Bug 1080 - clutter_stage_read_pixels has upside-down y coordinate

* clutter/clutter-stage.c (clutter_stage_read_pixels): Use
	OpenGL's coordinate system for the arguments to glReadPixels (so
	that y zero is the bottom of the window). Use clutter_redraw
	instead of clutter_stage_paint to ensure the right GL context is
	selected. Set some of the glPixelStore parameters that might have
	been changed by Cogl.

	* tests/test-stage-read-pixels.c: Replace with a different test
	that gets a sub-region of the stage around the cursor.
This commit is contained in:
Neil Roberts 2008-09-18 10:24:37 +00:00
parent 6dac43ddeb
commit 8681cb249c
2 changed files with 134 additions and 254 deletions

View File

@ -1171,7 +1171,7 @@ clutter_stage_read_pixels (ClutterStage *stage,
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
/* Force a redraw of the stage before reading back pixels */
clutter_stage_paint (CLUTTER_ACTOR (stage));
clutter_redraw (stage);
clutter_stage_ensure_current (stage);
glGetIntegerv (GL_VIEWPORT, viewport);
@ -1191,6 +1191,21 @@ clutter_stage_read_pixels (ClutterStage *stage,
pixels = g_malloc (height * rowstride);
temprow = g_malloc (rowstride);
/* Setup the pixel store parameters that may have been changed by
Cogl */
glPixelStorei (GL_PACK_ALIGNMENT, 4);
#ifdef HAVE_COGL_GL
glPixelStorei (GL_PACK_ROW_LENGTH, 0);
glPixelStorei (GL_PACK_SKIP_PIXELS, 0);
glPixelStorei (GL_PACK_SKIP_ROWS, 0);
#endif /* HAVE_COGL_GL */
/* The y co-ordinate should be given in OpenGL's coordinate system
so 0 is the bottom row */
y = stage_height - 1 - y - height;
glFinish ();
/* check whether we need to read into a smaller temporary buffer */
glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);

