mirror of
https://github.com/brl/mutter.git
synced 2024-12-28 22:02:14 +00:00
5f30835eae
We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
362 lines
10 KiB
C
362 lines
10 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;
|
|
|
|
/* 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
|
|
|
|
#if GPU_SUPPORTS_DYNAMIC_BRANCHING
|
|
"uniform float radius;"
|
|
FRAGMENT_SHADER_BEGIN
|
|
"float u, v;"
|
|
"int count = 1;"
|
|
"for (u=-radius;u<radius;u++)"
|
|
" for (v=-radius;v<radius;v++)"
|
|
" {"
|
|
" color += texture2D(tex, "
|
|
" vec2(cogl_tex_coord_in[0].s + u * 2.0 * x_step, "
|
|
" cogl_tex_coord_in[0].t + v * 2.0 * y_step));"
|
|
" count ++;"
|
|
" }"
|
|
"color = color / float(count);"
|
|
FRAGMENT_SHADER_END
|
|
#else
|
|
"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
|
|
#endif
|
|
},
|
|
|
|
{"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)
|
|
{
|
|
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);
|
|
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_handle_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_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)
|
|
{
|
|
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 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_glsl_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;
|
|
}
|
|
|