mutter/tests/interactive/test-cogl-multitexture.c
Emmanuele Bassi 71498a6376 [cogl] Remove max_waste argument from Texture ctors
The CoglTexture constructors expose the "max-waste" argument for
controlling the maximum amount of wasted areas for slicing or,
if set to -1, disables slicing.

Slicing is really relevant only for large images that are never
repeated, so it's a useful feature only in controlled use cases.
Specifying the amount of wasted area is, on the other hand, just
a way to mess up this feature; 99% the times, you either pull this
number out of thin air, hoping it's right, or you try to do the
right thing and you choose the wrong number anyway.

Instead, we can use the CoglTextureFlags to control whether the
texture should not be sliced (useful for Clutter-GST and for the
texture-from-pixmap actors) and provide a reasonable value for
enabling the slicing ourself. At some point, we might even
provide a way to change the default at compile time or at run time,
for particular platforms.

Since max_waste is gone, the :tile-waste property of ClutterTexture
becomes read-only, and it proxies the cogl_texture_get_max_waste()
function.

Inside Clutter, the only cases where the max_waste argument was
not set to -1 are in the Pango glyph cache (which is a POT texture
anyway) and inside the test cases where we want to force slicing;
for the latter we can create larger textures that will be bigger than
the threshold we set.

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Signed-off-by: Neil Roberts <neil@linux.intel.com>
2009-05-23 19:35:19 +01:00

157 lines
4.5 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <glib.h>
#include <glib-object.h>
#include <gmodule.h>
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#define TIMELINE_FRAME_COUNT 200
typedef struct _TestMultiLayerMaterialState
{
ClutterActor *group;
CoglHandle material;
CoglHandle alpha_tex;
CoglHandle redhand_tex;
CoglHandle light_tex0;
gfloat *tex_coords;
CoglMatrix tex_matrix;
CoglMatrix rot_matrix;
} TestMultiLayerMaterialState;
static void
frame_cb (ClutterTimeline *timeline,
gint frame_no,
gpointer data)
{
TestMultiLayerMaterialState *state = data;
cogl_matrix_multiply (&state->tex_matrix,
&state->tex_matrix,
&state->rot_matrix);
cogl_material_set_layer_matrix (state->material, 2, &state->tex_matrix);
}
static void
material_rectangle_paint (ClutterActor *actor, gpointer data)
{
TestMultiLayerMaterialState *state = data;
cogl_set_source (state->material);
cogl_rectangle_with_multitexture_coords (0, 0,
TIMELINE_FRAME_COUNT,
TIMELINE_FRAME_COUNT,
state->tex_coords,
12);
}
G_MODULE_EXPORT int
test_cogl_multitexture_main (int argc, char *argv[])
{
ClutterTimeline *timeline;
ClutterBehaviour *r_behave;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x56, 0x56, 0xff };
TestMultiLayerMaterialState *state = g_new0 (TestMultiLayerMaterialState, 1);
ClutterGeometry geom;
gfloat tex_coords[] =
{
/* tx1 ty1 tx2 ty2 */
0, 0, 1, 1,
0, 0, 1, 1,
0, 0, 1, 1
};
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
clutter_actor_get_geometry (stage, &geom);
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
/* We create a non-descript actor that we know doesn't have a
* default paint handler, so that we can easily control
* painting in a paint signal handler, without having to
* sub-class anything etc. */
state->group = clutter_group_new ();
clutter_actor_set_position (state->group, geom.width/2, geom.height/2);
g_signal_connect (state->group, "paint",
G_CALLBACK(material_rectangle_paint), state);
state->alpha_tex =
cogl_texture_new_from_file ("redhand_alpha.png",
COGL_TEXTURE_NO_SLICING |
COGL_TEXTURE_AUTO_MIPMAP,
COGL_PIXEL_FORMAT_ANY,
NULL);
state->redhand_tex =
cogl_texture_new_from_file ("redhand.png",
COGL_TEXTURE_NO_SLICING |
COGL_TEXTURE_AUTO_MIPMAP,
COGL_PIXEL_FORMAT_ANY,
NULL);
state->light_tex0 =
cogl_texture_new_from_file ("light0.png",
COGL_TEXTURE_NO_SLICING |
COGL_TEXTURE_AUTO_MIPMAP,
COGL_PIXEL_FORMAT_ANY,
NULL);
state->material = cogl_material_new ();
cogl_material_set_layer (state->material, 0, state->alpha_tex);
cogl_material_set_layer (state->material, 1, state->redhand_tex);
cogl_material_set_layer (state->material, 2, state->light_tex0);
state->tex_coords = tex_coords;
cogl_matrix_init_identity (&state->tex_matrix);
cogl_matrix_init_identity (&state->rot_matrix);
cogl_matrix_translate (&state->rot_matrix, 0.5, 0.5, 0);
cogl_matrix_rotate (&state->rot_matrix, 10.0, 0, 0, 1.0);
cogl_matrix_translate (&state->rot_matrix, -0.5, -0.5, 0);
clutter_actor_set_anchor_point (state->group, 86, 125);
clutter_container_add_actor (CLUTTER_CONTAINER(stage),
state->group);
timeline = clutter_timeline_new (TIMELINE_FRAME_COUNT, 26 /* fps */);
g_object_set (timeline, "loop", TRUE, NULL);
g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), state);
r_behave =
clutter_behaviour_rotate_new (clutter_alpha_new_full (timeline,
CLUTTER_LINEAR),
CLUTTER_Y_AXIS,
CLUTTER_ROTATE_CW,
0.0, 360.0);
/* Apply it to our actor */
clutter_behaviour_apply (r_behave, state->group);
/* start the timeline and thus the animations */
clutter_timeline_start (timeline);
clutter_actor_show_all (stage);
clutter_main();
cogl_handle_unref (state->material);
cogl_handle_unref (state->alpha_tex);
cogl_handle_unref (state->redhand_tex);
cogl_handle_unref (state->light_tex0);
g_free (state);
g_object_unref (r_behave);
return 0;
}