mutter/tests/test-shader.c
Øyvind Kolås 2994de63ef * tests/test-shader.c: (button_release_cb): added simplified
implementation of a box-blur shader from Gwenole Beauchesne that
should work on GLSL implementing low-end IGPs not implementing
dynamic branching. The original code used crashed some of these
due to bugs in drivers or similar. Resolves bug #710.
2008-02-07 16:52:12 +00:00

308 lines
9.2 KiB
C

/*#define TEST_GROUP */
#include <clutter/clutter.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
/* 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;
static ShaderSource shaders[]=
{
{"brightness-contrast",
"uniform float brightness;"
"uniform float contrast;"
"uniform sampler2DRect pend_s3_tex;"
""
"void main()"
"{"
" vec4 pend_s4_result;"
" pend_s4_result = texture2DRect(pend_s3_tex, gl_TexCoord[0].xy);"
" pend_s4_result.x = (pend_s4_result.x - 0.5)*contrast + brightness + 0.5;"
" pend_s4_result.y = (pend_s4_result.y - 0.5)*contrast + brightness + 0.5;"
" pend_s4_result.z = (pend_s4_result.z - 0.5)*contrast + brightness + 0.5;"
" gl_FragColor = pend_s4_result;"
" gl_FragColor = gl_FragColor * gl_Color;"
"}",
},
{"box-blur",
#if GPU_SUPPORTS_DYNAMIC_BRANCHING
"uniform float radius ;"
"uniform sampler2DRect rectTexture;"
""
"void main()"
"{"
" vec4 color = texture2DRect(rectTexture, gl_TexCoord[0].st);"
" float u;"
" float v;"
" int count = 1;"
" for (u=-radius;u<radius;u++)"
" for (v=-radius;v<radius;v++)"
" {"
" color += texture2DRect(rectTexture, vec2(gl_TexCoord[0].s + u * 2.0, gl_TexCoord[0].t +v * 2.0));"
" count ++;"
" }"
""
" gl_FragColor = color / float(count);"
" gl_FragColor = gl_FragColor * gl_Color;"
"}"
#else
"uniform sampler2DRect rectTexture;"
"vec4 tex_load(const vec2 coord)"
"{"
" return texture2DRect (rectTexture, gl_TexCoord[0].st + coord * 2.0);"
"}"
""
"void main()"
"{"
" vec4 color;"
" float count = 1.0;"
""
" color = texture2DRect (rectTexture, gl_TexCoord[0].st);"
" color += tex_load (vec2 (-1.0, -1.0)); count++;"
" color += tex_load (vec2 (-1.0, 0.0)); count++;"
" color += tex_load (vec2 (-1.0, 1.0)); count++;"
" color += tex_load (vec2 ( 0.0, -1.0)); count++;"
" color += tex_load (vec2 ( 0.0, 0.0)); count++;"
" color += tex_load (vec2 ( 0.0, 1.0)); count++;"
" color += tex_load (vec2 ( 1.0, -1.0)); count++;"
" color += tex_load (vec2 ( 1.0, 0.0)); count++;"
" color += tex_load (vec2 ( 1.0, 1.0)); count++;"
""
" gl_FragColor = color / count;"
" gl_FragColor = gl_FragColor * gl_Color;"
"}"
#endif
},
{"invert",
"uniform sampler2DRect tex;\n"
"void main ()\n"
"{\n"
" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));\n"
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) - color;\n"
" gl_FragColor.a = color.a;\n"
" gl_FragColor = gl_FragColor * gl_Color;"
"}"
},
{"brightness-contrast",
"uniform sampler2DRect tex;"
"uniform float brightness;"
"uniform float contrast;"
"void main ()"
"{"
" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
" 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;"
" gl_FragColor = color;"
" gl_FragColor = gl_FragColor * gl_Color;"
"}",
},
{"gray",
"uniform sampler2DRect tex;"
"void main ()"
"{"
" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
" float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;"
" color.g = avg;"
" color.b = avg;"
" gl_FragColor = color;"
" gl_FragColor = gl_FragColor * gl_Color;"
"}",
},
{"combined-mirror",
"uniform sampler2DRect tex;"
"void main ()"
"{"
" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
" vec4 colorB = texture2DRect (tex, vec2(gl_TexCoord[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;"
" gl_FragColor = color;"
" gl_FragColor = gl_FragColor * gl_Color;"
"}",
},
{NULL, NULL}
};
static gint shader_no = 0;
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;
}
if (new_no >= 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_bind (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 (actor, "radius", 3.0);
clutter_actor_set_shader_param (actor, "brightness", 0.4);
clutter_actor_set_shader_param (actor, "contrast", -1.9);
}
}
return FALSE;
}
gint
main (gint argc,
gchar *argv[])
{
ClutterTimeline *timeline;
ClutterActor *actor;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
ClutterShader *shader;
GdkPixbuf *pixbuf;
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_bind (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;
}
pixbuf = gdk_pixbuf_new_from_file ("redhand.png", &error);
if (!pixbuf)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
clutter_stage_set_title (CLUTTER_STAGE (stage), "Shader Test");
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
/* Create a timeline to manage animation */
timeline = clutter_timeline_new (360, 60); /* num frames, fps */
g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */
#ifndef TEST_GROUP
actor = clutter_texture_new_from_pixbuf (pixbuf);
#else
actor = clutter_group_new ();
{
ClutterActor *child1, *child2, *child3, *child4;
ClutterColor color = { 0xff, 0x22, 0x66, 0x99 };
child1 = clutter_texture_new_from_pixbuf (pixbuf);
child2 = clutter_texture_new_from_pixbuf (pixbuf);
child3 = clutter_rectangle_new ();
child4 = clutter_label_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 (actor, "brightness", 0.4);
clutter_actor_set_shader_param (actor, "contrast", -1.9);
clutter_actor_set_reactive (actor, TRUE);
g_signal_connect (actor, "button-release-event",
G_CALLBACK (button_release_cb), NULL);
/*clutter_actor_set_opacity (actor, 0x77);*/
/* Show everying ( and map window ) */
clutter_actor_show_all (stage);
/* and start it */
clutter_timeline_start (timeline);
clutter_main ();
return EXIT_SUCCESS;
}