<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>Clutter Reference Manual: ClutterShaderEffect</title> <meta name="generator" content="DocBook XSL Stylesheets V1.78.1"> <link rel="home" href="index.html" title="Clutter Reference Manual"> <link rel="up" href="ch06.html" title="Effects"> <link rel="prev" href="ClutterOffscreenEffect.html" title="ClutterOffscreenEffect"> <link rel="next" href="ClutterDeformEffect.html" title="ClutterDeformEffect"> <meta name="generator" content="GTK-Doc V1.19.1 (XML mode)"> <link rel="stylesheet" href="style.css" type="text/css"> </head> <body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"> <table class="navigation" id="top" width="100%" summary="Navigation header" cellpadding="2" cellspacing="10"><tr valign="middle"> <td width="100%" align="left"> <a href="#" class="shortcut">Top</a> | <a href="#ClutterShaderEffect.description" class="shortcut">Description</a> | <a href="#ClutterShaderEffect.object-hierarchy" class="shortcut">Object Hierarchy</a> | <a href="#ClutterShaderEffect.properties" class="shortcut">Properties</a> </td> <td><a accesskey="h" href="index.html"><img src="home.png" width="16" height="16" border="0" alt="Home"></a></td> <td><a accesskey="u" href="ch06.html"><img src="up.png" width="16" height="16" border="0" alt="Up"></a></td> <td><a accesskey="p" href="ClutterOffscreenEffect.html"><img src="left.png" width="16" height="16" border="0" alt="Prev"></a></td> <td><a accesskey="n" href="ClutterDeformEffect.html"><img src="right.png" width="16" height="16" border="0" alt="Next"></a></td> </tr></table> <div class="refentry"> <a name="ClutterShaderEffect"></a><div class="titlepage"></div> <div class="refnamediv"><table width="100%"><tr> <td valign="top"> <h2><span class="refentrytitle"><a name="ClutterShaderEffect.top_of_page"></a>ClutterShaderEffect</span></h2> <p>ClutterShaderEffect — Base class for shader effects</p> </td> <td valign="top" align="right"></td> </tr></table></div> <div class="refsynopsisdiv"> <a name="ClutterShaderEffect.synopsis"></a><h2>Synopsis</h2> <pre class="synopsis">enum <a class="link" href="ClutterShaderEffect.html#ClutterShaderType" title="enum ClutterShaderType">ClutterShaderType</a>; struct <a class="link" href="ClutterShaderEffect.html#ClutterShaderEffect-struct" title="struct ClutterShaderEffect">ClutterShaderEffect</a>; struct <a class="link" href="ClutterShaderEffect.html#ClutterShaderEffectClass" title="struct ClutterShaderEffectClass">ClutterShaderEffectClass</a>; <a class="link" href="ClutterEffect.html" title="ClutterEffect"><span class="returnvalue">ClutterEffect</span></a> * <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-new" title="clutter_shader_effect_new ()">clutter_shader_effect_new</a> (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html#ClutterShaderType" title="enum ClutterShaderType"><span class="type">ClutterShaderType</span></a> shader_type</code></em>); <span class="returnvalue">void</span> <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-set-uniform" title="clutter_shader_effect_set_uniform ()">clutter_shader_effect_set_uniform</a> (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> *effect</code></em>, <em class="parameter"><code>const <span class="type">gchar</span> *name</code></em>, <em class="parameter"><code><span class="type">GType</span> gtype</code></em>, <em class="parameter"><code><span class="type">gsize</span> n_values</code></em>, <em class="parameter"><code>...</code></em>); <span class="returnvalue">void</span> <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-set-uniform-value" title="clutter_shader_effect_set_uniform_value ()">clutter_shader_effect_set_uniform_value</a> (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> *effect</code></em>, <em class="parameter"><code>const <span class="type">gchar</span> *name</code></em>, <em class="parameter"><code>const <span class="type">GValue</span> *value</code></em>); <span class="returnvalue">gboolean</span> <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-set-shader-source" title="clutter_shader_effect_set_shader_source ()">clutter_shader_effect_set_shader_source</a> (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> *effect</code></em>, <em class="parameter"><code>const <span class="type">gchar</span> *source</code></em>); <span class="returnvalue">CoglHandle</span> <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-get-program" title="clutter_shader_effect_get_program ()">clutter_shader_effect_get_program</a> (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> *effect</code></em>); <span class="returnvalue">CoglHandle</span> <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-get-shader" title="clutter_shader_effect_get_shader ()">clutter_shader_effect_get_shader</a> (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> *effect</code></em>); </pre> </div> <div class="refsect1"> <a name="ClutterShaderEffect.object-hierarchy"></a><h2>Object Hierarchy</h2> <pre class="synopsis"> GObject +----GInitiallyUnowned +----<a class="link" href="ClutterActorMeta.html" title="ClutterActorMeta">ClutterActorMeta</a> +----<a class="link" href="ClutterEffect.html" title="ClutterEffect">ClutterEffect</a> +----<a class="link" href="ClutterOffscreenEffect.html" title="ClutterOffscreenEffect">ClutterOffscreenEffect</a> +----ClutterShaderEffect </pre> </div> <div class="refsect1"> <a name="ClutterShaderEffect.properties"></a><h2>Properties</h2> <pre class="synopsis"> "<a class="link" href="ClutterShaderEffect.html#ClutterShaderEffect--shader-type" title='The "shader-type" property'>shader-type</a>" <a class="link" href="ClutterShaderEffect.html#ClutterShaderType" title="enum ClutterShaderType"><span class="type">ClutterShaderType</span></a> : Write / Construct Only </pre> </div> <div class="refsect1"> <a name="ClutterShaderEffect.description"></a><h2>Description</h2> <p> <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> is a class that implements all the plumbing for creating <a class="link" href="ClutterEffect.html" title="ClutterEffect"><span class="type">ClutterEffect</span></a>s using GLSL shaders. </p> <p> <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> 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. </p> <p> </p> <div class="refsect2"> <a name="ClutterShaderEffect-implementing"></a><h3>Implementing a ClutterShaderEffect</h3> <p>Creating a sub-class of <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> requires the overriding of the <a class="link" href="ClutterOffscreenEffect.html#ClutterOffscreenEffectClass.paint-target"><code class="function">ClutterOffscreenEffectClass.paint_target()</code></a> virtual function from the <a class="link" href="ClutterOffscreenEffect.html" title="ClutterOffscreenEffect"><span class="type">ClutterOffscreenEffect</span></a> class as well as the <code class="function"><code class="function">get_static_shader_source()</code></code> virtual from the <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> class.</p> <p>The <a class="link" href="ClutterShaderEffect.html#ClutterShaderEffectClass.get-static-shader-source"><code class="function">ClutterShaderEffectClass.get_static_shader_source()</code></a> function should return a copy of the shader source to use. This function is only called once per subclass of <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> 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 <code class="function">g_strdup()</code>.</p> <p>The <code class="function"><code class="function">paint_target()</code></code> should set the shader's uniforms if any. This is done by calling <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-set-uniform-value" title="clutter_shader_effect_set_uniform_value ()"><code class="function">clutter_shader_effect_set_uniform_value()</code></a> or <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-set-uniform" title="clutter_shader_effect_set_uniform ()"><code class="function">clutter_shader_effect_set_uniform()</code></a>. The sub-class should then chain up to the <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> implementation.</p> <div class="example"> <a name="ClutterShaderEffect-example-uniforms"></a><p class="title"><b>Example 8. Setting uniforms on a ClutterShaderEffect</b></p> <div class="example-contents"> <p>The example below shows a typical implementation of the <code class="function"><code class="function">get_static_shader_source()</code></code> and <code class="function"><code class="function">paint_target()</code></code> phases of a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> sub-class.