/* for 3d texture */
#define COGL_ENABLE_EXPERIMENTAL_API
+#define CLUTTER_ENABLE_EXPERIMENTAL_API
#include <clutter/clutter.h>
cogl_shader_source (shader,
"vec3 checker(vec2 texc, vec3 color0, vec3 color1) \n"
"{ \n"
- " if (mod(int(floor(texc.x) + floor(texc.y)), 2) == 0) \n"
+ " if (mod(floor(texc.x) + floor(texc.y), 2.0) == 0.0) \n"
" return color0; \n"
" else \n"
" return color1; \n"
" \n"
"void main(void) \n"
"{ \n"
- " vec3 bg = checker(gl_FragCoord.xy / 16, vec3(0.6, 0.6, 0.6), vec3(0.4, 0.4, 0.4)); \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); \n"
+ " img3 = texture3D(clut, img3).rgb; \n"
" \n"
" gl_FragColor = vec4(img3 * img4.a + bg * (1.0 - img4.a), 1.0); \n"
"} \n"
g_object_unref(tmp_pixbuf);
DEBUG_0("%s clut upload start", get_exec_time());
-
+#if CLUTTER_CHECK_VERSION(1,10,0)
+ {
+ CoglContext *ctx = clutter_backend_get_cogl_context(clutter_get_default_backend ());
+
+ tex3d = cogl_texture_3d_new_from_data(ctx,
+ CLUT_SIZE, CLUT_SIZE, CLUT_SIZE,
+ COGL_PIXEL_FORMAT_RGB_888,
+ COGL_PIXEL_FORMAT_RGB_888,
+ CLUT_SIZE * 3,
+ CLUT_SIZE * CLUT_SIZE * 3,
+ clut,
+ NULL);
+ }
+#else
tex3d = cogl_texture_3d_new_from_data(CLUT_SIZE, CLUT_SIZE, CLUT_SIZE,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGB_888,
CLUT_SIZE * CLUT_SIZE * 3,
clut,
NULL);
+#endif
material = clutter_texture_get_cogl_material(CLUTTER_TEXTURE(rc->texture));
cogl_material_set_layer(material, 1, tex3d);
cogl_handle_unref(tex3d);
/* FIXME use CoglMaterial with multiple textures for background, color management, anaglyph, ... */
CoglHandle texture = cogl_texture_new_with_size(width,
height,
- COGL_TEXTURE_NO_AUTO_MIPMAP,
+ COGL_TEXTURE_NO_AUTO_MIPMAP | COGL_TEXTURE_NO_SLICING,
gdk_pixbuf_get_has_alpha(pr->pixbuf) ? COGL_PIXEL_FORMAT_BGRA_8888 : COGL_PIXEL_FORMAT_BGR_888);
if (texture != COGL_INVALID_HANDLE)