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mutter-performance-source/tests/interactive/test-shader.c
Emmanuele Bassi 0b4899ef23 tests: Clean up interactive test build
The build for interactive tests creates symbolic links for the data
under tests/data; it also uses symbolic links for creating "binaries"
for each interactive test. This is less than ideal, though.

Instead, the tests should build a path to the data files by using
a pre-processor define like TESTS_DATADIR; both g_build_filename() and
pre-processor string concatenation can be used to generate a valid
file name with the full path to the files.

The build system should also create wrapper scripts, just like we
do inside the conformance test suite, to be able to launch single
tests.
2009-11-05 17:47:26 +00:00

412 lines
12 KiB
C

/*#define TEST_GROUP */
#include <clutter/clutter.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
#include <gmodule.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;
/* 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
*/
/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already
* initialized, from a sampler2D in a variable tex.
*/
#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(" 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
* correctly).
*/
#define FRAGMENT_SHADER_END \
" gl_FragColor = 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.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(" TEX_COORD ".s + u * 2.0 * x_step, "
" " TEX_COORD ".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, " 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
#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(" 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
},
{"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
},
/* Terminating NULL sentinel */
{NULL, NULL}
};
static gint shader_no = 0;
static void
set_shader_num (ClutterActor *actor, gint new_no)
{
int tex_width;
int tex_height;
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_compile (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_int (actor, "tex", 0);
clutter_actor_set_shader_param_float (actor, "radius", 3.0);
clutter_actor_set_shader_param_float (actor, "brightness", 0.4);
clutter_actor_set_shader_param_float (actor, "contrast", -1.9);
if (CLUTTER_IS_TEXTURE (actor))
{
tex_width = clutter_actor_get_width (actor);
tex_width = clutter_util_next_p2 (tex_width);
tex_height = clutter_actor_get_height (actor);
tex_height = clutter_util_next_p2 (tex_height);
clutter_actor_set_shader_param_float (actor, "x_step",
1.0f / tex_width);
clutter_actor_set_shader_param_float (actor, "y_step",
1.0f / tex_height);
}
}
}
}
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 */
G_MODULE_EXPORT gint
test_shader_main (gint argc, gchar *argv[])
{
ClutterActor *actor;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
ClutterShader *shader;
GError *error;
gchar *file;
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_compile (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;
}
clutter_stage_set_title (CLUTTER_STAGE (stage), "Shader Test");
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
#ifndef TEST_GROUP
actor = clutter_texture_new_from_file (file, &error);
if (!actor)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
#else
actor = clutter_group_new ();
{
ClutterActor *child1, *child2, *child3, *child4;
ClutterColor color = { 0xff, 0x22, 0x66, 0x99 };
child1 = clutter_texture_new_from_file (file, &error);
if (!child1)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
child2 = clutter_texture_new_from_file (file, &error);
if (!child2)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
child3 = clutter_rectangle_new ();
child4 = clutter_text_new_with_text ("Sans 20px", "Shady stuff");
clutter_rectangle_set_color (CLUTTER_RECTANGLE (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_container_add (CLUTTER_CONTAINER (actor),
child1,
child2,
child3,
child4,
NULL);
clutter_actor_show_all (actor);
}
#endif /* !TEST_GROUP */
g_free (file);
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_int (actor, "tex", 0);
clutter_actor_set_shader_param_float (actor, "brightness", 0.4);
clutter_actor_set_shader_param_float (actor, "contrast", -1.9);
clutter_actor_set_reactive (actor, TRUE);
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
/* Show everying ( and map window ) */
clutter_actor_show_all (stage);
clutter_main ();
return EXIT_SUCCESS;
}