</p> <pre class="programlisting"> static gchar * my_effect_get_static_shader_source (ClutterShaderEffect *effect) { 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 <a class="link" href="clutter-Colors.html#ClutterColor" title="ClutterColor">ClutterColor</a> */ 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); } </pre> </div> </div> <br class="example-break"> </div> <p> </p> <p> <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> is available since Clutter 1.4 </p> </div> <div class="refsect1"> <a name="ClutterShaderEffect.details"></a><h2>Details</h2> <div class="refsect2"> <a name="ClutterShaderType"></a><h3>enum ClutterShaderType</h3> <pre class="programlisting">typedef enum { CLUTTER_VERTEX_SHADER, CLUTTER_FRAGMENT_SHADER } ClutterShaderType; </pre> <p> The type of GLSL shader program </p> <div class="variablelist"><table border="0" class="variablelist"> <colgroup> <col align="left" valign="top"> <col> </colgroup> <tbody> <tr> <td><p><a name="CLUTTER-VERTEX-SHADER:CAPS"></a><span class="term"><code class="literal">CLUTTER_VERTEX_SHADER</code></span></p></td> <td>a vertex shader </td> </tr> <tr> <td><p><a name="CLUTTER-FRAGMENT-SHADER:CAPS"></a><span class="term"><code class="literal">CLUTTER_FRAGMENT_SHADER</code></span></p></td> <td>a fragment shader </td> </tr> </tbody> </table></div> <p class="since">Since 1.4</p> </div> <hr> <div class="refsect2"> <a name="ClutterShaderEffect-struct"></a><h3>struct ClutterShaderEffect</h3> <pre class="programlisting">struct ClutterShaderEffect;</pre> <p> The <span class="structname">ClutterShaderEffect</span> structure contains only private data and should be accessed using the provided API </p> <p class="since">Since 1.4</p> </div> <hr> <div class="refsect2"> <a name="ClutterShaderEffectClass"></a><h3>struct ClutterShaderEffectClass</h3> <pre class="programlisting">struct ClutterShaderEffectClass { gchar * (* get_static_shader_source) (ClutterShaderEffect *effect); }; </pre> <p> The <span class="structname">ClutterShaderEffectClass</span> structure contains only private data </p> <div class="variablelist"><table border="0" class="variablelist"> <colgroup> <col align="left" valign="top"> <col> </colgroup> <tbody><tr> <td><p><span class="term"><em class="structfield"><code><a name="ClutterShaderEffectClass.get-static-shader-source"></a>get_static_shader_source</code></em> ()</span></p></td> <td>Returns the GLSL source code to use for instances of this shader effect. Note that this function is only called once per subclass of <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> regardless of how many instances are used. It is expected that subclasses will return a copy of a static string from this function.</td> </tr></tbody> </table></div> <p class="since">Since 1.4</p> </div> <hr> <div class="refsect2"> <a name="clutter-shader-effect-new"></a><h3>clutter_shader_effect_new ()</h3> <pre class="programlisting"><a class="link" href="ClutterEffect.html" title="ClutterEffect"><span class="returnvalue">ClutterEffect</span></a> * clutter_shader_effect_new (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html#ClutterShaderType" title="enum ClutterShaderType"><span class="type">ClutterShaderType</span></a> shader_type</code></em>);</pre> <p> Creates a new <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a>, to be applied to an actor using <a class="link" href="ClutterActor.html#clutter-actor-add-effect" title="clutter_actor_add_effect ()"><code class="function">clutter_actor_add_effect()</code></a>. </p> <p> The effect will be empty until <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-set-shader-source" title="clutter_shader_effect_set_shader_source ()"><code class="function">clutter_shader_effect_set_shader_source()</code></a> is called. </p> <div class="variablelist"><table border="0" class="variablelist"> <colgroup> <col align="left" valign="top"> <col> </colgroup> <tbody> <tr> <td><p><span class="term"><em class="parameter"><code>shader_type</code></em> :</span></p></td> <td>the type of the shader, either <a class="link" href="ClutterShaderEffect.html#CLUTTER-FRAGMENT-SHADER:CAPS"><code class="literal">CLUTTER_FRAGMENT_SHADER</code></a>, or <a class="link" href="ClutterShaderEffect.html#CLUTTER-VERTEX-SHADER:CAPS"><code class="literal">CLUTTER_VERTEX_SHADER</code></a> </td> </tr> <tr> <td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td> <td>the newly created <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a>. Use <code class="function">g_object_unref()</code> when done.