mutter/tests/interactive/test-cogl-shader-arbfp.c
Robert Bragg f6a1f56031 tests/interactive: Adds a test-cogl-shader-arbfp.c
This tests the ARBfp support for cogl_program and cogl_shader using the
shaders Chris Lord adapted from test-shader when he was experimenting
with adding ARBfp support to clutter back in 2008 (See:
http://bugzilla.clutter-project.org/show_bug.cgi?id=1049)
2010-08-09 17:27:02 +01:00

405 lines
11 KiB
C

#include <clutter/clutter.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
#include <gmodule.h>
typedef struct
{
char *name;
char *source;
} ShaderSource;
static ShaderSource shaders[]=
{
/*{"brightness-contrast",
FRAGMENT_SHADER_VARS
"uniform float brightness, contrast;"
FRAGMENT_SHADER_BEGIN
" color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + "
"vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);"
FRAGMENT_SHADER_END
},*/
{"brightness-contrast",
"!!ARBfp1.0\n"
"PARAM bc = program.local[0];"
"TEMP color;"
"TEMP color2;"
"TEX color.rgba, fragment.texcoord[0], texture[0], 2D;"
"SUB color.rgb, color, 0.5;"
"MUL color2, color, bc.w;"
"ADD color.rgb, color2, bc.z;"
"MOV result.color, color;"
"END"
},
/*{"box-blur",
FRAGMENT_SHADER_VARS
"vec4 get_rgba_rel(sampler2D tex, float dx, float dy)"
"{"
" return texture2D (tex, " TEX_COORD ".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
},*/
{"box-blur",
"!!ARBfp1.0\n"
"PARAM params = program.local[0];"
"TEMP accum;"
"TEMP color;"
"TEMP coord;"
"TEMP step;"
"MUL step, params, 2.0;"
"SUB coord, fragment.texcoord[0], step;"
"TEX color.rgba, coord, texture[0], 2D;"
"MOV accum, color;"
"MOV coord, fragment.texcoord[0];"
"SUB coord.x, coord.x, step.x;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"SUB coord.x, coord.x, step.x;"
"ADD coord.y, coord.y, step.y;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"SUB coord.y, coord.y, step.y;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"ADD coord.y, coord.y, step.y;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"ADD coord.x, coord.x, step.x;"
"SUB coord.y, coord.y, step.y;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"ADD coord.x, coord.x, step.x;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"ADD coord.x, coord.x, step.x;"
"ADD coord.y, coord.y, step.y;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MUL color, accum, 0.11111111;"
"MOV result.color, color;"
"END"
},
/*{"invert",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" color.rgb = vec3(1.0, 1.0, 1.0) - color.rgb;\n"
FRAGMENT_SHADER_END
},*/
{"invert",
"!!ARBfp1.0\n"
"TEMP color;"
"TEX color.rgba, fragment.texcoord[0], texture[0], 2D;"
"ADD color.rgb, 1.0, -color;"
"MOV result.color, color;"
"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
},*/
{"gray",
"!!ARBfp1.0\n"
"TEMP color;"
"TEMP grey;"
"TEX color.rgba, fragment.texcoord[0], texture[0], 2D;"
"ADD grey, color.r, color.g;"
"ADD grey, grey, color.b;"
"MUL grey, grey, 0.33333333;"
"MOV color.rgb, grey;"
"MOV result.color, color;"
"END"
},
/* {"combined-mirror",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" vec4 colorB = texture2D (tex, vec2(" TEX_COORD ".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
},*/
{"combined-mirror",
"!!ARBfp1.0\n"
"TEMP color1;"
"TEMP color2;"
"TEMP coord;"
"MOV coord.x, fragment.texcoord[0].y;"
"MOV coord.y, fragment.texcoord[0].x;"
"TEX color1.rgba, fragment.texcoord[0], texture[0], 2D;"
"TEX color2.rgba, coord, texture[0], 2D;"
"MUL color1, color1, 0.5;"
"MUL color2, color2, 0.5;"
"ADD result.color, color1, color2;"
"END"
},
/* {"edge-detect",
FRAGMENT_SHADER_VARS
"float get_avg_rel(sampler2D texB, float dx, float dy)"
"{"
" vec4 colorB = texture2D (texB, " TEX_COORD ".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
},*/
/* Don't really fancy doing this one in assembly :) */
};
static CoglHandle redhand;
static CoglMaterial *material;
static unsigned int timeout_id = 0;
static int shader_no = 0;
static void
paint_cb (ClutterActor *actor)
{
int stage_width = clutter_actor_get_width (actor);
int stage_height = clutter_actor_get_height (actor);
int image_width = cogl_texture_get_width (redhand);
int 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);
float param0[4];
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);
program = cogl_create_program ();
cogl_program_attach_shader (program, shader);
cogl_handle_unref (shader);
cogl_program_link (program);
param0[0] = 1.0f/image_width; /* texel x step delta */
param0[1] = 1.0f/image_height; /* texel y step delta */
param0[2] = 0.4; /* brightness */
param0[3] = -1.9; /* contrast */
uniform_no = cogl_program_get_uniform_location (program, "program.local[0]");
/* Shesh this API is really F'ugly! */
cogl_program_use (program);
cogl_program_uniform_float (uniform_no, 4, 1, param0);
cogl_program_use (COGL_INVALID_HANDLE);
cogl_material_set_user_program (material, program);
cogl_handle_unref (program);
shader_no = new_no;
}
static gboolean
button_release_cb (ClutterActor *actor,
ClutterEvent *event,
void *data)
{
int new_no;
/* Stop the automatic cycling if the user want to manually control
* which shader to display */
if (timeout_id)
{
g_source_remove (timeout_id);
timeout_id = 0;
}
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 FALSE;
}
static gboolean
key_release_cb (ClutterActor *actor,
ClutterEvent *event,
void *user_data)
{
if (event->key.keyval == CLUTTER_Q || event->key.keyval == CLUTTER_q)
clutter_main_quit ();
return FALSE;
}
static gboolean
timeout_cb (void *user_data)
{
shader_no++;
if (shader_no > (G_N_ELEMENTS (shaders) - 1))
shader_no = 0;
set_shader_num (shader_no);
return TRUE;
}
static gboolean
idle_cb (void *data)
{
clutter_actor_queue_redraw (data);
return TRUE;
}
static gboolean
destroy_window_cb (ClutterStage *stage,
ClutterEvent *event,
void *user_data)
{
clutter_main_quit ();
return TRUE;
}
G_MODULE_EXPORT int
test_cogl_shader_arbfp_main (int argc, char *argv[])
{
ClutterActor *stage;
char *file;
GError *error;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
clutter_init (&argc, &argv);
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, 0, COGL_PIXEL_FORMAT_ANY,
&error);
if (redhand == COGL_INVALID_HANDLE)
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 = g_timeout_add (1000, timeout_cb, NULL);
g_idle_add (idle_cb, stage);
clutter_actor_show_all (stage);
clutter_main ();
return EXIT_SUCCESS;
}