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8867c1bae5
* README: Add a note about the Shader API changes. * clutter/clutter-deprecated.h: Add deprecation symbols. * clutter/clutter-shader.[ch]: Rename the :bound read-only property to :compiled. Also rename clutter_shader_bind() and clutter_shader_is_bound() to clutter_shader_compil() and clutter_shader_is_compiled(), respectively. * clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_unrealize): Update after clutter_shader_release_all() rename. * tests/test-shader.c (button_release_cb), (main): Update.
290 lines
8.4 KiB
C
290 lines
8.4 KiB
C
/*#define TEST_GROUP */
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#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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/* Dynamic branching appeared in "Shader Model 3.0" that low-end IGPs
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* don't support.
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*/
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#define GPU_SUPPORTS_DYNAMIC_BRANCHING 0
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typedef struct
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{
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gchar *name;
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gchar *source;
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} ShaderSource;
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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 sampler2DRect in a variable tex.
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*/
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#define FRAGMENT_SHADER_BEGIN \
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"uniform sampler2DRect tex;" \
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"void main (){" \
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" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
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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 * gl_Color;" \
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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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"uniform float brightness, contrast;"
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FRAGMENT_SHADER_BEGIN
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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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FRAGMENT_SHADER_END
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},
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{"box-blur",
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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 += texture2DRect(tex, "
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" vec2(gl_TexCoord[0].s + u * 2.0, gl_TexCoord[0].t +v * 2.0));"
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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(sampler2DRect tex, float dx, float dy)"
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"{"
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" return texture2DRect (tex, gl_TexCoord[0].st + 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, -1.0, -1.0); count++;"
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" color += get_rgba_rel (tex, -1.0, 0.0); count++;"
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" color += get_rgba_rel (tex, -1.0, 1.0); count++;"
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" color += get_rgba_rel (tex, 0.0, -1.0); 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, 1.0); count++;"
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" color += get_rgba_rel (tex, 1.0, -1.0); count++;"
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" color += get_rgba_rel (tex, 1.0, 0.0); count++;"
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" color += get_rgba_rel (tex, 1.0, 1.0); 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_BEGIN
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" color.rgb = vec3(1.0, 1.0, 1.0) - color.rgb;\n"
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FRAGMENT_SHADER_END
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},
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{"brightness-contrast",
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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.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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FRAGMENT_SHADER_END
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},
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{"gray",
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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_BEGIN
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" vec4 colorB = texture2DRect (tex, vec2(gl_TexCoord[0].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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/* Terminating NULL sentinel */
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{NULL, NULL}
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};
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static gint shader_no = 0;
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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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gpointer data)
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{
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gint new_no;
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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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}
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else
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{
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new_no = shader_no + 1;
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}
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if (new_no >= 0 && shaders[new_no].name)
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{
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ClutterShader *shader;
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GError *error;
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shader_no = new_no;
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g_print ("setting shaders[%i] named '%s'\n",
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shader_no,
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shaders[shader_no].name);
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shader = clutter_shader_new ();
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error = NULL;
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g_object_set (G_OBJECT (shader),
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"fragment-source", shaders[shader_no].source, NULL);
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/* try to bind the shader, provoking an error we catch if there is issues
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* with the shader sources we've provided. At a later stage it should be
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* possible to iterate through a set of alternate shader sources (glsl ->
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* asm -> cg?) and the one that succesfully compiles is used.
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*/
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clutter_shader_compile (shader, &error);
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if (error)
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{
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g_print ("unable to set shaders[%i] named '%s': %s",
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shader_no, shaders[shader_no].name,
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error->message);
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g_error_free (error);
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clutter_actor_set_shader (actor, NULL);
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}
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else
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{
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clutter_actor_set_shader (actor, NULL);
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clutter_actor_set_shader (actor, shader);
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clutter_actor_set_shader_param (actor, "radius", 3.0);
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clutter_actor_set_shader_param (actor, "brightness", 0.4);
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clutter_actor_set_shader_param (actor, "contrast", -1.9);
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}
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}
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return FALSE;
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}
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gint
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main (gint argc,
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gchar *argv[])
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{
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ClutterTimeline *timeline;
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ClutterActor *actor;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
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ClutterShader *shader;
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GdkPixbuf *pixbuf;
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GError *error;
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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clutter_actor_set_size (stage, 512, 384);
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g_print ("applying shaders[%i] named '%s'\n",
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shader_no,
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shaders[shader_no].name);
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shader = clutter_shader_new ();
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error = NULL;
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clutter_shader_set_fragment_source (shader, shaders[shader_no].source, -1);
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clutter_shader_compile (shader, &error);
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if (error)
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{
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g_print ("unable to load shaders[%d] named '%s': %s\n",
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shader_no,
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shaders[shader_no].name,
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error->message);
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g_error_free (error);
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return EXIT_FAILURE;
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}
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pixbuf = gdk_pixbuf_new_from_file ("redhand.png", &error);
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if (!pixbuf)
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g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Shader Test");
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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/* Create a timeline to manage animation */
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timeline = clutter_timeline_new (360, 60); /* num frames, fps */
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g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */
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#ifndef TEST_GROUP
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actor = clutter_texture_new_from_pixbuf (pixbuf);
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#else
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actor = clutter_group_new ();
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{
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ClutterActor *child1, *child2, *child3, *child4;
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ClutterColor color = { 0xff, 0x22, 0x66, 0x99 };
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child1 = clutter_texture_new_from_pixbuf (pixbuf);
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child2 = clutter_texture_new_from_pixbuf (pixbuf);
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child3 = clutter_rectangle_new ();
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child4 = clutter_label_new_with_text ("Sans 20px", "Shady stuff");
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clutter_rectangle_set_color (child3, &color);
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clutter_actor_set_size (child3, 50, 50);
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clutter_actor_set_position (child1, 0, 0);
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clutter_actor_set_position (child2, 50, 100);
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clutter_actor_set_position (child3, 30, -30);
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clutter_actor_set_position (child4, -50, 20);
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clutter_group_add (CLUTTER_GROUP (actor), child1);
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clutter_group_add (CLUTTER_GROUP (actor), child2);
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clutter_group_add (CLUTTER_GROUP (actor), child3);
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clutter_group_add (CLUTTER_GROUP (actor), child4);
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clutter_actor_show_all (actor);
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}
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#endif
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clutter_actor_set_shader (actor, shader);
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clutter_actor_set_position (actor, 100, 100);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
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clutter_actor_set_shader_param (actor, "brightness", 0.4);
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clutter_actor_set_shader_param (actor, "contrast", -1.9);
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clutter_actor_set_reactive (actor, TRUE);
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g_signal_connect (actor, "button-release-event",
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G_CALLBACK (button_release_cb), NULL);
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/*clutter_actor_set_opacity (actor, 0x77);*/
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/* Show everying ( and map window ) */
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clutter_actor_show_all (stage);
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/* and start it */
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clutter_timeline_start (timeline);
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clutter_main ();
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return EXIT_SUCCESS;
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}
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