</td> </tr> </tbody> </table></div> <p class="since">Since 1.8</p> </div> <hr> <div class="refsect2"> <a name="clutter-shader-effect-set-uniform"></a><h3>clutter_shader_effect_set_uniform ()</h3> <pre class="programlisting"><span class="returnvalue">void</span> clutter_shader_effect_set_uniform (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> *effect</code></em>, <em class="parameter"><code>const <span class="type">gchar</span> *name</code></em>, <em class="parameter"><code><span class="type">GType</span> gtype</code></em>, <em class="parameter"><code><span class="type">gsize</span> n_values</code></em>, <em class="parameter"><code>...</code></em>);</pre> <p> Sets a list of values as the payload for the uniform <em class="parameter"><code>name</code></em> inside the shader effect </p> <p> The <em class="parameter"><code>gtype</code></em> must be one of: <code class="literal">G_TYPE_INT</code>, for 1 or more integer values; <code class="literal">G_TYPE_FLOAT</code>, for 1 or more floating point values; <code class="literal">CLUTTER_TYPE_SHADER_INT</code>, for a pointer to an array of integer values; <code class="literal">CLUTTER_TYPE_SHADER_FLOAT</code>, for a pointer to an array of floating point values; and <code class="literal">CLUTTER_TYPE_SHADER_MATRIX</code>, for a pointer to an array of floating point values mapping a matrix </p> <p> The number of values interepreted is defined by the <em class="parameter"><code>n_value</code></em> argument, and by the <em class="parameter"><code>gtype</code></em> argument. For instance, a uniform named "sampler0" and containing a single integer value is set using: </p> <p> </p> <div class="informalexample"> <table class="listing_frame" border="0" cellpadding="0" cellspacing="0"> <tbody> <tr> <td class="listing_lines" align="right"><pre>1 2 3</pre></td> <td class="listing_code"><pre class="programlisting"><span class="function"><a href="ClutterShaderEffect.html#clutter-shader-effect-set-uniform">clutter_shader_effect_set_uniform</a></span><span class="normal"> </span><span class="symbol">(</span><span class="normal">effect</span><span class="symbol">,</span><span class="normal"> </span><span class="string">"sampler0"</span><span class="symbol">,</span> <span class="normal"> G_TYPE_INT</span><span class="symbol">,</span><span class="normal"> </span><span class="number">1</span><span class="symbol">,</span> <span class="normal"> </span><span class="number">0</span><span class="symbol">);</span></pre></td> </tr> </tbody> </table> </div> <p> </p> <p> While a uniform named "components" and containing a 3-elements vector of floating point values (a "vec3") can be set using: </p> <p> </p> <div class="informalexample"> <table class="listing_frame" border="0" cellpadding="0" cellspacing="0"> <tbody> <tr> <td class="listing_lines" align="right"><pre>1 2 3 4 5 6 7</pre></td> <td class="listing_code"><pre class="programlisting"><span class="usertype">gfloat</span><span class="normal"> component_r</span><span class="symbol">,</span><span class="normal"> component_g</span><span class="symbol">,</span><span class="normal"> component_b</span><span class="symbol">;</span> <span class="function"><a href="ClutterShaderEffect.html#clutter-shader-effect-set-uniform">clutter_shader_effect_set_uniform</a></span><span class="normal"> </span><span class="symbol">(</span><span class="normal">effect</span><span class="symbol">,</span><span class="normal"> </span><span class="string">"components"</span><span class="symbol">,</span> <span class="normal"> G_TYPE_FLOAT</span><span class="symbol">,</span><span class="normal"> </span><span class="number">3</span><span class="symbol">,</span> <span class="normal"> component_r</span><span class="symbol">,</span> <span class="normal"> component_g</span><span class="symbol">,</span> <span class="normal"> component_b</span><span class="symbol">);</span></pre></td> </tr> </tbody> </table> </div> <p> </p> <p> or can be set using: </p> <p> </p> <div class="informalexample"> <table class="listing_frame" border="0" cellpadding="0" cellspacing="0"> <tbody> <tr> <td class="listing_lines" align="right"><pre>1 2 3 4 5</pre></td> <td class="listing_code"><pre class="programlisting"><span class="usertype">gfloat</span><span class="normal"> component_vec</span><span class="symbol">[</span><span class="number">3</span><span class="symbol">];</span> <span class="function"><a href="ClutterShaderEffect.html#clutter-shader-effect-set-uniform">clutter_shader_effect_set_uniform</a></span><span class="normal"> </span><span class="symbol">(</span><span class="normal">effect</span><span class="symbol">,</span><span class="normal"> </span><span class="string">"components"</span><span class="symbol">,</span> <span