static void
clutter_gst_video_sink_set_glsl_shader (ClutterGstVideoSink *sink,
                                        const gchar         *shader_src)
{
  ClutterGstVideoSinkPrivate *priv = sink->priv;
  
  if (priv->texture)
    clutter_actor_set_shader (CLUTTER_ACTOR (priv->texture), NULL);

  if (priv->program)
    {
      cogl_program_unref (priv->program);
      priv->program = NULL;
    }
  
  if (priv->shader)
    {
      cogl_shader_unref (priv->shader);
      priv->shader = NULL;
    }
  
  if (shader_src)
    {
      ClutterShader *shader;

      /* Set a dummy shader so we don't interfere with the shader stack */
      shader = clutter_shader_new ();
      clutter_shader_set_fragment_source (shader, dummy_shader, -1);
      clutter_actor_set_shader (CLUTTER_ACTOR (priv->texture), shader);
      g_object_unref (shader);

      /* Create shader through COGL - necessary as we need to be able to set
       * integer uniform variables for multi-texturing.
       */
      priv->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
      cogl_shader_source (priv->shader, shader_src);
      cogl_shader_compile (priv->shader);
      
      priv->program = cogl_create_program ();
      cogl_program_attach_shader (priv->program, priv->shader);
      cogl_program_link (priv->program);
    }
}
Ejemplo n.º 2
0
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;

  if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
    return 1;

  stage = clutter_stage_new ();
  clutter_stage_set_title (CLUTTER_STAGE (stage), "Shaders");
  clutter_actor_set_size (stage, 512, 384);
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  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);

  g_object_unref (shader);

  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 COGL_HAS_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;
}
Ejemplo n.º 3
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))
	    {
              /* XXX - this assumes *a lot* about how things are done
               * internally on *some* hardware and driver
               */
	      tex_width = clutter_actor_get_width (actor);
	      tex_width = next_p2 (tex_width);

	      tex_height = clutter_actor_get_height (actor);
	      tex_height = 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);
  	    }
        }

      g_object_unref (shader);
    }
}