mutter/clutter/tests/interactive/test-texture-slicing.c

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#include <stdlib.h>
#include <gmodule.h>
#include <clutter/clutter.h>
int
test_textures_main (int argc, char *argv[]);
const char *
test_texture_slicing_describe (void);
static guchar *
make_rgba_data (int width, int height, int bpp, int has_alpha, int *rowstride_p)
{
#define CHECK_SIZE 20
gint x,y, rowstride, i = 0;
guchar *pixels;
g_assert(bpp == 4);
g_assert(has_alpha == TRUE);
rowstride = width * bpp;
*rowstride_p = rowstride;
pixels = g_try_malloc (height * rowstride);
if (!pixels)
return NULL;
for (y = 0; y < height; y++)
{
i = 0;
for (x = 0; x < width; x++)
{
guchar *p;
p = pixels + y * rowstride + x * bpp;
p[0] = p[1] = p[2] = 0; p[3] = 0xff;
if (x && y && y % CHECK_SIZE && x % CHECK_SIZE)
{
if (x % CHECK_SIZE == 1)
{
if (++i > 3)
i = 0;
}
p[i] = 0xff;
}
}
}
return pixels;
}
static void
exit_on_destroy (ClutterActor *actor)
{
exit(EXIT_SUCCESS);
}
#define SPIN() while (g_main_context_pending (NULL)) \
g_main_context_iteration (NULL, FALSE);
G_MODULE_EXPORT int
test_textures_main (int argc, char *argv[])
{
ClutterActor *texture;
ClutterActor *stage;
gint i, j;
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
return 1;
stage = clutter_stage_new ();
clutter_actor_show_all (CLUTTER_ACTOR (stage));
g_signal_connect (stage, "destroy", G_CALLBACK (exit_on_destroy), NULL);
SPIN();
for (i=100; i<=5000; i += 100)
for (j=0; j<4; j++)
{
const int width = i+j;
const int height = i+j;
const gboolean has_alpha = TRUE;
const int bpp = has_alpha ? 4 : 3;
int rowstride;
guchar *pixels;
pixels = make_rgba_data (width, height, bpp, has_alpha, &rowstride);
if (!pixels)
g_error("No memory for %ix%i RGBA data failed", width, height);
printf("o %ix%i texture... ", width, height);
texture = clutter_texture_new ();
if (!clutter_texture_set_from_rgb_data (CLUTTER_TEXTURE (texture),
pixels,
has_alpha,
width,
height,
rowstride,
bpp,
0, NULL))
g_error("texture creation failed");
g_free(pixels);
printf("uploaded to texture...\n");
clutter_container_add (CLUTTER_CONTAINER (stage), texture, NULL);
clutter_actor_set_size (texture, 400, 400);
clutter_actor_show (texture);
/* Hide & show to unreaise then realise the texture */
clutter_actor_hide (texture);
clutter_actor_show (texture);
SPIN();
clutter_container_remove (CLUTTER_CONTAINER (stage), texture, NULL);
}
return EXIT_SUCCESS;
}
G_MODULE_EXPORT const char *
test_texture_slicing_describe (void)
{
return "Check texture slicing support in CoglTexture";
}