class="normal"> CLUTTER_TYPE_SHADER_FLOAT</span><span class="symbol">,</span><span class="normal"> </span><span class="number">3</span><span class="symbol">,</span> <span class="normal"> component_vec</span><span class="symbol">);</span></pre></td> </tr> </tbody> </table> </div> <p> </p> <p> Finally, a uniform named "map" and containing a matrix can be set using: </p> <p> </p> <div class="informalexample"> <table class="listing_frame" border="0" cellpadding="0" cellspacing="0"> <tbody> <tr> <td class="listing_lines" align="right"><pre>1 2 3</pre></td> <td class="listing_code"><pre class="programlisting"><span class="function"><a href="ClutterShaderEffect.html#clutter-shader-effect-set-uniform">clutter_shader_effect_set_uniform</a></span><span class="normal"> </span><span class="symbol">(</span><span class="normal">effect</span><span class="symbol">,</span><span class="normal"> </span><span class="string">"map"</span><span class="symbol">,</span> <span class="normal"> CLUTTER_TYPE_SHADER_MATRIX</span><span class="symbol">,</span><span class="normal"> </span><span class="number">1</span><span class="symbol">,</span> <span class="normal"> </span><span class="function">cogl_matrix_get_array</span><span class="normal"> </span><span class="symbol">(&</span><span class="normal">matrix</span><span class="symbol">));</span></pre></td> </tr> </tbody> </table> </div> <p> </p> <div class="variablelist"><table border="0" class="variablelist"> <colgroup> <col align="left" valign="top"> <col> </colgroup> <tbody> <tr> <td><p><span class="term"><em class="parameter"><code>effect</code></em> :</span></p></td> <td>a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> </td> </tr> <tr> <td><p><span class="term"><em class="parameter"><code>name</code></em> :</span></p></td> <td>the name of the uniform to set</td> </tr> <tr> <td><p><span class="term"><em class="parameter"><code>gtype</code></em> :</span></p></td> <td>the type of the uniform to set</td> </tr> <tr> <td><p><span class="term"><em class="parameter"><code>n_values</code></em> :</span></p></td> <td>the number of values</td> </tr> <tr> <td><p><span class="term"><em class="parameter"><code>...</code></em> :</span></p></td> <td>a list of values</td> </tr> </tbody> </table></div> <p class="since">Since 1.4</p> </div> <hr> <div class="refsect2"> <a name="clutter-shader-effect-set-uniform-value"></a><h3>clutter_shader_effect_set_uniform_value ()</h3> <pre class="programlisting"><span class="returnvalue">void</span> clutter_shader_effect_set_uniform_value (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> *effect</code></em>, <em class="parameter"><code>const <span class="type">gchar</span> *name</code></em>, <em class="parameter"><code>const <span class="type">GValue</span> *value</code></em>);</pre> <p> Sets <em class="parameter"><code>value</code></em> as the payload for the uniform <em class="parameter"><code>name</code></em> inside the shader effect </p> <p> The <span class="type">GType</span> of the <em class="parameter"><code>value</code></em> must be one of: <code class="literal">G_TYPE_INT</code>, for a single integer value; <code class="literal">G_TYPE_FLOAT</code>, for a single floating point value; <code class="literal">CLUTTER_TYPE_SHADER_INT</code>, for an array of integer values; <code class="literal">CLUTTER_TYPE_SHADER_FLOAT</code>, for an array of floating point values; and <code class="literal">CLUTTER_TYPE_SHADER_MATRIX</code>, for a matrix of floating point values. It also accepts <code class="literal">G_TYPE_DOUBLE</code> for compatibility with other languages than C. </p> <div class="variablelist"><table border="0" class="variablelist"> <colgroup> <col align="left" valign="top"> <col> </colgroup> <tbody> <tr> <td><p><span class="term"><em class="parameter"><code>effect</code></em> :</span></p></td> <td>a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> </td> </tr> <tr> <td><p><span class="term"><em class="parameter"><code>name</code></em> :</span></p></td> <td>the name of the uniform to set</td> </tr> <tr> <td><p><span class="term"><em class="parameter"><code>value</code></em> :</span></p></td> <td>a <span class="type">GValue</span> with the value of the uniform to set</td> </tr> </tbody> </table></div> <p class="since">Since 1.4</p> </div> <hr> <div class="refsect2"> <a name="clutter-shader-effect-set-shader-source"></a><h3>clutter_shader_effect_set_shader_source ()</h3> <pre class="programlisting"><span