Self {
Self {
builder: self.builder.property("source", source.clone()),
}
}
// 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 {
self.builder.build()
}
}