/*#define TEST_GROUP */ #include #include "../config.h" #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; /* These variables are used instead of the standard GLSL variables on GLES 2 */ #ifdef HAVE_COGL_GLES2 #define GLES2_VARS \ "precision mediump float;\n" \ "varying vec2 tex_coord;\n" \ "varying vec4 frag_color;\n" #define TEX_COORD "tex_coord" #define COLOR_VAR "frag_color" #else /* HAVE_COGL_GLES2 */ #define GLES2_VARS "" #define TEX_COORD "gl_TexCoord[0]" #define COLOR_VAR "gl_Color" #endif /* HAVE_COGL_GLES2 */ /* 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 \ GLES2_VARS \ "uniform sampler2D tex;" \ "uniform float x_step, y_step;" \ #define FRAGMENT_SHADER_BEGIN \ "void main (){" \ " vec4 color = texture2D (tex, vec2(" TEX_COORD "));" /* 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 * " COLOR_VAR ";" \ "}" 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 #if GPU_SUPPORTS_DYNAMIC_BRANCHING "uniform float radius;" FRAGMENT_SHADER_BEGIN "float u, v;" "int count = 1;" "for (u=-radius;u= 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_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_int (actor, "tex", 0); clutter_actor_set_shader_param_float (actor, "radius", 3.0); clutter_actor_set_shader_param_float (actor, "brightness", 0.4); clutter_actor_set_shader_param_float (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_float (actor, "x_step", 1.0f / tex_width); clutter_actor_set_shader_param_float (actor, "y_step", 1.0f / tex_height); } } } } 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; } set_shader_num (actor, new_no); return FALSE; } #ifdef HAVE_COGL_GLES2 static gboolean timeout_cb (gpointer data) { int new_no = shader_no + 1; if (shaders[new_no].name == NULL) new_no = 0; set_shader_num (CLUTTER_ACTOR (data), new_no); return TRUE; } #endif /* HAVE_COGL_GLES2 */ G_MODULE_EXPORT gint test_shader_main (gint argc, gchar *argv[]) { ClutterActor *actor; ClutterActor *stage; ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff }; ClutterShader *shader; 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_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; } clutter_stage_set_title (CLUTTER_STAGE (stage), "Shader Test"); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); #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); if (!actor) g_error("pixbuf load failed: %s", error ? error->message : "Unknown"); #else actor = clutter_group_new (); { ClutterActor *child1, *child2, *child3, *child4; ClutterColor color = { 0xff, 0x22, 0x66, 0x99 }; child1 = clutter_texture_new_from_file ("redhand.png", &error); if (!child1) g_error("pixbuf load failed: %s", error ? error->message : "Unknown"); child2 = clutter_texture_new_from_file ("redhand.png", &error); if (!child2) g_error("pixbuf load failed: %s", error ? error->message : "Unknown"); child3 = clutter_rectangle_new (); child4 = clutter_text_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_int (actor, "tex", 0); clutter_actor_set_shader_param_float (actor, "brightness", 0.4); clutter_actor_set_shader_param_float (actor, "contrast", -1.9); clutter_actor_set_reactive (actor, TRUE); g_signal_connect (actor, "button-release-event", G_CALLBACK (button_release_cb), NULL); #ifdef HAVE_COGL_GLES2 /* On an embedded platform it is difficult to right click so we will cycle through the shaders automatically */ g_timeout_add_seconds (3, timeout_cb, actor); #endif /* Show everying ( and map window ) */ clutter_actor_show_all (stage); clutter_main (); return EXIT_SUCCESS; }