class="returnvalue">gboolean</span> clutter_shader_effect_set_shader_source (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> *effect</code></em>, <em class="parameter"><code>const <span class="type">gchar</span> *source</code></em>);</pre> <p> Sets the source of the GLSL shader used by <em class="parameter"><code>effect</code></em> </p> <p> This function should only be called by implementations of the <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> class, and not by application code. </p> <p> This function can only be called once; subsequent calls will yield no result. </p> <div class="variablelist"><table border="0" class="variablelist"> <colgroup> <col align="left" valign="top"> <col> </colgroup> <tbody> <tr> <td><p><span class="term"><em class="parameter"><code>effect</code></em> :</span></p></td> <td>a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> </td> </tr> <tr> <td><p><span class="term"><em class="parameter"><code>source</code></em> :</span></p></td> <td>the source of a GLSL shader</td> </tr> <tr> <td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td> <td> <code class="literal">TRUE</code> if the source was set</td> </tr> </tbody> </table></div> <p class="since">Since 1.4</p> </div> <hr> <div class="refsect2"> <a name="clutter-shader-effect-get-program"></a><h3>clutter_shader_effect_get_program ()</h3> <pre class="programlisting"><span class="returnvalue">CoglHandle</span> clutter_shader_effect_get_program (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> *effect</code></em>);</pre> <p> Retrieves a pointer to the program's handle </p> <div class="variablelist"><table border="0" class="variablelist"> <colgroup> <col align="left" valign="top"> <col> </colgroup> <tbody> <tr> <td><p><span class="term"><em class="parameter"><code>effect</code></em> :</span></p></td> <td>a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> </td> </tr> <tr> <td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td> <td>a pointer to the program's handle, or <code class="literal">COGL_INVALID_HANDLE</code>. <span class="annotation">[<acronym title="Don't free data after the code is done."><span class="acronym">transfer none</span></acronym>]</span> </td> </tr> </tbody> </table></div> <p class="since">Since 1.4</p> </div> <hr> <div class="refsect2"> <a name="clutter-shader-effect-get-shader"></a><h3>clutter_shader_effect_get_shader ()</h3> <pre class="programlisting"><span class="returnvalue">CoglHandle</span> clutter_shader_effect_get_shader (<em class="parameter"><code><a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> *effect</code></em>);</pre> <p> Retrieves a pointer to the shader's handle </p> <div class="variablelist"><table border="0" class="variablelist"> <colgroup> <col align="left" valign="top"> <col> </colgroup> <tbody> <tr> <td><p><span class="term"><em class="parameter"><code>effect</code></em> :</span></p></td> <td>a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> </td> </tr> <tr> <td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td> <td>a pointer to the shader's handle, or <code class="literal">COGL_INVALID_HANDLE</code>. <span class="annotation">[<acronym title="Don't free data after the code is done."><span class="acronym">transfer none</span></acronym>]</span> </td> </tr> </tbody> </table></div> <p class="since">Since 1.4</p> </div> </div> <div class="refsect1"> <a name="ClutterShaderEffect.property-details"></a><h2>Property Details</h2> <div class="refsect2"> <a name="ClutterShaderEffect--shader-type"></a><h3>The <code class="literal">"shader-type"</code> property</h3> <pre class="programlisting"> "shader-type" <a class="link" href="ClutterShaderEffect.html#ClutterShaderType" title="enum ClutterShaderType"><span class="type">ClutterShaderType</span></a> : Write / Construct Only</pre> <p> The type of shader that is used by the effect. This property should be set by the constructor of <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> sub-classes. </p> <p>Default value: CLUTTER_FRAGMENT_SHADER</p> <p class="since">Since 1.4</p> </div> </div> <div class="refsect1"> <a name="ClutterShaderEffect.see-also"></a><h2>See Also</h2> <a class="link" href="ClutterEffect.html" title="ClutterEffect"><span class="type">ClutterEffect</span></a>, <a class="link" href="ClutterOffscreenEffect.html" title="ClutterOffscreenEffect"><span class="type">ClutterOffscreenEffect</span></a> </div> </div> <div class="footer"> <hr> Generated by GTK-Doc V1.19.1</div> </body> </html>