<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>ClutterShaderEffect: Clutter Reference Manual</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 V1.23.1 (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="5"><tr valign="middle"> <td width="100%" align="left" class="shortcuts"> <a href="#" class="shortcut">Top</a><span 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<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 class="gallery_image" valign="top" align="right"></td> </tr></table></div> <div class="refsect1"> <a name="ClutterShaderEffect.functions"></a><h2>Functions</h2> <div class="informaltable"><table width="100%" border="0"> <colgroup> <col width="150px" class="functions_return"> <col class="functions_name"> </colgroup> <tbody> <tr> <td class="function_type"> <a class="link" href="ClutterEffect.html" title="ClutterEffect"><span class="returnvalue">ClutterEffect</span></a> * </td> <td class="function_name"> <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-new" title="clutter_shader_effect_new ()">clutter_shader_effect_new</a> <span class="c_punctuation">()</span> </td> </tr> <tr> <td class="function_type"> <span class="returnvalue">void</span> </td> <td class="function_name"> <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-set-uniform" title="clutter_shader_effect_set_uniform ()">clutter_shader_effect_set_uniform</a> <span class="c_punctuation">()</span> </td> </tr> <tr> <td class="function_type"> <span class="returnvalue">void</span> </td> <td class="function_name"> <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> <span class="c_punctuation">()</span> </td> </tr> <tr> <td class="function_type"> <span class="returnvalue">gboolean</span> </td> <td class="function_name"> <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> <span class="c_punctuation">()</span> </td> </tr> <tr> <td class="function_type"> <span class="returnvalue">CoglHandle</span> </td> <td class="function_name"> <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-get-program" title="clutter_shader_effect_get_program ()">clutter_shader_effect_get_program</a> <span class="c_punctuation">()</span> </td> </tr> <tr> <td class="function_type"> <span class="returnvalue">CoglHandle</span> </td> <td class="function_name"> <a class="link" href="ClutterShaderEffect.html#clutter-shader-effect-get-shader" title="clutter_shader_effect_get_shader ()">clutter_shader_effect_get_shader</a> <span class="c_punctuation">()</span> </td> </tr> </tbody> </table></div> </div> <div class="refsect1"> <a name="ClutterShaderEffect.properties"></a><h2>Properties</h2> <div class="informaltable"><table border="0"> <colgroup> <col width="150px" class="properties_type"> <col width="300px" class="properties_name"> <col width="200px" class="properties_flags"> </colgroup> <tbody><tr> <td class="property_type"><a class="link" href="ClutterShaderEffect.html#ClutterShaderType" title="enum ClutterShaderType"><span class="type">ClutterShaderType</span></a></td> <td class="property_name"><a class="link" href="ClutterShaderEffect.html#ClutterShaderEffect--shader-type" title="The “shader-type” property">shader-type</a></td> <td class="property_flags">Write / Construct Only</td> </tr></tbody> </table></div> </div> <div class="refsect1"> <a name="ClutterShaderEffect.other"></a><h2>Types and Values</h2> <div class="informaltable"><table width="100%" border="0"> <colgroup> <col width="150px" class="name"> <col class="description"> </colgroup> <tbody> <tr> <td class="datatype_keyword">enum</td> <td class="function_name"><a class="link" href="ClutterShaderEffect.html#ClutterShaderType" title="enum ClutterShaderType">ClutterShaderType</a></td> </tr> <tr> <td class="datatype_keyword">struct</td> <td class="function_name"><a class="link" href="ClutterShaderEffect.html#ClutterShaderEffect-struct" title="struct ClutterShaderEffect">ClutterShaderEffect</a></td> </tr> <tr> <td class="datatype_keyword">struct</td> <td class="function_name"><a class="link" href="ClutterShaderEffect.html#ClutterShaderEffectClass" title="struct ClutterShaderEffectClass">ClutterShaderEffectClass</a></td> </tr> </tbody> </table></div> </div> <div class="refsect1"> <a name="ClutterShaderEffect.object-hierarchy"></a><h2>Object Hierarchy</h2> <pre class="screen"> GObject <span class="lineart">╰──</span> GInitiallyUnowned <span class="lineart">╰──</span> <a class="link" href="ClutterActorMeta.html" title="ClutterActorMeta">ClutterActorMeta</a> <span class="lineart">╰──</span> <a class="link" href="ClutterEffect.html" title="ClutterEffect">ClutterEffect</a> <span class="lineart">╰──</span> <a class="link" href="ClutterOffscreenEffect.html" title="ClutterOffscreenEffect">ClutterOffscreenEffect</a> <span class="lineart">╰──</span> ClutterShaderEffect </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><a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> is available since Clutter 1.4</p> <div class="refsect3"> <a name="id-1.5.7.3.7.5"></a><h4>Implementing a ClutterShaderEffect</h4> <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. It is also convenient to implement the <a class="link" href="ClutterShaderEffect.html#ClutterShaderEffectClass.get-static-shader-source"><code class="function">ClutterShaderEffectClass.get_static_shader_source()</code></a> virtual function in case you are planning to create more than one instance of the effect.</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 <a class="link" href="ClutterOffscreenEffect.html#ClutterOffscreenEffectClass.paint-target"><code class="function">ClutterOffscreenEffectClass.paint_target()</code></a> 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> <div class="refsect3"> <a name="id-1.5.7.3.7.6"></a><h4>Setting uniforms on a ClutterShaderEffect</h4> <p>The example below shows a typical implementation of the <a class="link" href="ClutterShaderEffect.html#ClutterShaderEffectClass.get-static-shader-source"><code class="function">ClutterShaderEffectClass.get_static_shader_source()</code></a> and <a class="link" href="ClutterOffscreenEffect.html#ClutterOffscreenEffectClass.paint-target"><code class="function">ClutterOffscreenEffectClass.paint_target()</code></a> virtual functions for a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> subclass.</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 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</pre></td> <td class="listing_code"><pre class="programlisting"><span class="keyword">static</span><span class="normal"> gchar </span><span class="symbol">*</span> <span class="function">my_effect_get_static_shader_source</span><span class="normal"> </span><span class="symbol">(</span><span class="usertype">ClutterShaderEffect</span><span class="normal"> </span><span class="symbol">*</span><span class="normal">effect</span><span class="symbol">)</span> <span class="cbracket">{</span> <span class="normal"> </span><span class="comment">// shader_source is set elsewhere</span> <span class="normal"> </span><span class="keyword">return</span><span class="normal"> </span><span class="function">g_strdup</span><span class="normal"> </span><span class="symbol">(</span><span class="normal">shader_source</span><span class="symbol">);</span> <span class="cbracket">}</span> <span class="keyword">static</span><span class="normal"> gboolean</span> <span class="function">my_effect_paint_target</span><span class="normal"> </span><span class="symbol">(</span><span class="usertype">ClutterOffscreenEffect</span><span class="normal"> </span><span class="symbol">*</span><span class="normal">effect</span><span class="symbol">)</span> <span class="cbracket">{</span> <span class="normal"> </span><span class="usertype">MyEffect</span><span class="normal"> </span><span class="symbol">*</span><span class="normal">self </span><span class="symbol">=</span><span class="normal"> </span><span class="function">MY_EFFECT</span><span class="normal"> </span><span class="symbol">(</span><span class="normal">effect</span><span class="symbol">);</span> <span class="normal"> </span><span class="usertype">ClutterShaderEffect</span><span class="normal"> </span><span class="symbol">*</span><span class="normal">shader </span><span class="symbol">=</span><span class="normal"> </span><span class="function">CLUTTER_SHADER_EFFECT</span><span class="normal"> </span><span class="symbol">(</span><span class="normal">effect</span><span class="symbol">);</span> <span class="normal"> </span><span class="usertype">ClutterEffectClass</span><span class="normal"> </span><span class="symbol">*</span><span class="normal">parent_class</span><span class="symbol">;</span> <span