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* tests/test-shader.c: Use the special wrapper vars when building

for GLES 2 and automatically cycle the shaders because it's
	difficult to right-click.
This commit is contained in:
Neil Roberts 2008-06-06 15:41:52 +00:00
parent 7b7e76ba27
commit d66fe947a0
2 changed files with 85 additions and 21 deletions

View file

@ -1,3 +1,9 @@
2008-06-06 Neil Roberts <neil@o-hand.com>
* tests/test-shader.c: Use the special wrapper vars when building
for GLES 2 and automatically cycle the shaders because it's
difficult to right-click.
2008-06-06 Neil Roberts <neil@o-hand.com>
* tests/test-shader.c: Fixed to use sampler2D instead of

View file

@ -1,6 +1,7 @@
/*#define TEST_GROUP */
#include <clutter/clutter.h>
#include "../config.h"
#include <errno.h>
#include <stdlib.h>
@ -17,6 +18,25 @@ typedef struct
gchar *source;
} ShaderSource;
/* These variables are used instead of the standard GLSL variables on
GLES 2 */
#ifdef HAVE_COGL_GLES2
#define GLES2_VARS \
"precision mediump float;\n" \
"varying vec2 tex_coord;\n" \
"varying vec4 frag_color;\n"
#define TEX_COORD "tex_coord"
#define COLOR_VAR "frag_color"
#else /* HAVE_COGL_GLES2 */
#define GLES2_VARS ""
#define TEX_COORD "gl_TexCoord[0]"
#define COLOR_VAR "gl_Color"
#endif /* HAVE_COGL_GLES2 */
/* a couple of boilerplate defines that are common amongst all the
* sample shaders
*/
@ -24,11 +44,14 @@ typedef struct
/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already
* initialized, from a sampler2D in a variable tex.
*/
#define FRAGMENT_SHADER_BEGIN \
#define FRAGMENT_SHADER_VARS \
GLES2_VARS \
"uniform sampler2D tex;" \
"uniform float x_step, y_step;" \
#define FRAGMENT_SHADER_BEGIN \
"void main (){" \
" vec4 color = texture2D (tex, vec2(gl_TexCoord[0].st));"
" vec4 color = texture2D (tex, vec2(" TEX_COORD "));"
/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
* blended with the gl specified color (makes the opacity of actors work
@ -36,12 +59,13 @@ typedef struct
*/
#define FRAGMENT_SHADER_END \
" gl_FragColor = color;" \
" gl_FragColor = gl_FragColor * gl_Color;" \
" gl_FragColor = gl_FragColor * " COLOR_VAR ";" \
"}"
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 + "
@ -50,6 +74,8 @@ static ShaderSource shaders[]=
},
{"box-blur",
FRAGMENT_SHADER_VARS
#if GPU_SUPPORTS_DYNAMIC_BRANCHING
"uniform float radius;"
FRAGMENT_SHADER_BEGIN
@ -59,8 +85,8 @@ static ShaderSource shaders[]=
" for (v=-radius;v<radius;v++)"
" {"
" color += texture2D(tex, "
" vec2(gl_TexCoord[0].s + u * 2.0 * x_step, "
" gl_TexCoord[0].t + v * 2.0 * y_step));"
" vec2(" TEX_COORD ".s + u * 2.0 * x_step, "
" " TEX_COORD ".t + v * 2.0 * y_step));"
" count ++;"
" }"
"color = color / float(count);"
@ -68,7 +94,7 @@ static ShaderSource shaders[]=
#else
"vec4 get_rgba_rel(sampler2D tex, float dx, float dy)"
"{"
" return texture2D (tex, gl_TexCoord[0].st "
" return texture2D (tex, " TEX_COORD ".st "
" + vec2(dx, dy) * 2.0);"
"}"
@ -89,12 +115,14 @@ static ShaderSource shaders[]=
},
{"invert",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" color.rgb = vec3(1.0, 1.0, 1.0) - color.rgb;\n"
FRAGMENT_SHADER_END
},
{"brightness-contrast",
FRAGMENT_SHADER_VARS
"uniform float brightness;"
"uniform float contrast;"
FRAGMENT_SHADER_BEGIN
@ -105,6 +133,7 @@ static ShaderSource shaders[]=
},
{"gray",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;"
@ -114,8 +143,9 @@ static ShaderSource shaders[]=
},
{"combined-mirror",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" vec4 colorB = texture2D (tex, vec2(gl_TexCoord[0].ts));"
" vec4 colorB = texture2D (tex, vec2(" TEX_COORD ".ts));"
" float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;"
" color.g = avg;"
@ -129,24 +159,12 @@ static ShaderSource shaders[]=
static gint shader_no = 0;
static gboolean
button_release_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer data)
static void
set_shader_num (ClutterActor *actor, gint new_no)
{
gint new_no;
int tex_width;
int tex_height;
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;
@ -199,9 +217,43 @@ button_release_cb (ClutterActor *actor,
}
}
}
}
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;
}
set_shader_num (actor, new_no);
return FALSE;
}
#ifdef HAVE_COGL_GLES2
static gboolean
timeout_cb (gpointer data)
{
int new_no = shader_no + 1;
if (shaders[new_no].name == NULL)
new_no = 0;
set_shader_num (CLUTTER_ACTOR (data), new_no);
return TRUE;
}
#endif /* HAVE_COGL_GLES2 */
gint
main (gint argc,
@ -299,6 +351,12 @@ main (gint argc,
g_signal_connect (actor, "button-release-event",
G_CALLBACK (button_release_cb), NULL);
#ifdef HAVE_COGL_GLES2
/* On an embedded platform it is difficult to right click so we will
cycle through the shaders automatically */
g_timeout_add_seconds (3, timeout_cb, actor);
#endif
/*clutter_actor_set_opacity (actor, 0x77);*/
/* Show everying ( and map window ) */