#include #include "test-conform-common.h" /**************************************************************** Old style shader effect This uses clutter_shader_effect_set_source ****************************************************************/ static const gchar old_shader_effect_source[] = "uniform vec3 override_color;\n" "\n" "void\n" "main ()\n" "{\n" " cogl_color_out = vec4 (override_color, 1.0);\n" "}"; typedef struct _FooOldShaderEffectClass { ClutterShaderEffectClass parent_class; } FooOldShaderEffectClass; typedef struct _FooOldShaderEffect { ClutterShaderEffect parent; } FooOldShaderEffect; G_DEFINE_TYPE (FooOldShaderEffect, foo_old_shader_effect, CLUTTER_TYPE_SHADER_EFFECT); static void foo_old_shader_effect_paint_target (ClutterOffscreenEffect *effect) { clutter_shader_effect_set_shader_source (CLUTTER_SHADER_EFFECT (effect), old_shader_effect_source); clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect), "override_color", G_TYPE_FLOAT, 3, 1.0f, 0.0f, 0.0f); CLUTTER_OFFSCREEN_EFFECT_CLASS (foo_old_shader_effect_parent_class)-> paint_target (effect); } static void foo_old_shader_effect_class_init (FooOldShaderEffectClass *klass) { ClutterOffscreenEffectClass *offscreen_effect_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_effect_class->paint_target = foo_old_shader_effect_paint_target; } static void foo_old_shader_effect_init (FooOldShaderEffect *self) { } /**************************************************************** New style shader effect This overrides get_static_shader_source() ****************************************************************/ static const gchar new_shader_effect_source[] = "uniform vec3 override_color;\n" "\n" "void\n" "main ()\n" "{\n" " cogl_color_out = (vec4 (override_color, 1.0) +\n" " vec4 (0.0, 0.0, 1.0, 0.0));\n" "}"; typedef struct _FooNewShaderEffectClass { ClutterShaderEffectClass parent_class; } FooNewShaderEffectClass; typedef struct _FooNewShaderEffect { ClutterShaderEffect parent; } FooNewShaderEffect; G_DEFINE_TYPE (FooNewShaderEffect, foo_new_shader_effect, CLUTTER_TYPE_SHADER_EFFECT); static gchar * foo_new_shader_effect_get_static_source (ClutterShaderEffect *effect) { static gboolean already_called = FALSE; /* This should only be called once even though we have two actors using this effect */ g_assert (!already_called); already_called = TRUE; return g_strdup (new_shader_effect_source); } static void foo_new_shader_effect_paint_target (ClutterOffscreenEffect *effect) { clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect), "override_color", G_TYPE_FLOAT, 3, 0.0f, 1.0f, 0.0f); CLUTTER_OFFSCREEN_EFFECT_CLASS (foo_new_shader_effect_parent_class)-> paint_target (effect); } static void foo_new_shader_effect_class_init (FooNewShaderEffectClass *klass) { ClutterOffscreenEffectClass *offscreen_effect_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); ClutterShaderEffectClass *shader_effect_class = CLUTTER_SHADER_EFFECT_CLASS (klass); offscreen_effect_class->paint_target = foo_new_shader_effect_paint_target; shader_effect_class->get_static_shader_source = foo_new_shader_effect_get_static_source; } static void foo_new_shader_effect_init (FooNewShaderEffect *self) { } /**************************************************************** Another new style shader effect This is the same but with a different shader. This is just sanity check that each class gets its own copy of the private data ****************************************************************/ static const gchar another_new_shader_effect_source[] = "\n" "void\n" "main ()\n" "{\n" " cogl_color_out = vec4 (1.0, 0.0, 1.0, 1.0);\n" "}"; typedef struct _FooAnotherNewShaderEffectClass { ClutterShaderEffectClass parent_class; } FooAnotherNewShaderEffectClass; typedef struct _FooAnotherNewShaderEffect { ClutterShaderEffect parent; } FooAnotherNewShaderEffect; G_DEFINE_TYPE (FooAnotherNewShaderEffect, foo_another_new_shader_effect, CLUTTER_TYPE_SHADER_EFFECT); static gchar * foo_another_new_shader_effect_get_static_source (ClutterShaderEffect *effect) { return g_strdup (another_new_shader_effect_source); } static void foo_another_new_shader_effect_class_init (FooAnotherNewShaderEffectClass *klass) { ClutterShaderEffectClass *shader_effect_class = CLUTTER_SHADER_EFFECT_CLASS (klass); shader_effect_class->get_static_shader_source = foo_another_new_shader_effect_get_static_source; } static void foo_another_new_shader_effect_init (FooAnotherNewShaderEffect *self) { } /****************************************************************/ static ClutterActor * make_actor (GType shader_type) { ClutterActor *rect; const ClutterColor white = { 0xff, 0xff, 0xff, 0xff }; rect = clutter_rectangle_new (); clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect), &white); clutter_actor_set_size (rect, 50, 50); clutter_actor_add_effect (rect, g_object_new (shader_type, NULL)); return rect; } static guint32 get_pixel (int x, int y) { guint8 data[4]; cogl_read_pixels (x, y, 1, 1, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888_PRE, data); return (((guint32) data[0] << 16) | ((guint32) data[1] << 8) | data[2]); } static void paint_cb (ClutterActor *stage) { /* old shader effect */ g_assert_cmpint (get_pixel (50, 50), ==, 0xff0000); /* new shader effect */ g_assert_cmpint (get_pixel (150, 50), ==, 0x00ffff); /* another new shader effect */ g_assert_cmpint (get_pixel (250, 50), ==, 0xff00ff); /* new shader effect */ g_assert_cmpint (get_pixel (350, 50), ==, 0x00ffff); clutter_main_quit (); } void actor_shader_effect (TestConformSimpleFixture *fixture, gconstpointer data) { ClutterActor *stage; ClutterActor *rect; if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL)) return; stage = clutter_stage_new (); rect = make_actor (foo_old_shader_effect_get_type ()); clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect); rect = make_actor (foo_new_shader_effect_get_type ()); clutter_actor_set_x (rect, 100); clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect); rect = make_actor (foo_another_new_shader_effect_get_type ()); clutter_actor_set_x (rect, 200); clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect); rect = make_actor (foo_new_shader_effect_get_type ()); clutter_actor_set_x (rect, 300); clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect); clutter_actor_show (stage); g_signal_connect_after (stage, "paint", G_CALLBACK (paint_cb), NULL); clutter_main (); clutter_actor_destroy (stage); if (g_test_verbose ()) g_print ("OK\n"); }