gint h;
};
+typedef struct _RendererClutterShaderInfo RendererClutterShaderInfo;
+struct _RendererClutterShaderInfo {
+ float checkersize;
+ float checkercolor0[3];
+ float checkercolor1[3];
+};
+
#define CLUT_SIZE 32
-static void rc_set_shader(CoglHandle material)
+static void rc_set_shader(CoglHandle material, const RendererClutterShaderInfo *shaderInfo)
{
- CoglHandle shader;
- CoglHandle program;
- gint uniform_no;
- shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
- cogl_shader_source (shader,
- "vec3 checker(vec2 texc, vec3 color0, vec3 color1) \n"
- "{ \n"
- " if (mod(floor(texc.x) + floor(texc.y), 2.0) == 0.0) \n"
- " return color0; \n"
- " else \n"
- " return color1; \n"
- "} \n"
- " \n"
- "uniform sampler2D tex; \n"
- "uniform sampler3D clut; \n"
- "uniform float scale; \n"
- "uniform float offset; \n"
- " \n"
- "void main(void) \n"
- "{ \n"
- " vec3 bg = checker(gl_FragCoord.xy / 16.0, vec3(0.6, 0.6, 0.6), vec3(0.4, 0.4, 0.4)); \n"
- " vec4 img4 = texture2D(tex, gl_TexCoord[0].xy); \n"
- " vec3 img3 = img4.bgr; \n"
- " img3 = img3 * scale + offset; \n"
- " img3 = texture3D(clut, img3).rgb; \n"
- " \n"
- " gl_FragColor = vec4(img3 * img4.a + bg * (1.0 - img4.a), 1.0); \n"
- "} \n"
- );
- cogl_shader_compile(shader);
- gchar *err = cogl_shader_get_info_log(shader);
- DEBUG_0("%s\n",err);
- g_free(err);
-
- program = cogl_create_program ();
- cogl_program_attach_shader (program, shader);
- cogl_handle_unref (shader);
- cogl_program_link (program);
-
- uniform_no = cogl_program_get_uniform_location (program, "tex");
- cogl_program_set_uniform_1i (program, uniform_no, 0);
-
- uniform_no = cogl_program_get_uniform_location (program, "clut");
- cogl_program_set_uniform_1i (program, uniform_no, 1);
-
- uniform_no = cogl_program_get_uniform_location (program, "scale");
- cogl_program_set_uniform_1f (program, uniform_no, (double) (CLUT_SIZE - 1) / CLUT_SIZE);
-
- uniform_no = cogl_program_get_uniform_location (program, "offset");
- cogl_program_set_uniform_1f (program, uniform_no, 1.0 / (2 * CLUT_SIZE));
-
- cogl_material_set_user_program (material, program);
- cogl_handle_unref (program);
+ CoglHandle shader;
+ CoglHandle program;
+ gint uniform_no;
+
+ shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
+ cogl_shader_source (shader,
+ "vec3 checker(vec2 texc, vec3 color0, vec3 color1) \n"
+ "{ \n"
+ " if (mod(floor(texc.x) + floor(texc.y), 2.0) == 0.0) \n"
+ " return color0; \n"
+ " else \n"
+ " return color1; \n"
+ "} \n"
+ " \n"
+ "uniform sampler2D tex; \n"
+ "uniform sampler3D clut; \n"
+ "uniform float scale; \n"
+ "uniform float offset; \n"
+ "uniform float checkersize; \n"
+ "uniform vec3 color0; \n"
+ "uniform vec3 color1; \n"
+ " \n"
+ "void main(void) \n"
+ "{ \n"
+ " vec3 bg = checker(gl_FragCoord.xy / checkersize, color0, color1); \n"
+ " vec4 img4 = texture2D(tex, gl_TexCoord[0].xy); \n"
+ " vec3 img3 = img4.bgr; \n"
+ " img3 = img3 * scale + offset; \n"
+ " img3 = texture3D(clut, img3).rgb; \n"
+ " \n"
+ " gl_FragColor = vec4(img3 * img4.a + bg * (1.0 - img4.a), 1.0); \n"
+ "} \n"
+ );
+ cogl_shader_compile(shader);
+ gchar *err = cogl_shader_get_info_log(shader);
+ DEBUG_0("%s\n",err);
+ g_free(err);
+
+ program = cogl_create_program ();
+ cogl_program_attach_shader (program, shader);
+ cogl_handle_unref (shader);
+ cogl_program_link (program);
+
+ uniform_no = cogl_program_get_uniform_location (program, "tex");
+ cogl_program_set_uniform_1i (program, uniform_no, 0);
+
+ uniform_no = cogl_program_get_uniform_location (program, "clut");
+ cogl_program_set_uniform_1i (program, uniform_no, 1);
+
+ uniform_no = cogl_program_get_uniform_location (program, "scale");
+ cogl_program_set_uniform_1f (program, uniform_no, (double) (CLUT_SIZE - 1) / CLUT_SIZE);
+
+ uniform_no = cogl_program_get_uniform_location (program, "offset");
+ cogl_program_set_uniform_1f (program, uniform_no, 1.0 / (2 * CLUT_SIZE));
+
+ uniform_no = cogl_program_get_uniform_location (program, "checkersize");
+ cogl_program_set_uniform_1f (program, uniform_no, shaderInfo->checkersize);
+