class="normal"> </span><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="normal"> </span><span class="comment">// the "tex" uniform is declared in the shader as:</span> <span class="normal"> </span><span class="comment">//</span> <span class="normal"> </span><span class="comment">// uniform int tex;</span> <span class="normal"> </span><span class="comment">//</span> <span class="normal"> </span><span class="comment">// and it is passed a constant value of 0</span> <span class="normal"> </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">shader</span><span class="symbol">,</span><span class="normal"> </span><span class="string">"tex"</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> <span class="normal"> </span><span class="comment">// the "component" uniform is declared in the shader as:</span> <span class="normal"> </span><span class="comment">//</span> <span class="normal"> </span><span class="comment">// uniform vec3 component;</span> <span class="normal"> </span><span class="comment">//</span> <span class="normal"> </span><span class="comment">// and it's defined to contain the normalized components</span> <span class="normal"> </span><span class="comment">// of a #ClutterColor</span> <span class="normal"> component_r </span><span class="symbol">=</span><span class="normal"> self</span><span class="symbol">-></span><span class="normal">color</span><span class="symbol">.</span><span class="normal">red </span><span class="symbol">/</span><span class="normal"> </span><span class="number">255</span><span class="symbol">.</span><span class="normal">0f</span><span class="symbol">;</span> <span class="normal"> component_g </span><span class="symbol">=</span><span class="normal"> self</span><span class="symbol">-></span><span class="normal">color</span><span class="symbol">.</span><span class="normal">green </span><span class="symbol">/</span><span class="normal"> </span><span class="number">255</span><span class="symbol">.</span><span class="normal">0f</span><span class="symbol">;</span> <span class="normal"> component_b </span><span class="symbol">=</span><span class="normal"> self</span><span class="symbol">-></span><span class="normal">color</span><span class="symbol">.</span><span class="normal">blue </span><span class="symbol">/</span><span class="normal"> </span><span class="number">255</span><span class="symbol">.</span><span class="normal">0f</span><span class="symbol">;</span> <span class="normal"> </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">shader</span><span class="symbol">,</span><span class="normal"> </span><span class="string">"component"</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> <span class="normal"> </span><span class="comment">// chain up to the parent's implementation</span> <span class="normal"> parent_class </span><span class="symbol">=</span><span class="normal"> </span><span class="function">CLUTTER_OFFSCREEN_EFFECT_CLASS</span><span class="normal"> </span><span class="symbol">(</span><span class="normal">my_effect_parent_class</span><span class="symbol">);</span> <span class="normal"> </span><span class="keyword">return</span><span class="normal"> parent_class</span><span class="symbol">-></span><span class="function">paint_target</span><span class="normal"> </span><span class="symbol">(</span><span class="normal">effect</span><span class="symbol">);</span> <span class="cbracket">}</span></pre></td> </tr> </tbody> </table> </div> <p></p> </div> </div> <div class="refsect1"> <a name="ClutterShaderEffect.functions_details"></a><h2>Functions</h2> <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="refsect3"> <a name="id-1.5.7.3.8.2.6"></a><h4>Parameters</h4> <div class="informaltable"><table width="100%" border="0"> <colgroup> <col width="150px" class="parameters_name"> <col class="parameters_description"> <col width="200px" class="parameters_annotations"> </colgroup> <tbody><tr> <td class="parameter_name"><p>shader_type</p></td> <td class="parameter_description"><p>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></p></td> <td class="parameter_annotations"> </td> </tr></tbody> </table></div> </div> <div class="refsect3"> <a name="id-1.5.7.3.8.2.7"></a><h4>Returns</h4> <p> 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.