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* 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.
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@ -1,3 +1,12 @@
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2008-06-06 Neil Roberts <neil@o-hand.com>
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* tests/test-shader.c: Fixed to use sampler2D instead of
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sampler2DRect now that GL_TEXTURE_RECTANGLE support is disabled in
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revision 2834. The ClutterTexture actor now has the
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'disable-slicing' property set. The distance in texture
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coordinates between pixels is passed in as a uniform so that the
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box-blur shader can still work.
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2008-06-06 Emmanuele Bassi <ebassi@openedhand.com>
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Bug #952 - Fix test-textures in trunk
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@ -22,12 +22,13 @@ typedef struct
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*/
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/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already
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* initialized, from a sampler2DRect in a variable tex.
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* initialized, from a sampler2D in a variable tex.
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*/
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#define FRAGMENT_SHADER_BEGIN \
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"uniform sampler2DRect tex;" \
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"uniform sampler2D tex;" \
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"uniform float x_step, y_step;" \
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"void main (){" \
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" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
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" vec4 color = texture2D (tex, vec2(gl_TexCoord[0].st));"
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/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
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* blended with the gl specified color (makes the opacity of actors work
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@ -57,29 +58,31 @@ static ShaderSource shaders[]=
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"for (u=-radius;u<radius;u++)"
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" for (v=-radius;v<radius;v++)"
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" {"
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" color += texture2DRect(tex, "
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" vec2(gl_TexCoord[0].s + u * 2.0, gl_TexCoord[0].t +v * 2.0));"
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" color += texture2D(tex, "
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" vec2(gl_TexCoord[0].s + u * 2.0 * x_step, "
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" gl_TexCoord[0].t + v * 2.0 * y_step));"
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" count ++;"
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" }"
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"color = color / float(count);"
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FRAGMENT_SHADER_END
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#else
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"vec4 get_rgba_rel(sampler2DRect tex, float dx, float dy)"
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"vec4 get_rgba_rel(sampler2D tex, float dx, float dy)"
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"{"
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" return texture2DRect (tex, gl_TexCoord[0].st + vec2(dx,dy) * 2.0);"
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" return texture2D (tex, gl_TexCoord[0].st "
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" + vec2(dx, dy) * 2.0);"
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"}"
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FRAGMENT_SHADER_BEGIN
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" float count = 1.0;"
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" color += get_rgba_rel (tex, -1.0, -1.0); count++;"
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" color += get_rgba_rel (tex, -1.0, 0.0); count++;"
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" color += get_rgba_rel (tex, -1.0, 1.0); count++;"
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" color += get_rgba_rel (tex, 0.0, -1.0); count++;"
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" color += get_rgba_rel (tex, -x_step, -y_step); count++;"
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" color += get_rgba_rel (tex, -x_step, 0.0); count++;"
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" color += get_rgba_rel (tex, -x_step, y_step); count++;"
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" color += get_rgba_rel (tex, 0.0, -y_step); count++;"
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" color += get_rgba_rel (tex, 0.0, 0.0); count++;"
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" color += get_rgba_rel (tex, 0.0, 1.0); count++;"
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" color += get_rgba_rel (tex, 1.0, -1.0); count++;"
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" color += get_rgba_rel (tex, 1.0, 0.0); count++;"
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" color += get_rgba_rel (tex, 1.0, 1.0); count++;"
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" color += get_rgba_rel (tex, 0.0, y_step); count++;"
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" color += get_rgba_rel (tex, x_step, -y_step); count++;"
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" color += get_rgba_rel (tex, x_step, 0.0); count++;"
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" color += get_rgba_rel (tex, x_step, y_step); count++;"
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" color = color / count;"
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FRAGMENT_SHADER_END
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#endif
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@ -112,7 +115,7 @@ static ShaderSource shaders[]=
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{"combined-mirror",
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FRAGMENT_SHADER_BEGIN
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" vec4 colorB = texture2DRect (tex, vec2(gl_TexCoord[0].ts));"
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" vec4 colorB = texture2D (tex, vec2(gl_TexCoord[0].ts));"
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" float avg = (color.r + color.g + color.b) / 3.0;"
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" color.r = avg;"
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" color.g = avg;"
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@ -132,6 +135,8 @@ button_release_cb (ClutterActor *actor,
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gpointer data)
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{
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gint new_no;
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int tex_width;
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int tex_height;
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if (event->button.button == 1)
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{
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@ -179,6 +184,19 @@ button_release_cb (ClutterActor *actor,
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clutter_actor_set_shader_param (actor, "radius", 3.0);
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clutter_actor_set_shader_param (actor, "brightness", 0.4);
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clutter_actor_set_shader_param (actor, "contrast", -1.9);
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if (CLUTTER_IS_TEXTURE (actor))
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{
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tex_width = clutter_actor_get_width (actor);
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tex_width = clutter_util_next_p2 (tex_width);
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tex_height = clutter_actor_get_height (actor);
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tex_height = clutter_util_next_p2 (tex_height);
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clutter_actor_set_shader_param (actor, "x_step",
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1.0f / tex_width);
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clutter_actor_set_shader_param (actor, "y_step",
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1.0f / tex_height);
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}
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}
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}
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return FALSE;
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@ -229,9 +247,14 @@ main (gint argc,
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g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */
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#ifndef TEST_GROUP
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actor = g_object_new (CLUTTER_TYPE_TEXTURE,
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"filename", "redhand.png",
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"disable-slicing", TRUE,
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NULL);
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actor = clutter_texture_new_from_file ("redhand.png", &error);
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if (!actor)
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g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
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#else
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actor = clutter_group_new ();
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{
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