mutter/tests/interactive/test-cogl-offscreen.c

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#include <glib.h>
#include <gmodule.h>
#include <stdlib.h>
#include <clutter/clutter.h>
#include <cogl/cogl.h>
/* Coglbox declaration
*--------------------------------------------------*/
G_BEGIN_DECLS
#define TEST_TYPE_COGLBOX test_coglbox_get_type()
#define TEST_COGLBOX(obj) \
(G_TYPE_CHECK_INSTANCE_CAST ((obj), \
TEST_TYPE_COGLBOX, TestCoglboxClass))
#define TEST_COGLBOX_CLASS(klass) \
(G_TYPE_CHECK_CLASS_CAST ((klass), \
TEST_TYPE_COGLBOX, TestCoglboxClass))
#define TEST_IS_COGLBOX(obj) \
(G_TYPE_CHECK_INSTANCE_TYPE ((obj), \
TEST_TYPE_COGLBOX))
#define TEST_IS_COGLBOX_CLASS(klass) \
(G_TYPE_CHECK_CLASS_TYPE ((klass), \
TEST_TYPE_COGLBOX))
#define TEST_COGLBOX_GET_CLASS(obj) \
(G_TYPE_INSTANCE_GET_CLASS ((obj), \
TEST_TYPE_COGLBOX, TestCoglboxClass))
typedef struct _TestCoglbox TestCoglbox;
typedef struct _TestCoglboxClass TestCoglboxClass;
typedef struct _TestCoglboxPrivate TestCoglboxPrivate;
struct _TestCoglbox
{
ClutterActor parent;
/*< private >*/
TestCoglboxPrivate *priv;
};
struct _TestCoglboxClass
{
ClutterActorClass parent_class;
/* padding for future expansion */
void (*_test_coglbox1) (void);
void (*_test_coglbox2) (void);
void (*_test_coglbox3) (void);
void (*_test_coglbox4) (void);
};
static GType test_coglbox_get_type (void) G_GNUC_CONST;
G_END_DECLS
/* Coglbox private declaration
*--------------------------------------------------*/
G_DEFINE_TYPE (TestCoglbox, test_coglbox, CLUTTER_TYPE_ACTOR);
#define TEST_COGLBOX_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), TEST_TYPE_COGLBOX, TestCoglboxPrivate))
struct _TestCoglboxPrivate
{
CoglHandle texhand_id;
CoglHandle texture_id;
CoglHandle offscreen_id;
};
/* Coglbox implementation
*--------------------------------------------------*/
static void
test_coglbox_paint (ClutterActor *self)
{
TestCoglboxPrivate *priv = TEST_COGLBOX_GET_PRIVATE (self);
gfloat texcoords[4] = { 0, 0, 1, 1 };
Fully integrates CoglMaterial throughout the rest of Cogl This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
2009-01-23 16:15:40 +00:00
CoglHandle material;
priv = TEST_COGLBOX_GET_PRIVATE (self);
2008-11-12 Emmanuele Bassi <ebassi@linux.intel.com> * clutter/cogl/cogl-color.h: * clutter/cogl/cogl-path.h: * clutter/cogl/cogl-types.h: * clutter/cogl/common/cogl-color.c: Deprecated cogl_color() in favour of cogl_set_source_color() and friends; store the CoglColor components as unsigned bytes instead of fixed point normalized values; add functions for allocating, copying and freeing CoglColor, for use of language bindings. * clutter/cogl/cogl.h.in: * clutter/cogl/cogl-deprecated.h: Added cogl-deprecated.h, an header file containing the deprecation symbols similar to clutter-deprecated.h. * clutter/cogl/gl/Makefile.am: * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/Makefile.am: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl.c: Update the GL and GLES implementations of COGL after the CoglColor changes. * clutter/clutter-actor.c: * clutter/clutter-clone-texture.c: * clutter/clutter-entry.c: * clutter/clutter-label.c: * clutter/clutter-rectangle.c: * clutter/clutter-texture.c: Do not use CoglColor whenever it is possible, and use cogl_set_source_color4ub() instead. * clutter/pango/cogl-pango-render.c: Ditto as above. * doc/reference/clutter/subclassing-ClutterActor.xml: * doc/reference/cogl/cogl-sections.txt: Update the documentation. * tests/interactive/test-cogl-offscreen.c: * tests/interactive/test-cogl-primitives.c: * tests/interactive/test-cogl-tex-convert.c: * tests/interactive/test-cogl-tex-foreign.c: * tests/interactive/test-cogl-tex-getset.c: * tests/interactive/test-cogl-tex-polygon.c: * tests/interactive/test-cogl-tex-tile.c: * tests/interactive/test-paint-wrapper.c: Drop the usage of CoglColor whenever it is possible.