</p> </div> <p class="since">Since: <a class="link" href="ix11.html#api-index-1.8">1.8</a></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> <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> <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> <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> <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="refsect3"> <a name="id-1.5.7.3.8.3.18"></a><h4>Parameters</h4> <div class="informaltable"><table width="100%" border="0"> <colgroup> <col width="150px" class="parameters_name"> <col class="parameters_description"> <col width="200px" class="parameters_annotations"> </colgroup> <tbody> <tr> <td class="parameter_name"><p>effect</p></td> <td class="parameter_description"><p>a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a></p></td> <td class="parameter_annotations"> </td> </tr> <tr> <td class="parameter_name"><p>name</p></td> <td class="parameter_description"><p>the name of the uniform to set</p></td> <td class="parameter_annotations"> </td> </tr> <tr> <td class="parameter_name"><p>gtype</p></td> <td class="parameter_description"><p>the type of the uniform to set</p></td> <td class="parameter_annotations"> </td> </tr> <tr> <td class="parameter_name"><p>n_values</p></td> <td class="parameter_description"><p>the number of values</p></td> <td class="parameter_annotations"> </td> </tr> <tr> <td class="parameter_name"><p>...</p></td> <td class="parameter_description"><p>a list of values</p></td> <td class="parameter_annotations"> </td> </tr> </tbody> </table></div> </div> <p class="since">Since: <a class="link" href="ix09.html#api-index-1.4">1.4</a></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="refsect3"> <a name="id-1.5.7.3.8.4.6"></a><h4>Parameters</h4> <div class="informaltable"><table width="100%" border="0"> <colgroup> <col width="150px" class="parameters_name"> <col class="parameters_description"> <col width="200px" class="parameters_annotations"> </colgroup> <tbody> <tr> <td class="parameter_name"><p>effect</p></td> <td class="parameter_description"><p>a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a></p></td> <td class="parameter_annotations"> </td> </tr> <tr> <td class="parameter_name"><p>name</p></td> <td class="parameter_description"><p>the name of the uniform to set</p></td> <td class="parameter_annotations"> </td> </tr> <tr> <td class="parameter_name"><p>value</p></td> <td class="parameter_description"><p>a <span class="type">GValue</span> with the value of the uniform to set</p></td> <td class="parameter_annotations"> </td> </tr> </tbody> </table></div> </div> <p class="since">Since: <a class="link" href="ix09.html#api-index-1.4">1.4</a></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="refsect3"> <a name="id-1.5.7.3.8.5.7"></a><h4>Parameters</h4> <div class="informaltable"><table width="100%" border="0"> <colgroup> <col width="150px" class="parameters_name"> <col class="parameters_description"> <col width="200px" class="parameters_annotations"> </colgroup> <tbody> <tr> <td class="parameter_name"><p>effect</p></td> <td class="parameter_description"><p>a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a></p></td> <td class="parameter_annotations"> </td> </tr> <tr> <td class="parameter_name"><p>source</p></td> <td class="parameter_description"><p>the source of a GLSL shader</p></td> <td class="parameter_annotations"> </td> </tr> </tbody> </table></div> </div> <div class="refsect3"> <a name="id-1.5.7.3.8.5.8"></a><h4>Returns</h4> <p> <code class="literal">TRUE</code> if the source was set</p> </div> <p class="since">Since: <a class="link" href="ix09.html#api-index-1.4">1.4</a></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="refsect3"> <a name="id-1.5.7.3.8.6.5"></a><h4>Parameters</h4> <div class="informaltable"><table width="100%" border="0"> <colgroup> <col width="150px" class="parameters_name"> <col class="parameters_description"> <col width="200px" class="parameters_annotations"> </colgroup> <tbody><tr> <td class="parameter_name"><p>effect</p></td> <td class="parameter_description"><p>a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a></p></td> <td class="parameter_annotations"> </td> </tr></tbody> </table></div> </div> <div class="refsect3"> <a name="id-1.5.7.3.8.6.6"></a><h4>Returns</h4> <p> a pointer to the program's handle, or <code class="literal">COGL_INVALID_HANDLE</code>. </p> <p><span class="annotation">[<acronym title="Don't free data after the code is done."