class Gsk::GLShader

Overview

A Gsk::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.

Gsk::GLShader is usually used with gtk_snapshot_push_gl_shader() to produce a Gsk::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:

WARNING ⚠️ 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 Gsk::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:

WARNING ⚠️ 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:

WARNING ⚠️ The following code is in glsl ⚠️

vec4 Gsk::Texture(sampler2D sampler, vec2 texCoords);

This samples a texture (e.g. u_texture1) at the specified coordinates, and containes some helper ifdefs to ensure that it works on all OpenGL versions.

You can compile the shader yourself using Gsk::GLShader#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

WARNING ⚠️ 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 = Gsk::Texture(u_texture1, uv);
  vec4 source2 = Gsk::Texture(u_texture2, uv);

  fragColor = position * source1 + (1.0 - position) * source2;
}

Defined in:

lib/gi-crystal/src/auto/gsk-4.0/gl_shader.cr

Constructors

Class Method Summary

Instance Method Summary

Instance methods inherited from class GObject::Object

bind_property(source_property : String, target : GObject::Object, target_property : String, flags : GObject::BindingFlags) : GObject::Binding bind_property, bind_property_full(source_property : String, target : GObject::Object, target_property : String, flags : GObject::BindingFlags, transform_to : GObject::Closure, transform_from : GObject::Closure) : GObject::Binding bind_property_full, data(key : String) : Pointer(Void)? data, finalize finalize, freeze_notify : Nil freeze_notify, getv(names : Enumerable(String), values : Enumerable(_)) : Nil getv, notify(property_name : String) : Nil notify, notify_by_pspec(pspec : GObject::ParamSpec) : Nil notify_by_pspec, notify_signal notify_signal, property(property_name : String, value : _) : Nil property, qdata(quark : UInt32) : Pointer(Void)? qdata, ref_count : UInt32 ref_count, run_dispose : Nil run_dispose, set_data(key : String, data : Pointer(Void)?) : Nil set_data, set_property(property_name : String, value : _) : Nil set_property, steal_data(key : String) : Pointer(Void)? steal_data, steal_qdata(quark : UInt32) : Pointer(Void)? steal_qdata, thaw_notify : Nil thaw_notify, to_unsafe : Pointer(Void) to_unsafe, watch_closure(closure : GObject::Closure) : Nil watch_closure

Constructor methods inherited from class GObject::Object

cast(obj : GObject::Object) : self cast, cast?(obj : GObject::Object) : self? cast?, new(pointer : Pointer(Void), transfer : GICrystal::Transfer)
new
new
, newv(object_type : UInt64, parameters : Enumerable(GObject::Parameter)) : self newv

Class methods inherited from class GObject::Object

compat_control(what : UInt64, data : Pointer(Void)?) : UInt64 compat_control, g_type : UInt64 g_type, interface_find_property(g_iface : GObject::TypeInterface, property_name : String) : GObject::ParamSpec interface_find_property, interface_list_properties(g_iface : GObject::TypeInterface) : Enumerable(GObject::ParamSpec) interface_list_properties

Constructor Detail

def self.new #

Initialize a new GLShader.


def self.new(*, resource : String? = nil, source : GLib::Bytes? = nil) #

def self.new_from_bytes(sourcecode : GLib::Bytes) : self #

Creates a Gsk::GLShader that will render pixels using the specified code.


def self.new_from_resource(resource_path : String) : self #

Creates a Gsk::GLShader that will render pixels using the specified code.


Class Method Detail

def self.g_type : UInt64 #

Returns the type id (GType) registered in GLib type system.


Instance Method Detail

def arg_bool(args : GLib::Bytes, idx : Int32) : Bool #

Gets the value of the uniform @idx in the @args block.

The uniform must be of bool type.


def arg_float(args : GLib::Bytes, idx : Int32) : Float32 #

Gets the value of the uniform @idx in the @args block.

The uniform must be of float type.


def arg_int(args : GLib::Bytes, idx : Int32) : Int32 #

Gets the value of the uniform @idx in the @args block.

The uniform must be of int type.


def arg_uint(args : GLib::Bytes, idx : Int32) : UInt32 #

Gets the value of the uniform @idx in the @args block.

The uniform must be of uint type.


def arg_vec2(args : GLib::Bytes, idx : Int32, out_value : Graphene::Vec2) : Nil #

Gets the value of the uniform @idx in the @args block.

The uniform must be of vec2 type.


def arg_vec3(args : GLib::Bytes, idx : Int32, out_value : Graphene::Vec3) : Nil #

Gets the value of the uniform @idx in the @args block.

The uniform must be of vec3 type.


def arg_vec4(args : GLib::Bytes, idx : Int32, out_value : Graphene::Vec4) : Nil #

Gets the value of the uniform @idx in the @args block.

The uniform must be of vec4 type.


def args_size : UInt64 #

Get the size of the data block used to specify arguments for this shader.


def compile(renderer : Gsk::Renderer) : Bool #

Tries to compile the @shader 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.


def find_uniform_by_name(name : String) : Int32 #

Looks for a uniform by the name @name, and returns the index of the uniform, or -1 if it was not found.


def n_textures : Int32 #

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.


def n_uniforms : Int32 #

Get the number of declared uniforms for this shader.


def resource : String? #

Gets the resource path for the GLSL sourcecode being used to render this shader.


def resource=(value : String) : String #

def source : GLib::Bytes #

Gets the GLSL sourcecode being used to render this shader.


def source=(value : GLib::Bytes?) : GLib::Bytes? #

def uniform_name(idx : Int32) : String #

Get the name of the declared uniform for this shader at index @idx.


def uniform_offset(idx : Int32) : Int32 #

Get the offset into the data block where data for this uniforms is stored.


def uniform_type(idx : Int32) : Gsk::GLUniformType #

Get the type of the declared uniform for this shader at index @idx.