+ uniform_no = cogl_program_get_uniform_location (program, "color0");
+ cogl_program_set_uniform_float (program, uniform_no, 3, 1, shaderInfo->checkercolor0);
+
+ uniform_no = cogl_program_get_uniform_location (program, "color1");
+ cogl_program_set_uniform_float (program, uniform_no, 3, 1, shaderInfo->checkercolor1);
+
+ cogl_material_set_user_program (material, program);
+ cogl_handle_unref (program);
}
PixbufRenderer *pr = rc->pr;
gint anchor_x = 0;
gint anchor_y = 0;
+ gint rot_z = 0;
+ gint rot_y = 0;
clutter_actor_set_anchor_point(CLUTTER_ACTOR(rc->texture), 0, 0);
switch (pr->orientation)
{
case EXIF_ORIENTATION_TOP_LEFT:
- /* normal */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 0, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 0, 0, 0, 0);
- anchor_x = 0;
- anchor_y = 0;
+ /* 1 - Horizontal (normal) */
break;
case EXIF_ORIENTATION_TOP_RIGHT:
- /* mirrored */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 0, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 180, 0, 0, 0);
+ /* 2 - Mirror horizontal */
+ rot_y = 180;
anchor_x = pr->width;
- anchor_y = 0;
break;
case EXIF_ORIENTATION_BOTTOM_RIGHT:
- /* upside down */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 180, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 0, 0, 0, 0);
+ /* 3 - Rotate 180 */
+ rot_z = 180;
anchor_x = pr->width;
anchor_y = pr->height;
break;
case EXIF_ORIENTATION_BOTTOM_LEFT:
- /* flipped */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 180, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 180, 0, 0, 0);
- anchor_x = 0;
+ /* 4 - Mirror vertical */
+ rot_z = 180;
+ rot_y = 180;
anchor_y = pr->height;
break;
case EXIF_ORIENTATION_LEFT_TOP:
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- -90, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 180, 0, 0, 0);
- anchor_x = 0;
- anchor_y = 0;
+ /* 5 - Mirror horizontal and rotate 270 CW */
+ rot_z = 270;
+ rot_y = 180;
break;
case EXIF_ORIENTATION_RIGHT_TOP:
- /* rotated -90 (270) */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- -90, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 0, 0, 0, 0);
- anchor_x = 0;
- anchor_y = pr->height;
+ /* 6 - Rotate 90 CW */
+ rot_z = 90;
+ anchor_x = pr->width;
break;
case EXIF_ORIENTATION_RIGHT_BOTTOM:
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 90, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 180, 0, 0, 0);
+ /* 7 - Mirror horizontal and rotate 90 CW */
+ rot_z = 90;
+ rot_y = 180;
anchor_x = pr->width;
anchor_y = pr->height;
break;
case EXIF_ORIENTATION_LEFT_BOTTOM:
- /* rotated 90 */
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Z_AXIS,
- 90, 0, 0, 0);
- clutter_actor_set_rotation(CLUTTER_ACTOR(rc->texture),
- CLUTTER_Y_AXIS,
- 0, 0, 0, 0);
- anchor_x = pr->width;
- anchor_y = 0;
+ /* 8 - Rotate 270 CW */
+ rot_z = 270;
+ anchor_y = pr->height;
break;
default:
/* The other values are out of range */
break;
}
+ clutter_actor_set_rotation( CLUTTER_ACTOR(rc->texture),
+ CLUTTER_Z_AXIS,
+ rot_z, 0, 0, 0);
+ clutter_actor_set_rotation( CLUTTER_ACTOR(rc->texture),
+ CLUTTER_Y_AXIS,
+ rot_y, 0, 0, 0);
+
clutter_actor_set_position(CLUTTER_ACTOR(rc->texture),
pr->x_offset - pr->x_scroll + anchor_x,
pr->y_offset - pr->y_scroll + anchor_y);
g_free(rc);
}
+/* initialize shader for transparency background checker */
+static void renderer_clutter_init_checker_shader(RendererClutter *rc)
+{
+ const RendererClutterShaderInfo info = {
+ 16.0, /* checker size */
+ {0.6, 0.6, 0.6}, /* color 0 */
+ {0.4, 0.4, 0.4} /* color 1 */
+ };
+ rc_set_shader(clutter_texture_get_cogl_material(CLUTTER_TEXTURE(rc->texture)), &info);
+}
+
RendererFuncs *renderer_clutter_new(PixbufRenderer *pr)
{
RendererClutter *rc = g_new0(RendererClutter, 1);
rc->texture = clutter_texture_new ();
clutter_container_add_actor(CLUTTER_CONTAINER(rc->group), rc->texture);
- rc_set_shader(clutter_texture_get_cogl_material(CLUTTER_TEXTURE(rc->texture)));
- g_object_ref(G_OBJECT(rc->widget));
+
+ renderer_clutter_init_checker_shader(rc);
+ g_object_ref(G_OBJECT(rc->widget));
gtk_widget_show(rc->widget);
return (RendererFuncs *) rc;