mutter/tests/test-shader.c

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/*#define TEST_GROUP */
#include <clutter/clutter.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
/* 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
*/
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/* 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));"
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/* 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
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" 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;u<radius;u++)"
" for (v=-radius;v<radius;v++)"
" {"
" color += texture2DRect(tex, "
" vec2(gl_TexCoord[0].s + u * 2.0, gl_TexCoord[0].t +v * 2.0));"
" count ++;"
" }"
"color = color / float(count);"
FRAGMENT_SHADER_END
#else
"vec4 get_rgba_rel(sampler2DRect tex, float dx, float dy)"
"{"
" return texture2DRect (tex, gl_TexCoord[0].st + vec2(dx,dy) * 2.0);"
"}"
FRAGMENT_SHADER_BEGIN
" float count = 1.0;"
" color += get_rgba_rel (tex, -1.0, -1.0); count++;"
" color += get_rgba_rel (tex, -1.0, 0.0); count++;"
" color += get_rgba_rel (tex, -1.0, 1.0); count++;"
" color += get_rgba_rel (tex, 0.0, -1.0); count++;"
" color += get_rgba_rel (tex, 0.0, 0.0); count++;"
" color += get_rgba_rel (tex, 0.0, 1.0); count++;"
" color += get_rgba_rel (tex, 1.0, -1.0); count++;"
" color += get_rgba_rel (tex, 1.0, 0.0); count++;"
" color += get_rgba_rel (tex, 1.0, 1.0); count++;"
" color = color / count;"
FRAGMENT_SHADER_END
#endif
},
{"invert",
FRAGMENT_SHADER_BEGIN
" color.rgb = vec3(1.0, 1.0, 1.0) - color.rgb;\n"
FRAGMENT_SHADER_END
},
{"brightness-contrast",
"uniform float brightness;"
"uniform float contrast;"
FRAGMENT_SHADER_BEGIN
" color.r = (color.r - 0.5) * contrast + brightness + 0.5;"
" color.g = (color.g - 0.5) * contrast + brightness + 0.5;"
" color.b = (color.b - 0.5) * contrast + brightness + 0.5;"
FRAGMENT_SHADER_END
},
{"gray",
FRAGMENT_SHADER_BEGIN
" float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;"
" color.g = avg;"
" color.b = avg;"
FRAGMENT_SHADER_END
},
{"combined-mirror",
FRAGMENT_SHADER_BEGIN
" vec4 colorB = texture2DRect (tex, vec2(gl_TexCoord[0].ts));"
" float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;"
" color.g = avg;"
" color.b = avg;"
" color = (color + colorB)/2.0;"
FRAGMENT_SHADER_END
},
/* Terminating NULL sentinel */
{NULL, NULL}
};
static gint shader_no = 0;
static gboolean
button_release_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer data)
{
gint new_no;
if (event->button.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;
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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
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* 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_compile (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;
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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_compile (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;
}