mirror of
https://github.com/brl/mutter.git
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a26119b551
The removes the use of cogl_program_use which has been deprecated and instead of using the cogl_program_uniform functions we now use the cogl_program_set_uniform methods.
378 lines
11 KiB
C
378 lines
11 KiB
C
#include <clutter/clutter.h>
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#include <errno.h>
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#include <stdlib.h>
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#include <glib.h>
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#include <gmodule.h>
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typedef struct
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{
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char *name;
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char *source;
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} ShaderSource;
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/* These variables are used instead of the standard GLSL variables on
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GLES 2 */
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#ifdef COGL_HAS_GLES2
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#define GLES2_VARS \
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"precision mediump float;\n" \
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"varying vec2 tex_coord[1];\n" \
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"varying vec4 frag_color;\n"
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#define TEX_COORD "tex_coord[0]"
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#define COLOR_VAR "frag_color"
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#else /* COGL_HAS_GLES2 */
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#define GLES2_VARS ""
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#define TEX_COORD "gl_TexCoord[0]"
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#define COLOR_VAR "gl_Color"
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#endif /* COGL_HAS_GLES2 */
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/* a couple of boilerplate defines that are common amongst all the
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* sample shaders
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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 sampler2D in a variable tex.
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*/
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#define FRAGMENT_SHADER_VARS \
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GLES2_VARS \
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"uniform sampler2D tex;" \
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"uniform float x_step, y_step;" \
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#define FRAGMENT_SHADER_BEGIN \
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"void main (){" \
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" vec4 color = texture2D (tex, vec2(" TEX_COORD "));"
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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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* correctly).
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*/
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#define FRAGMENT_SHADER_END \
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" gl_FragColor = color;" \
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" gl_FragColor = gl_FragColor * " COLOR_VAR ";" \
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"}"
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static ShaderSource shaders[]=
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{
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{"brightness-contrast",
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FRAGMENT_SHADER_VARS
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"uniform float brightness, contrast;"
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FRAGMENT_SHADER_BEGIN
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" color.rgb /= color.a;"
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" color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + "
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"vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);"
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" color.rgb *= color.a;"
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FRAGMENT_SHADER_END
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},
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{"box-blur",
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FRAGMENT_SHADER_VARS
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#if GPU_SUPPORTS_DYNAMIC_BRANCHING
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"uniform float radius;"
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FRAGMENT_SHADER_BEGIN
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"float u, v;"
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"int count = 1;"
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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 += texture2D(tex, "
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" vec2(" TEX_COORD ".s + u * 2.0 * x_step, "
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" " TEX_COORD ".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(sampler2D tex, float dx, float dy)"
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"{"
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" return texture2D (tex, " TEX_COORD ".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, -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, 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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},
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{"invert",
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FRAGMENT_SHADER_VARS
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FRAGMENT_SHADER_BEGIN
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" color.rgb /= color.a;"
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" color.rgb = vec3(1.0, 1.0, 1.0) - color.rgb;\n"
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" color.rgb *= color.a;"
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FRAGMENT_SHADER_END
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},
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{"brightness-contrast",
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FRAGMENT_SHADER_VARS
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"uniform float brightness;"
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"uniform float contrast;"
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FRAGMENT_SHADER_BEGIN
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" color.rgb /= color.a;"
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" color.r = (color.r - 0.5) * contrast + brightness + 0.5;"
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" color.g = (color.g - 0.5) * contrast + brightness + 0.5;"
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" color.b = (color.b - 0.5) * contrast + brightness + 0.5;"
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" color.rgb *= color.a;"
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FRAGMENT_SHADER_END
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},
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{"gray",
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FRAGMENT_SHADER_VARS
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FRAGMENT_SHADER_BEGIN
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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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" color.b = avg;"
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FRAGMENT_SHADER_END
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},
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{"combined-mirror",
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FRAGMENT_SHADER_VARS
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FRAGMENT_SHADER_BEGIN
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" vec4 colorB = texture2D (tex, vec2(" TEX_COORD ".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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" color.b = avg;"
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" color = (color + colorB)/2.0;"
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FRAGMENT_SHADER_END
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},
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{"edge-detect",
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FRAGMENT_SHADER_VARS
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"float get_avg_rel(sampler2D texB, float dx, float dy)"
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"{"
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" vec4 colorB = texture2D (texB, " TEX_COORD ".st + vec2(dx, dy));"
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" return (colorB.r + colorB.g + colorB.b) / 3.0;"
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"}"
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FRAGMENT_SHADER_BEGIN
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" mat3 sobel_h = mat3( 1.0, 2.0, 1.0,"
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" 0.0, 0.0, 0.0,"
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" -1.0, -2.0, -1.0);"
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" mat3 sobel_v = mat3( 1.0, 0.0, -1.0,"
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" 2.0, 0.0, -2.0,"
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" 1.0, 0.0, -1.0);"
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" mat3 map = mat3( get_avg_rel(tex, -x_step, -y_step),"
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" get_avg_rel(tex, -x_step, 0.0),"
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" get_avg_rel(tex, -x_step, y_step),"
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" get_avg_rel(tex, 0.0, -y_step),"
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" get_avg_rel(tex, 0.0, 0.0),"
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" get_avg_rel(tex, 0.0, y_step),"
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" get_avg_rel(tex, x_step, -y_step),"
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" get_avg_rel(tex, x_step, 0.0),"
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" get_avg_rel(tex, x_step, y_step) );"
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" mat3 gh = sobel_h * map;"
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" mat3 gv = map * sobel_v;"
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" float avgh = (gh[0][0] + gh[0][1] + gh[0][2] +"
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" gh[1][0] + gh[1][1] + gh[1][2] +"
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" gh[2][0] + gh[2][1] + gh[2][2]) / 18.0 + 0.5;"
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" float avgv = (gv[0][0] + gv[0][1] + gv[0][2] +"
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" gv[1][0] + gv[1][1] + gv[1][2] +"
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" gv[2][0] + gv[2][1] + gv[2][2]) / 18.0 + 0.5;"
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" float avg = (avgh + avgv) / 2.0;"
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" color.r = avg * color.r;"
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" color.g = avg * color.g;"
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" color.b = avg * color.b;"
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FRAGMENT_SHADER_END