><span class="acronym">transfer none</span></acronym>]</span></p> </div> <p class="since">Since: <a class="link" href="ix09.html#api-index-1.4">1.4</a></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="refsect3"> <a name="id-1.5.7.3.8.7.5"></a><h4>Parameters</h4> <div class="informaltable"><table width="100%" border="0"> <colgroup> <col width="150px" class="parameters_name"> <col class="parameters_description"> <col width="200px" class="parameters_annotations"> </colgroup> <tbody><tr> <td class="parameter_name"><p>effect</p></td> <td class="parameter_description"><p>a <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a></p></td> <td class="parameter_annotations"> </td> </tr></tbody> </table></div> </div> <div class="refsect3"> <a name="id-1.5.7.3.8.7.6"></a><h4>Returns</h4> <p> a pointer to the shader's handle, or <code class="literal">COGL_INVALID_HANDLE</code>. </p> <p><span class="annotation">[<acronym title="Don't free data after the code is done."><span class="acronym">transfer none</span></acronym>]</span></p> </div> <p class="since">Since: <a class="link" href="ix09.html#api-index-1.4">1.4</a></p> </div> </div> <div class="refsect1"> <a name="ClutterShaderEffect.other_details"></a><h2>Types and Values</h2> <div class="refsect2"> <a name="ClutterShaderType"></a><h3>enum ClutterShaderType</h3> <p>The type of GLSL shader program</p> <div class="refsect3"> <a name="id-1.5.7.3.9.2.4"></a><h4>Members</h4> <div class="informaltable"><table width="100%" border="0"> <colgroup> <col width="300px" class="enum_members_name"> <col class="enum_members_description"> <col width="200px" class="enum_members_annotations"> </colgroup> <tbody> <tr> <td class="enum_member_name"><p><a name="CLUTTER-VERTEX-SHADER:CAPS"></a>CLUTTER_VERTEX_SHADER</p></td> <td class="enum_member_description"> <p>a vertex shader</p> </td> <td class="enum_member_annotations"> </td> </tr> <tr> <td class="enum_member_name"><p><a name="CLUTTER-FRAGMENT-SHADER:CAPS"></a>CLUTTER_FRAGMENT_SHADER</p></td> <td class="enum_member_description"> <p>a fragment shader</p> </td> <td class="enum_member_annotations"> </td> </tr> </tbody> </table></div> </div> <p class="since">Since: <a class="link" href="ix09.html#api-index-1.4">1.4</a></p> </div> <hr> <div class="refsect2"> <a name="ClutterShaderEffect-struct"></a><h3>struct ClutterShaderEffect</h3> <pre class="programlisting">struct ClutterShaderEffect;</pre> <p>The <a class="link" href="ClutterShaderEffect.html" title="ClutterShaderEffect"><span class="type">ClutterShaderEffect</span></a> structure contains only private data and should be accessed using the provided API</p> <p class="since">Since: <a class="link" href="ix09.html#api-index-1.4">1.4</a></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 <a class="link" href="ClutterShaderEffect.html#ClutterShaderEffectClass" title="struct ClutterShaderEffectClass"><span class="type">ClutterShaderEffectClass</span></a> structure contains only private data</p> <div class="refsect3"> <a name="id-1.5.7.3.9.4.5"></a><h4>Members</h4> <div class="informaltable"><table width="100%" border="0"> <colgroup> <col width="300px" class="struct_members_name"> <col class="struct_members_description"> <col width="200px" class="struct_members_annotations"> </colgroup> <tbody><tr> <td class="struct_member_name"><p><em class="structfield"><code><a name="ClutterShaderEffectClass.get-static-shader-source"></a>get_static_shader_source</code></em> ()</p></td> <td class="struct_member_description"><p>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.</p></td> <td class="struct_member_annotations"> </td> </tr></tbody> </table></div> </div> <p class="since">Since: <a class="link" href="ix09.html#api-index-1.4">1.4</a></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></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>Flags: Write / Construct Only</p> <p>Default value: CLUTTER_FRAGMENT_SHADER</p> <p class="since">Since: <a class="link" href="ix09.html#api-index-1.4">1.4</a></p> </div> </div> <div class="refsect1"> <a name="ClutterShaderEffect.see-also"></a><h2>See Also</h2> <p><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></p> </div> </div> <div class="footer"> <hr>Generated by GTK-Doc V1.23.1</div> </body> </html>