/*#define TEST_GROUP */ #include #include #include #include /* Dynamic branching appeared in "Shader Model 3.0" that low-end IGPs * don't support. */ #define GPU_SUPPORTS_DYNAMIC_BRANCHING 0 typedef struct { gchar *name; gchar *source; } ShaderSource; /* a couple of boilerplate defines that are common amongst all the * sample shaders */ /* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already initialized, * from a sampler2DRect in a variable tex. */ #define FRAGMENT_SHADER_BEGIN \ "uniform sampler2DRect tex;" \ "void main (){" \ " vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));" /* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly blended * with the gl specified color (makes the opacity of actors work correctly). */ #define FRAGMENT_SHADER_END \ " gl_FragColor = color;" \ " gl_FragColor = gl_FragColor * gl_Color;" \ "}" static ShaderSource shaders[]= { {"brightness-contrast", "uniform float brightness, contrast;" FRAGMENT_SHADER_BEGIN " color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);" FRAGMENT_SHADER_END }, {"box-blur", #if GPU_SUPPORTS_DYNAMIC_BRANCHING "uniform float radius;" FRAGMENT_SHADER_BEGIN "float u, v;" "int count = 1;" "for (u=-radius;ubutton.button == 1) { new_no = shader_no - 1; } else { new_no = shader_no + 1; } if (new_no >= 0 && shaders[new_no].name) { ClutterShader *shader; GError *error; shader_no = new_no; g_print ("setting shaders[%i] named '%s'\n", shader_no, shaders[shader_no].name); shader = clutter_shader_new (); error = NULL; g_object_set (G_OBJECT (shader), "fragment-source", shaders[shader_no].source, NULL); /* try to bind the shader, provoking an error we catch if there is issues * with the shader sources we've provided. At a later stage it should be possible to * iterate through a set of alternate shader sources (glsl -> asm -> cg?) and the one * that succesfully compiles is used. */ clutter_shader_bind (shader, &error); if (error) { g_print ("unable to set shaders[%i] named '%s': %s", shader_no, shaders[shader_no].name, error->message); g_error_free (error); clutter_actor_set_shader (actor, NULL); } else { clutter_actor_set_shader (actor, NULL); clutter_actor_set_shader (actor, shader); clutter_actor_set_shader_param (actor, "radius", 3.0); clutter_actor_set_shader_param (actor, "brightness", 0.4); clutter_actor_set_shader_param (actor, "contrast", -1.9); } } return FALSE; } gint main (gint argc, gchar *argv[]) { ClutterTimeline *timeline; ClutterActor *actor; ClutterActor *stage; ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff }; ClutterShader *shader; GdkPixbuf *pixbuf; GError *error; clutter_init (&argc, &argv); stage = clutter_stage_get_default (); clutter_actor_set_size (stage, 512, 384); g_print ("applying shaders[%i] named '%s'\n", shader_no, shaders[shader_no].name); shader = clutter_shader_new (); error = NULL; clutter_shader_set_fragment_source (shader, shaders[shader_no].source, -1); clutter_shader_bind (shader, &error); if (error) { g_print ("unable to load shaders[%d] named '%s': %s\n", shader_no, shaders[shader_no].name, error->message); g_error_free (error); return EXIT_FAILURE; } pixbuf = gdk_pixbuf_new_from_file ("redhand.png", &error); if (!pixbuf) g_error("pixbuf load failed: %s", error ? error->message : "Unknown"); clutter_stage_set_title (CLUTTER_STAGE (stage), "Shader Test"); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); /* Create a timeline to manage animation */ timeline = clutter_timeline_new (360, 60); /* num frames, fps */ g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */ #ifndef TEST_GROUP actor = clutter_texture_new_from_pixbuf (pixbuf); #else actor = clutter_group_new (); { ClutterActor *child1, *child2, *child3, *child4; ClutterColor color = { 0xff, 0x22, 0x66, 0x99 }; child1 = clutter_texture_new_from_pixbuf (pixbuf); child2 = clutter_texture_new_from_pixbuf (pixbuf); child3 = clutter_rectangle_new (); child4 = clutter_label_new_with_text ("Sans 20px", "Shady stuff"); clutter_rectangle_set_color (child3, &color); clutter_actor_set_size (child3, 50, 50); clutter_actor_set_position (child1, 0, 0); clutter_actor_set_position (child2, 50, 100); clutter_actor_set_position (child3, 30, -30); clutter_actor_set_position (child4, -50, 20); clutter_group_add (CLUTTER_GROUP (actor), child1); clutter_group_add (CLUTTER_GROUP (actor), child2); clutter_group_add (CLUTTER_GROUP (actor), child3); clutter_group_add (CLUTTER_GROUP (actor), child4); clutter_actor_show_all (actor); } #endif clutter_actor_set_shader (actor, shader); clutter_actor_set_position (actor, 100, 100); clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor); clutter_actor_set_shader_param (actor, "brightness", 0.4); clutter_actor_set_shader_param (actor, "contrast", -1.9); clutter_actor_set_reactive (actor, TRUE); g_signal_connect (actor, "button-release-event", G_CALLBACK (button_release_cb), NULL); /*clutter_actor_set_opacity (actor, 0x77);*/ /* Show everying ( and map window ) */ clutter_actor_show_all (stage); /* and start it */ clutter_timeline_start (timeline); clutter_main (); return EXIT_SUCCESS; }