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}
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};
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static CoglHandle redhand;
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static CoglMaterial *material;
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static unsigned int timeout_id = 0;
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static int shader_no = 0;
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static void
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paint_cb (ClutterActor *actor)
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{
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int stage_width = clutter_actor_get_width (actor);
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int stage_height = clutter_actor_get_height (actor);
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int image_width = cogl_texture_get_width (redhand);
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int image_height = cogl_texture_get_height (redhand);
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cogl_set_source (material);
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cogl_rectangle (stage_width/2.0f - image_width/2.0f,
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stage_height/2.0f - image_height/2.0f,
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stage_width/2.0f + image_width/2.0f,
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stage_height/2.0f + image_height/2.0f);
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}
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static void
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set_shader_num (int new_no)
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{
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CoglHandle shader;
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CoglHandle program;
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int image_width = cogl_texture_get_width (redhand);
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int image_height = cogl_texture_get_height (redhand);
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int uniform_no;
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g_print ("setting shaders[%i] named '%s'\n",
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new_no,
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shaders[new_no].name);
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shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (shader, shaders[new_no].source);
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cogl_shader_compile (shader);
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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cogl_handle_unref (shader);
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cogl_program_link (program);
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uniform_no = cogl_program_get_uniform_location (program, "tex");
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cogl_program_set_uniform_1i (program, uniform_no, 0);
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uniform_no = cogl_program_get_uniform_location (program, "radius");
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cogl_program_set_uniform_1f (program, uniform_no, 3.0);
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uniform_no = cogl_program_get_uniform_location (program, "brightness");
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cogl_program_set_uniform_1f (program, uniform_no, 0.4);
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uniform_no = cogl_program_get_uniform_location (program, "contrast");
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cogl_program_set_uniform_1f (program, uniform_no, -1.9);
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uniform_no = cogl_program_get_uniform_location (program, "x_step");
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cogl_program_set_uniform_1f (program, uniform_no, 1.0f / image_width);
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uniform_no = cogl_program_get_uniform_location (program, "y_step");
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cogl_program_set_uniform_1f (program, uniform_no, 1.0f / image_height);
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cogl_material_set_user_program (material, program);
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cogl_handle_unref (program);
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shader_no = new_no;
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}
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static gboolean
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button_release_cb (ClutterActor *actor,
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ClutterEvent *event,
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void *data)
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{
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int new_no;
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/* Stop the automatic cycling if the user want to manually control
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* which shader to display */
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if (timeout_id)
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{
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g_source_remove (timeout_id);
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timeout_id = 0;
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}
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if (event->button.button == 1)
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{
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new_no = shader_no - 1;
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if (new_no < 0)
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new_no = G_N_ELEMENTS (shaders) - 1;
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}
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else
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{
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new_no = shader_no + 1;
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if (new_no >= G_N_ELEMENTS (shaders))
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new_no = 0;
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}
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set_shader_num (new_no);
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return FALSE;
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}
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static gboolean
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key_release_cb (ClutterActor *actor,
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ClutterEvent *event,
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void *user_data)
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{
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if (event->key.keyval == CLUTTER_Q || event->key.keyval == CLUTTER_q)
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clutter_main_quit ();
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return FALSE;
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}
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static gboolean
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timeout_cb (void *user_data)
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{
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shader_no++;
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if (shader_no > (G_N_ELEMENTS (shaders) - 1))
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shader_no = 0;
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set_shader_num (shader_no);
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return TRUE;
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}
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static gboolean
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idle_cb (void *data)
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{
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clutter_actor_queue_redraw (data);
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return TRUE;
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}
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static gboolean
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destroy_window_cb (ClutterStage *stage,
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ClutterEvent *event,
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void *user_data)
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{
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clutter_main_quit ();
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return TRUE;
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}
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G_MODULE_EXPORT int
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test_cogl_shader_glsl_main (int argc, char *argv[])
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{
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ClutterActor *stage;
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char *file;
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GError *error;
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ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
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clutter_init (&argc, &argv);
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stage = clutter_stage_new ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Assembly Shader Test");
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
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error = NULL;
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redhand = cogl_texture_new_from_file (file, 0, COGL_PIXEL_FORMAT_ANY,
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&error);
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if (redhand == COGL_INVALID_HANDLE)
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g_error ("image load failed: %s", error->message);
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material = cogl_material_new ();
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cogl_material_set_layer (material, 0, redhand);
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set_shader_num (0);
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g_signal_connect_after (stage, "paint", G_CALLBACK (paint_cb), NULL);
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clutter_actor_set_reactive (stage, TRUE);
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g_signal_connect (stage, "button-release-event",
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G_CALLBACK (button_release_cb), NULL);
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g_signal_connect (stage, "key-release-event",
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G_CALLBACK (key_release_cb), NULL);
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g_signal_connect (stage, "delete-event",
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G_CALLBACK (destroy_window_cb), NULL);
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timeout_id = g_timeout_add (1000, timeout_cb, NULL);
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g_idle_add (idle_cb, stage);
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clutter_actor_show_all (stage);
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clutter_main ();
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return EXIT_SUCCESS;
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}
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