#include #include #include #include #include typedef struct { const char *name; const char *source; } ShaderSource; int test_cogl_shader_glsl_main (int argc, char *argv[]); /* 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 sampler2D in a variable tex. */ #define FRAGMENT_SHADER_VARS \ "uniform sampler2D tex;" \ "uniform float x_step, y_step;" #define FRAGMENT_SHADER_BEGIN \ "void main (){" \ " vec4 color = texture2D (tex, vec2(cogl_tex_coord_in[0]));" /* 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 \ " cogl_color_out = color;" \ " cogl_color_out = cogl_color_out * cogl_color_in;" \ "}" static ShaderSource shaders[]= { {"brightness-contrast", FRAGMENT_SHADER_VARS "uniform float brightness, contrast;" FRAGMENT_SHADER_BEGIN " color.rgb /= color.a;" " color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + " "vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);" " color.rgb *= color.a;" FRAGMENT_SHADER_END }, {"box-blur", FRAGMENT_SHADER_VARS "vec4 get_rgba_rel(sampler2D tex, float dx, float dy)" "{" " return texture2D (tex, cogl_tex_coord_in[0].st " " + vec2(dx, dy) * 2.0);" "}" FRAGMENT_SHADER_BEGIN " float count = 1.0;" " color += get_rgba_rel (tex, -x_step, -y_step); count++;" " color += get_rgba_rel (tex, -x_step, 0.0); count++;" " color += get_rgba_rel (tex, -x_step, y_step); 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, y_step); count++;" " color += get_rgba_rel (tex, x_step, -y_step); count++;" " color += get_rgba_rel (tex, x_step, 0.0); count++;" " color += get_rgba_rel (tex, x_step, y_step); count++;" " color = color / count;" FRAGMENT_SHADER_END }, {"invert", FRAGMENT_SHADER_VARS FRAGMENT_SHADER_BEGIN " color.rgb /= color.a;" " color.rgb = vec3(1.0, 1.0, 1.0) - color.rgb;\n" " color.rgb *= color.a;" FRAGMENT_SHADER_END }, {"brightness-contrast", FRAGMENT_SHADER_VARS "uniform float brightness;" "uniform float contrast;" FRAGMENT_SHADER_BEGIN " color.rgb /= color.a;" " 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;" " color.rgb *= color.a;" FRAGMENT_SHADER_END }, {"gray", FRAGMENT_SHADER_VARS 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_VARS FRAGMENT_SHADER_BEGIN " vec4 colorB = texture2D (tex, vec2(cogl_tex_coord_in[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 }, {"edge-detect", FRAGMENT_SHADER_VARS "float get_avg_rel(sampler2D texB, float dx, float dy)" "{" " vec4 colorB = texture2D (texB, cogl_tex_coord_in[0].st + vec2(dx, dy));" " return (colorB.r + colorB.g + colorB.b) / 3.0;" "}" FRAGMENT_SHADER_BEGIN " mat3 sobel_h = mat3( 1.0, 2.0, 1.0," " 0.0, 0.0, 0.0," " -1.0, -2.0, -1.0);" " mat3 sobel_v = mat3( 1.0, 0.0, -1.0," " 2.0, 0.0, -2.0," " 1.0, 0.0, -1.0);" " mat3 map = mat3( get_avg_rel(tex, -x_step, -y_step)," " get_avg_rel(tex, -x_step, 0.0)," " get_avg_rel(tex, -x_step, y_step)," " get_avg_rel(tex, 0.0, -y_step)," " get_avg_rel(tex, 0.0, 0.0)," " get_avg_rel(tex, 0.0, y_step)," " get_avg_rel(tex, x_step, -y_step)," " get_avg_rel(tex, x_step, 0.0)," " get_avg_rel(tex, x_step, y_step) );" " mat3 gh = sobel_h * map;" " mat3 gv = map * sobel_v;" " float avgh = (gh[0][0] + gh[0][1] + gh[0][2] +" " gh[1][0] + gh[1][1] + gh[1][2] +" " gh[2][0] + gh[2][1] + gh[2][2]) / 18.0 + 0.5;" " float avgv = (gv[0][0] + gv[0][1] + gv[0][2] +" " gv[1][0] + gv[1][1] + gv[1][2] +" " gv[2][0] + gv[2][1] + gv[2][2]) / 18.0 + 0.5;" " float avg = (avgh + avgv) / 2.0;" " color.r = avg * color.r;" " color.g = avg * color.g;" " color.b = avg * color.b;" FRAGMENT_SHADER_END } }; static CoglHandle redhand; static CoglMaterial *material; static unsigned int timeout_id = 0; static int shader_no = 0; static void paint_cb (ClutterActor *actor) { float stage_width = clutter_actor_get_width (actor); float stage_height = clutter_actor_get_height (actor); float image_width = cogl_texture_get_width (redhand); float image_height = cogl_texture_get_height (redhand); cogl_set_source (material); cogl_rectangle (stage_width/2.0f - image_width/2.0f, stage_height/2.0f - image_height/2.0f, stage_width/2.0f + image_width/2.0f, stage_height/2.0f + image_height/2.0f); } static void set_shader_num (int new_no) { CoglHandle shader; CoglHandle program; int image_width = cogl_texture_get_width (redhand); int image_height = cogl_texture_get_height (redhand); int uniform_no; g_print ("setting shaders[%i] named '%s'\n", new_no, shaders[new_no].name); shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT); cogl_shader_source (shader, shaders[new_no].source); cogl_shader_compile (shader); program = cogl_create_program (); cogl_program_attach_shader (program, shader); cogl_object_unref (shader); cogl_program_link (program); uniform_no = cogl_program_get_uniform_location (program, "tex"); cogl_program_set_uniform_1i (program, uniform_no, 0); uniform_no = cogl_program_get_uniform_location (program, "radius"); cogl_program_set_uniform_1f (program, uniform_no, 3.0); uniform_no = cogl_program_get_uniform_location (program, "brightness"); cogl_program_set_uniform_1f (program, uniform_no, 0.4); uniform_no = cogl_program_get_uniform_location (program, "contrast"); cogl_program_set_uniform_1f (program, uniform_no, -1.9); uniform_no = cogl_program_get_uniform_location (program, "x_step"); cogl_program_set_uniform_1f (program, uniform_no, 1.0f / image_width); uniform_no = cogl_program_get_uniform_location (program, "y_step"); cogl_program_set_uniform_1f (program, uniform_no, 1.0f / image_height); cogl_material_set_user_program (material, program); cogl_object_unref (program); shader_no = new_no; } static gboolean button_release_cb (ClutterActor *actor, ClutterEvent *event, gpointer data) { int new_no; /* Stop the automatic cycling if the user want to manually control * which shader to display */ g_clear_handle_id (&timeout_id, g_source_remove); if (event->button.button == 1) { new_no = shader_no - 1; if (new_no < 0) new_no = G_N_ELEMENTS (shaders) - 1; } else { new_no = shader_no + 1; if (new_no >= G_N_ELEMENTS (shaders)) new_no = 0; } set_shader_num (new_no); return CLUTTER_EVENT_STOP; } static gboolean key_release_cb (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { guint keysym = clutter_event_get_key_symbol (event); ClutterModifierType mods = clutter_event_get_state (event); if (keysym == CLUTTER_KEY_q || ((mods & CLUTTER_SHIFT_MASK) && keysym == CLUTTER_KEY_q)) clutter_main_quit (); return CLUTTER_EVENT_STOP; } static gboolean timeout_cb (gpointer user_data) { shader_no++; if (shader_no > (G_N_ELEMENTS (shaders) - 1)) shader_no = 0; set_shader_num (shader_no); return G_SOURCE_CONTINUE; } static gboolean idle_cb (gpointer data) { clutter_actor_queue_redraw (data); return G_SOURCE_CONTINUE; } static gboolean destroy_window_cb (ClutterStage *stage, ClutterEvent *event, gpointer user_data) { clutter_main_quit (); return CLUTTER_EVENT_STOP; } G_MODULE_EXPORT int test_cogl_shader_glsl_main (int argc, char *argv[]) { ClutterActor *stage; char *file; GError *error; ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff }; if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS) return 1; stage = clutter_stage_new (); clutter_stage_set_title (CLUTTER_STAGE (stage), "Assembly Shader Test"); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL); error = NULL; redhand = cogl_texture_new_from_file (file, COGL_TEXTURE_NO_ATLAS, COGL_PIXEL_FORMAT_ANY, &error); if (redhand == NULL) g_error ("image load failed: %s", error->message); material = cogl_material_new (); cogl_material_set_layer (material, 0, redhand); set_shader_num (0); g_signal_connect_after (stage, "paint", G_CALLBACK (paint_cb), NULL); clutter_actor_set_reactive (stage, TRUE); g_signal_connect (stage, "button-release-event", G_CALLBACK (button_release_cb), NULL); g_signal_connect (stage, "key-release-event", G_CALLBACK (key_release_cb), NULL); g_signal_connect (stage, "delete-event", G_CALLBACK (destroy_window_cb), NULL); timeout_id = clutter_threads_add_timeout (1000, timeout_cb, NULL); clutter_threads_add_idle (idle_cb, stage); clutter_actor_show (stage); clutter_main (); return EXIT_SUCCESS; }