mutter/examples/video-cube.c

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/* HACK HACK. HACK.
* This is just a quick hack to see if a 3D type video cube
* would be possible with clutter. It needs many hacks cleaning.
*/
#include <clutter/clutter.h>
#include <glib-object.h>
#include <math.h> /* for M_PI */
#define WINWIDTH 800
#define WINHEIGHT 600
/* lazy globals */
static float xrot, yrot, zrot;
/* Avoid needing GLUT perspective call */
static void
frustum (GLfloat left,
GLfloat right,
GLfloat bottom,
GLfloat top,
GLfloat nearval,
GLfloat farval)
{
GLfloat x, y, a, b, c, d;
GLfloat m[16];
x = (2.0 * nearval) / (right - left);
y = (2.0 * nearval) / (top - bottom);
a = (right + left) / (right - left);
b = (top + bottom) / (top - bottom);
c = -(farval + nearval) / ( farval - nearval);
d = -(2.0 * farval * nearval) / (farval - nearval);
#define M(row,col) m[col*4+row]
M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
#undef M
glMultMatrixf (m);
}
static void
perspective (GLfloat fovy,
GLfloat aspect,
GLfloat zNear,
GLfloat zFar)
{
GLfloat xmin, xmax, ymin, ymax;
ymax = zNear * tan (fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
frustum (xmin, xmax, ymin, ymax, zNear, zFar);
}
/* video texture subclass */
#define CLUTTER_TYPE_VIDEO_TEXTURE_CUBE clutter_video_texture_cube_get_type()
#define CLUTTER_VIDEO_TEXTURE_CUBE(obj) \
(G_TYPE_CHECK_INSTANCE_CAST ((obj), \
CLUTTER_TYPE_VIDEO_TEXTURE_CUBE, ClutterVideoTextureCube))
#define CLUTTER_VIDEO_TEXTURE_CUBE_CLASS(klass) \
(G_TYPE_CHECK_CLASS_CAST ((klass), \
CLUTTER_TYPE_VIDEO_TEXTURE_CUBE, ClutterVideoTextureCubeClass))
#define CLUTTER_IS_VIDEO_TEXTURE_CUBE(obj) \
(G_TYPE_CHECK_INSTANCE_TYPE ((obj), \
CLUTTER_TYPE_VIDEO_TEXTURE_CUBE))
#define CLUTTER_IS_VIDEO_TEXTURE_CUBE_CLASS(klass) \
(G_TYPE_CHECK_CLASS_TYPE ((klass), \
CLUTTER_TYPE_VIDEO_TEXTURE_CUBE))
#define CLUTTER_VIDEO_TEXTURE_CUBE_GET_CLASS(obj) \
(G_TYPE_INSTANCE_GET_CLASS ((obj), \
CLUTTER_TYPE_VIDEO_TEXTURE_CUBE, ClutterVideoTextureCubeClass))
typedef struct ClutterVideoTextureCubePrivate ClutterVideoTextureCubePrivate ;
typedef struct ClutterVideoTextureCube
{
ClutterVideoTexture parent;
ClutterVideoTextureCubePrivate *priv;
}
ClutterVideoTextureCube;
typedef struct ClutterVideoTextureCubeClass
{
ClutterVideoTextureClass parent_class;
}
ClutterVideoTextureCubeClass;
GType clutter_video_texture_cube_get_type (void);
G_DEFINE_TYPE (ClutterVideoTextureCube, clutter_video_texture_cube, CLUTTER_TYPE_VIDEO_TEXTURE);
static void
clutter_video_texture_cube_paint (ClutterActor *self)
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{
if (clutter_texture_get_pixbuf (CLUTTER_TEXTURE(self)) == NULL)
return;
if (!CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR(self)))
clutter_actor_realize (CLUTTER_ACTOR(self));
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if (!clutter_texture_has_generated_tiles (CLUTTER_TEXTURE(self)))
return;
/* HACK: sets up a 3D tranform matrix other than regular 2D one */
/* FIXME: figure out how to nicely combine both within clutter */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
perspective (45.0f,
(GLfloat)WINWIDTH/(GLfloat)WINHEIGHT,
0.1f,
100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/* back camera out a little */
glTranslatef(0.0f,0.0f,-3.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);
/* HACK: Cheat as just bind to first tiled as squared */
clutter_texture_bind_tile (CLUTTER_TEXTURE(self), 0);
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
/* HACK: reset to regular transform */
#if 0
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, WINWIDTH, WINHEIGHT, 0, -1, 1);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
#endif
/* rotate */
xrot+=1.0f;
yrot+=1.0f;
zrot+=1.0f;
}
static void
clutter_video_texture_cube_class_init (ClutterVideoTextureCubeClass *klass)
{
GObjectClass *gobject_class;
ClutterActorClass *actor_class;
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gobject_class = (GObjectClass*)klass;
actor_class = (ClutterActorClass*)klass;
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actor_class->paint = clutter_video_texture_cube_paint;
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}
static void
clutter_video_texture_cube_init (ClutterVideoTextureCube *self)
{
}
ClutterActor*
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clutter_video_texture_cube_new (GError **err)
{
return CLUTTER_ACTOR(g_object_new (CLUTTER_TYPE_VIDEO_TEXTURE_CUBE,
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/* "tiled", FALSE, */
NULL));
}
int
main (int argc, char *argv[])
{
ClutterActor *label, *texture, *vtexture;
ClutterActor *stage;
GdkPixbuf *pixbuf;
GError *err = NULL;
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if (argc < 2)
g_error("%s <video file>", argv[0]);
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
g_signal_connect (stage, "key-press-event",
G_CALLBACK (clutter_main_quit), NULL);
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pixbuf = gdk_pixbuf_new_from_file ("clutter-logo-800x600.png", NULL);
if (!pixbuf)
g_error("pixbuf load failed");
clutter_actor_set_size (stage,
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WINWIDTH, WINHEIGHT);
texture = clutter_texture_new_from_pixbuf (pixbuf);
vtexture = clutter_video_texture_cube_new (&err);
if (vtexture == NULL || err != NULL)
{
g_error("failed to create vtexture, err: %s", err->message);
}
clutter_media_set_filename (CLUTTER_MEDIA(vtexture), argv[1]);
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2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
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clutter_group_add (CLUTTER_GROUP (stage), texture);
clutter_group_add (CLUTTER_GROUP (stage), vtexture);
clutter_group_show_all (CLUTTER_GROUP (stage));
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clutter_media_set_playing(CLUTTER_MEDIA(vtexture), TRUE);
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clutter_main();
return 0;
}