* tests/test-shader.c: Fixed to use sampler2D instead of

sampler2DRect now that GL_TEXTURE_RECTANGLE support is disabled in
	revision 2834. The ClutterTexture actor now has the
	'disable-slicing' property set. The distance in texture
	coordinates between pixels is passed in as a uniform so that the
	box-blur shader can still work.
This commit is contained in:
Neil Roberts 2008-06-06 15:00:12 +00:00
parent 80cc7351b7
commit b2bebe0586
2 changed files with 51 additions and 19 deletions

View File

@ -1,3 +1,12 @@
2008-06-06 Neil Roberts <neil@o-hand.com>
* tests/test-shader.c: Fixed to use sampler2D instead of
sampler2DRect now that GL_TEXTURE_RECTANGLE support is disabled in
revision 2834. The ClutterTexture actor now has the
'disable-slicing' property set. The distance in texture
coordinates between pixels is passed in as a uniform so that the
box-blur shader can still work.
2008-06-06 Emmanuele Bassi <ebassi@openedhand.com> 2008-06-06 Emmanuele Bassi <ebassi@openedhand.com>
Bug #952 - Fix test-textures in trunk Bug #952 - Fix test-textures in trunk

View File

@ -22,12 +22,13 @@ typedef struct
*/ */
/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already /* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already
* initialized, from a sampler2DRect in a variable tex. * initialized, from a sampler2D in a variable tex.
*/ */
#define FRAGMENT_SHADER_BEGIN \ #define FRAGMENT_SHADER_BEGIN \
"uniform sampler2DRect tex;" \ "uniform sampler2D tex;" \
"uniform float x_step, y_step;" \
"void main (){" \ "void main (){" \
" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));" " vec4 color = texture2D (tex, vec2(gl_TexCoord[0].st));"
/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly /* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
* blended with the gl specified color (makes the opacity of actors work * blended with the gl specified color (makes the opacity of actors work
@ -57,29 +58,31 @@ static ShaderSource shaders[]=
"for (u=-radius;u<radius;u++)" "for (u=-radius;u<radius;u++)"
" for (v=-radius;v<radius;v++)" " for (v=-radius;v<radius;v++)"
" {" " {"
" color += texture2DRect(tex, " " color += texture2D(tex, "
" vec2(gl_TexCoord[0].s + u * 2.0, gl_TexCoord[0].t +v * 2.0));" " vec2(gl_TexCoord[0].s + u * 2.0 * x_step, "
" gl_TexCoord[0].t + v * 2.0 * y_step));"
" count ++;" " count ++;"
" }" " }"
"color = color / float(count);" "color = color / float(count);"
FRAGMENT_SHADER_END FRAGMENT_SHADER_END
#else #else
"vec4 get_rgba_rel(sampler2DRect tex, float dx, float dy)" "vec4 get_rgba_rel(sampler2D tex, float dx, float dy)"
"{" "{"
" return texture2DRect (tex, gl_TexCoord[0].st + vec2(dx,dy) * 2.0);" " return texture2D (tex, gl_TexCoord[0].st "
" + vec2(dx, dy) * 2.0);"
"}" "}"
FRAGMENT_SHADER_BEGIN FRAGMENT_SHADER_BEGIN
" float count = 1.0;" " float count = 1.0;"
" color += get_rgba_rel (tex, -1.0, -1.0); count++;" " color += get_rgba_rel (tex, -x_step, -y_step); count++;"
" color += get_rgba_rel (tex, -1.0, 0.0); count++;" " color += get_rgba_rel (tex, -x_step, 0.0); count++;"
" color += get_rgba_rel (tex, -1.0, 1.0); count++;" " color += get_rgba_rel (tex, -x_step, y_step); count++;"
" color += get_rgba_rel (tex, 0.0, -1.0); count++;" " color += get_rgba_rel (tex, 0.0, -y_step); count++;"
" color += get_rgba_rel (tex, 0.0, 0.0); 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, 0.0, y_step); count++;"
" color += get_rgba_rel (tex, 1.0, -1.0); count++;" " color += get_rgba_rel (tex, x_step, -y_step); count++;"
" color += get_rgba_rel (tex, 1.0, 0.0); count++;" " color += get_rgba_rel (tex, x_step, 0.0); count++;"
" color += get_rgba_rel (tex, 1.0, 1.0); count++;" " color += get_rgba_rel (tex, x_step, y_step); count++;"
" color = color / count;" " color = color / count;"
FRAGMENT_SHADER_END FRAGMENT_SHADER_END
#endif #endif
@ -112,7 +115,7 @@ static ShaderSource shaders[]=
{"combined-mirror", {"combined-mirror",
FRAGMENT_SHADER_BEGIN FRAGMENT_SHADER_BEGIN
" vec4 colorB = texture2DRect (tex, vec2(gl_TexCoord[0].ts));" " vec4 colorB = texture2D (tex, vec2(gl_TexCoord[0].ts));"
" float avg = (color.r + color.g + color.b) / 3.0;" " float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;" " color.r = avg;"
" color.g = avg;" " color.g = avg;"
@ -132,6 +135,8 @@ button_release_cb (ClutterActor *actor,
gpointer data) gpointer data)
{ {
gint new_no; gint new_no;
int tex_width;
int tex_height;
if (event->button.button == 1) if (event->button.button == 1)
{ {
@ -179,6 +184,19 @@ button_release_cb (ClutterActor *actor,
clutter_actor_set_shader_param (actor, "radius", 3.0); clutter_actor_set_shader_param (actor, "radius", 3.0);
clutter_actor_set_shader_param (actor, "brightness", 0.4); clutter_actor_set_shader_param (actor, "brightness", 0.4);
clutter_actor_set_shader_param (actor, "contrast", -1.9); clutter_actor_set_shader_param (actor, "contrast", -1.9);
if (CLUTTER_IS_TEXTURE (actor))
{
tex_width = clutter_actor_get_width (actor);
tex_width = clutter_util_next_p2 (tex_width);
tex_height = clutter_actor_get_height (actor);
tex_height = clutter_util_next_p2 (tex_height);
clutter_actor_set_shader_param (actor, "x_step",
1.0f / tex_width);
clutter_actor_set_shader_param (actor, "y_step",
1.0f / tex_height);
}
} }
} }
return FALSE; return FALSE;
@ -229,9 +247,14 @@ main (gint argc,
g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */ g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */
#ifndef TEST_GROUP #ifndef TEST_GROUP
actor = g_object_new (CLUTTER_TYPE_TEXTURE,
"filename", "redhand.png",
"disable-slicing", TRUE,
NULL);
actor = clutter_texture_new_from_file ("redhand.png", &error); actor = clutter_texture_new_from_file ("redhand.png", &error);
if (!actor) if (!actor)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown"); g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
#else #else
actor = clutter_group_new (); actor = clutter_group_new ();
{ {