interactive: Remove test-shader
authorEmmanuele Bassi <ebassi@gnome.org>
Wed, 29 Feb 2012 09:27:01 +0000 (09:27 +0000)
committerEmmanuele Bassi <ebassi@gnome.org>
Wed, 29 Feb 2012 09:27:01 +0000 (09:27 +0000)
ClutterShader is deprecated, and we already have various tests for the
shader API, both for Cogl and for ClutterShaderEffect.

tests/interactive/Makefile.am
tests/interactive/test-shader.c [deleted file]

index 9613117..9e8adca 100644 (file)
@@ -12,7 +12,6 @@ UNIT_TESTS = \
        test-threads.c \
        test-script.c \
        test-grab.c \
-       test-shader.c \
        test-cogl-shader-arbfp.c \
        test-cogl-shader-glsl.c \
        test-animator.c \
diff --git a/tests/interactive/test-shader.c b/tests/interactive/test-shader.c
deleted file mode 100644 (file)
index 35a7c47..0000000
+++ /dev/null
@@ -1,411 +0,0 @@
-#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;
-
-/* 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_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
-    },
-    /* Terminating NULL sentinel */
-    {NULL, NULL}
-};
-
-static gint shader_no = 0;
-
-static int
-next_p2 (gint a)
-{
-  int rval = 1;
-
-  while (rval < a)
-    rval <<= 1;
-
-  return rval;
-}
-
-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);
-    }
-}
-
-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 CLUTTER_EVENT_STOP;
-}
-
-#ifdef COGL_HAS_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 G_SOURCE_CONTINUE;
-}
-#endif /* COGL_HAS_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;
-
-  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_actor_set_background_color (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 */
-  clutter_threads_add_timeout (3000, timeout_cb, actor);
-#endif
-
-  /* Show everying ( and map window ) */
-  clutter_actor_show_all (stage);
-
-  clutter_main ();
-
-  return EXIT_SUCCESS;
-}