2008-11-12 13:57:58 +00:00
cogl_set_source_color4ub (0x66, 0x66, 0xdd, 0xff);
cogl_rectangle (0, 0, 400, 400);
Fully integrates CoglMaterial throughout the rest of Cogl This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
2009-01-23 16:15:40 +00:00
cogl_set_source_texture (priv->texhand_id);
cogl_rectangle_with_texture_coords (0, 0,
400, 400,
Fully integrates CoglMaterial throughout the rest of Cogl This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
2009-01-23 16:15:40 +00:00
0, 0,
6, 6);
cogl_push_framebuffer (priv->offscreen_id);
2008-11-12 Emmanuele Bassi <ebassi@linux.intel.com> * clutter/cogl/cogl-color.h: * clutter/cogl/cogl-path.h: * clutter/cogl/cogl-types.h: * clutter/cogl/common/cogl-color.c: Deprecated cogl_color() in favour of cogl_set_source_color() and friends; store the CoglColor components as unsigned bytes instead of fixed point normalized values; add functions for allocating, copying and freeing CoglColor, for use of language bindings. * clutter/cogl/cogl.h.in: * clutter/cogl/cogl-deprecated.h: Added cogl-deprecated.h, an header file containing the deprecation symbols similar to clutter-deprecated.h. * clutter/cogl/gl/Makefile.am: * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/Makefile.am: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl.c: Update the GL and GLES implementations of COGL after the CoglColor changes. * clutter/clutter-actor.c: * clutter/clutter-clone-texture.c: * clutter/clutter-entry.c: * clutter/clutter-label.c: * clutter/clutter-rectangle.c: * clutter/clutter-texture.c: Do not use CoglColor whenever it is possible, and use cogl_set_source_color4ub() instead. * clutter/pango/cogl-pango-render.c: Ditto as above. * doc/reference/clutter/subclassing-ClutterActor.xml: * doc/reference/cogl/cogl-sections.txt: Update the documentation. * tests/interactive/test-cogl-offscreen.c: * tests/interactive/test-cogl-primitives.c: * tests/interactive/test-cogl-tex-convert.c: * tests/interactive/test-cogl-tex-foreign.c: * tests/interactive/test-cogl-tex-getset.c: * tests/interactive/test-cogl-tex-polygon.c: * tests/interactive/test-cogl-tex-tile.c: * tests/interactive/test-paint-wrapper.c: Drop the usage of CoglColor whenever it is possible.
2008-11-12 13:57:58 +00:00
cogl_set_source_color4ub (0xff, 0, 0, 0xff);
cogl_rectangle (20, 20, 20 + 100, 20 + 100);
2008-11-12 Emmanuele Bassi <ebassi@linux.intel.com> * clutter/cogl/cogl-color.h: * clutter/cogl/cogl-path.h: * clutter/cogl/cogl-types.h: * clutter/cogl/common/cogl-color.c: Deprecated cogl_color() in favour of cogl_set_source_color() and friends; store the CoglColor components as unsigned bytes instead of fixed point normalized values; add functions for allocating, copying and freeing CoglColor, for use of language bindings. * clutter/cogl/cogl.h.in: * clutter/cogl/cogl-deprecated.h: Added cogl-deprecated.h, an header file containing the deprecation symbols similar to clutter-deprecated.h. * clutter/cogl/gl/Makefile.am: * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/Makefile.am: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl.c: Update the GL and GLES implementations of COGL after the CoglColor changes. * clutter/clutter-actor.c: * clutter/clutter-clone-texture.c: * clutter/clutter-entry.c: * clutter/clutter-label.c: * clutter/clutter-rectangle.c: * clutter/clutter-texture.c: Do not use CoglColor whenever it is possible, and use cogl_set_source_color4ub() instead. * clutter/pango/cogl-pango-render.c: Ditto as above. * doc/reference/clutter/subclassing-ClutterActor.xml: * doc/reference/cogl/cogl-sections.txt: Update the documentation. * tests/interactive/test-cogl-offscreen.c: * tests/interactive/test-cogl-primitives.c: * tests/interactive/test-cogl-tex-convert.c: * tests/interactive/test-cogl-tex-foreign.c: * tests/interactive/test-cogl-tex-getset.c: * tests/interactive/test-cogl-tex-polygon.c: * tests/interactive/test-cogl-tex-tile.c: * tests/interactive/test-paint-wrapper.c: Drop the usage of CoglColor whenever it is possible.
2008-11-12 13:57:58 +00:00
cogl_set_source_color4ub (0, 0xff, 0, 0xff);
cogl_rectangle (80, 80, 80 + 100, 80 + 100);
cogl_pop_framebuffer ();
Fully integrates CoglMaterial throughout the rest of Cogl This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
2009-01-23 16:15:40 +00:00
material = cogl_material_new ();
cogl_material_set_color4ub (material, 0x88, 0x88, 0x88, 0x88);
Fully integrates CoglMaterial throughout the rest of Cogl This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
2009-01-23 16:15:40 +00:00
cogl_material_set_layer (material, 0, priv->texture_id);
cogl_set_source (material);
cogl_rectangle_with_texture_coords (100, 100,
300, 300,
Fully integrates CoglMaterial throughout the rest of Cogl This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
2009-01-23 16:15:40 +00:00
texcoords[0],
texcoords[1],
texcoords[2],
texcoords[3]);
}
static void
test_coglbox_finalize (GObject *object)
{
G_OBJECT_CLASS (test_coglbox_parent_class)->finalize (object);
}
static void
test_coglbox_dispose (GObject *object)
{
TestCoglboxPrivate *priv;
priv = TEST_COGLBOX_GET_PRIVATE (object);
cogl_handle_unref (priv->texture_id);
cogl_handle_unref (priv->offscreen_id);
G_OBJECT_CLASS (test_coglbox_parent_class)->dispose (object);
}
/* A newly created Cogl framebuffer will be initialized with a
* viewport covering the size of the viewport i.e. equavalent to:
*
* calling cogl_framebuffer_set_viewport (
* fb,
* 0, 0,
* cogl_framebuffer_get_viewport_width (fb),
* cogl_framebuffer_get_viewport_width (fb));
*
* The projection matrix will be an identity matrix.
*
* The modelview matrix will be an identity matrix, and this will
* create a coordinate system - like OpenGL - with the viewport
* being mapped to a unit cube with the origin (0, 0, 0) in the
* center, x, y and z ranging from -1 to 1 with (-1, -1) being top
* left and (1, 1) bottom right.
*
* This sets up a Clutter like coordinate system for a Cogl
* framebuffer
*/
void
setup_viewport (unsigned int width,
unsigned int height,
float fovy,
float aspect,
float z_near,
float z_far)
{
float z_camera;
CoglMatrix projection_matrix;
CoglMatrix mv_matrix;
cogl_set_viewport (0, 0, width, height);
/* For Ortho projection.
* _cogl_matrix_stack_ortho (projection_stack, 0, width, 0, height, -1, 1);
*/
cogl_perspective (fovy, aspect, z_near, z_far);
/*
* In theory, we can compute the camera distance from screen as:
*
* 0.5 * tan (FOV)
*
* However, it's better to compute the z_camera from our projection
* matrix so that we get a 1:1 mapping at the screen distance. Consider
* the upper-left corner of the screen. It has object coordinates
* (0,0,0), so by the transform below, ends up with eye coordinate
*
* x_eye = x_object / width - 0.5 = - 0.5
* y_eye = (height - y_object) / width - 0.5 = 0.5
* z_eye = z_object / width - z_camera = - z_camera
*
* From cogl_perspective(), we know that the projection matrix has
* the form:
*
* (x, 0, 0, 0)
* (0, y, 0, 0)
* (0, 0, c, d)
* (0, 0, -1, 0)
*
* Applied to the above, we get clip coordinates of
*
* x_clip = x * (- 0.5)
* y_clip = y * 0.5
* w_clip = - 1 * (- z_camera) = z_camera
*
* Dividing through by w to get normalized device coordinates, we
* have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera.
* The upper left corner of the screen has normalized device coordinates,
* (-1, 1), so to have the correct 1:1 mapping, we have to have:
*
* z_camera = 0.5 * x = 0.5 * y
*
* If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping
* doesn't make sense.
*/
cogl_get_projection_matrix (&projection_matrix);
z_camera = 0.5 * projection_matrix.xx;
cogl_matrix_init_identity (&mv_matrix);
cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera);
cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f);
cogl_set_modelview_matrix (&mv_matrix);
}
static void
test_coglbox_init (TestCoglbox *self)
{
ClutterActor *stage;
TestCoglboxPrivate *priv;
gchar *file;
ClutterPerspective perspective;
float stage_width;
float stage_height;
self->priv = priv = TEST_COGLBOX_GET_PRIVATE(self);
printf ("Loading redhand.png\n");
file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
priv->texhand_id = cogl_texture_new_from_file (file,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_ANY,
NULL);
g_free (file);
printf ("Creating texture with size\n");
[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 18:18:18 +00:00
priv->texture_id = cogl_texture_new_with_size (200, 200,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGB_888);
if (priv->texture_id == COGL_INVALID_HANDLE)
printf ("Failed creating texture with size!\n");
printf ("Creating offscreen\n");
priv->offscreen_id = cogl_offscreen_new_to_texture (priv->texture_id);
stage = clutter_stage_get_default ();
clutter_stage_get_perspective (CLUTTER_STAGE (stage), &perspective);
clutter_actor_get_size (stage, &stage_width, &stage_height);
cogl_push_framebuffer (priv->offscreen_id);
setup_viewport (stage_width, stage_height,
perspective.fovy,
perspective.aspect,
perspective.z_near,
perspective.z_far);
cogl_pop_framebuffer ();
if (priv->offscreen_id == COGL_INVALID_HANDLE)
printf ("Failed creating offscreen to texture!\n");
}
static void
test_coglbox_class_init (TestCoglboxClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
gobject_class->finalize = test_coglbox_finalize;
gobject_class->dispose = test_coglbox_dispose;
actor_class->paint = test_coglbox_paint;
g_type_class_add_private (gobject_class, sizeof (TestCoglboxPrivate));
}
static ClutterActor*
test_coglbox_new (void)
{
return g_object_new (TEST_TYPE_COGLBOX, NULL);
}
G_MODULE_EXPORT int
test_cogl_offscreen_main (int argc, char *argv[])
{
ClutterActor *stage;
ClutterActor *coglbox;
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
return 1;
/* Stage */
stage = clutter_stage_get_default ();
clutter_actor_set_size (stage, 400, 400);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Cogl Test");
/* Cogl Box */
coglbox = test_coglbox_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (stage), coglbox);
clutter_actor_show_all (stage);
clutter_main ();
return 0;
}