View File

@ -1,290 +1,155 @@
#include <clutter/clutter.h>
#include <string.h>
#if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES)
#define _USE_MATH_DEFINES
#endif
#define DOT_SIZE 2
#define TEX_SIZE 64
#include <math.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
typedef struct _CallbackData CallbackData;
#define TRAILS 0
#define NHANDS 6
#define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS)
typedef struct SuperOH
struct _CallbackData
{
ClutterActor **hand, *bgtex;
ClutterActor *group;
ClutterActor *stage;
ClutterActor *tv;
} SuperOH;
static gint n_hands = NHANDS;
static GOptionEntry super_oh_entries[] = {
{
"num-hands", 'n',
0,
G_OPTION_ARG_INT, &n_hands,
"Number of hands", "HANDS"
},
{ NULL }
ClutterActor *stage;
ClutterActor *tex;
ClutterActor *box;
ClutterMotionEvent event;
guint idle_source;
};
static gint
get_radius (void)
static ClutterActor *
make_label (void)
{
return (CLUTTER_STAGE_HEIGHT() + CLUTTER_STAGE_HEIGHT()) / n_hands ;
ClutterActor *label;
gchar *text;
gchar *argv[] = { "ls", "--help", NULL };
label = clutter_label_new ();
clutter_label_set_font_name (CLUTTER_LABEL (label), "Sans 10");
if (g_spawn_sync (NULL, argv, NULL,
G_SPAWN_STDERR_TO_DEV_NULL | G_SPAWN_SEARCH_PATH,
NULL, NULL, &text, NULL, NULL, NULL))
{
clutter_label_set_text (CLUTTER_LABEL (label), text);
g_free (text);
}
return label;
}
/* input handler */
static gboolean
input_cb (ClutterStage *stage,
ClutterEvent *event,
gpointer data)
static ClutterActor *
make_tex (void)
{
if (event->type == CLUTTER_BUTTON_PRESS)
ClutterActor *tex = clutter_texture_new ();
clutter_actor_set_size (tex, TEX_SIZE * 2, TEX_SIZE * 2);
return tex;
}
static ClutterActor *
make_box (void)
{
ClutterActor *box;
static const ClutterColor blue = { 0x00, 0x00, 0xff, 0xff };
box = clutter_rectangle_new_with_color (&blue);
clutter_actor_set_size (box, DOT_SIZE + 2, DOT_SIZE + 2);
clutter_actor_hide (box);
return box;
}
static gboolean
on_motion_idle (gpointer user_data)
{
CallbackData *data = (CallbackData *) user_data;
guchar *pixels, *p;
guint stage_width, stage_height;
gint x, y;
data->idle_source = 0;
clutter_actor_get_size (data->stage, &stage_width, &stage_height);
x = CLAMP (data->event.x - TEX_SIZE / 2, 0, (int) stage_width - TEX_SIZE);
y = CLAMP (data->event.y - TEX_SIZE / 2, 0, (int) stage_height - TEX_SIZE);
clutter_actor_set_position (data->box, x + TEX_SIZE / 2 - 1,
y + TEX_SIZE / 2 - 1);
clutter_actor_show (data->box);
/* Redraw so that the layouting will be done and the box will be
drawn in the right position */
clutter_redraw (CLUTTER_STAGE (data->stage));
pixels = clutter_stage_read_pixels (CLUTTER_STAGE (data->stage),
x, y, TEX_SIZE, TEX_SIZE);
/* Make a red dot in the center */
p = pixels + (TEX_SIZE / 2 - DOT_SIZE / 2) * TEX_SIZE * 4
+ (TEX_SIZE / 2 - DOT_SIZE / 2) * 4;
for (y = 0; y < DOT_SIZE; y++)
{
ClutterButtonEvent *button_event;
ClutterActor *e;
gint x, y;
clutter_event_get_coords (event, &x, &y);
button_event = (ClutterButtonEvent *) event;
g_print ("*** button press event (button:%d) ***\n",
button_event->button);
e = clutter_stage_get_actor_at_pos (stage, x, y);
if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE_TEXTURE (e)))
{
clutter_actor_hide (e);
return TRUE;
}
for (x = 0; x < DOT_SIZE; x++)
{
*(p++) = 255;
memset (p, 0, 3);
p += 3;
}
p += TEX_SIZE * 4 - DOT_SIZE * 4;
}
else if (event->type == CLUTTER_KEY_RELEASE)
{
ClutterKeyEvent *kev = (ClutterKeyEvent *) event;
g_print ("*** key press event (key:%c) ***\n",
clutter_key_event_symbol (kev));
/* Set all of the alpa values to full */
for (p = pixels + TEX_SIZE * TEX_SIZE * 4; p > pixels; p -= 4)
*(p - 1) = 255;
if (clutter_key_event_symbol (kev) == CLUTTER_q)
{
clutter_main_quit ();
return TRUE;
}
}
clutter_texture_set_from_rgb_data (CLUTTER_TEXTURE (data->tex),
pixels, TRUE,
TEX_SIZE, TEX_SIZE,
TEX_SIZE * 4, 4, 0, NULL);
g_free (pixels);
return FALSE;
}
static gboolean update_snapshot (gpointer data)
static gboolean
on_motion (ClutterActor *stage, ClutterMotionEvent *event, CallbackData *data)
{
SuperOH *oh = data;
gint width = CLUTTER_STAGE_WIDTH();
gint height = CLUTTER_STAGE_HEIGHT();
gint x, y, rowstride;
guchar *pixels;
/* Handle the motion event in an idle handler so that multiple
events will be combined into one */
if (data->idle_source == 0)
data->idle_source = clutter_threads_add_idle (on_motion_idle, data);
pixels = clutter_stage_read_pixels (CLUTTER_STAGE (oh->stage), 0, 0, width, height);
g_assert (pixels);
data->event = *event;
/* Alpha data is not guaranteed to be sensible and we don't need it,
* overwrite it with full-alpha.
*/
rowstride = width * 4;
for (y = 0; y < height; y++)
for (x = 3; x < rowstride; x += 4)
pixels[(y * rowstride) + x] = 0xff;
clutter_texture_set_from_rgb_data (CLUTTER_TEXTURE (oh->tv), pixels, TRUE, width, height, width *4,
4, 0, NULL);
g_free (pixels);
return TRUE;
return FALSE;
}
/* Timeline handler */
static void
frame_cb (ClutterTimeline *timeline,
gint frame_num,
gpointer data)
{
SuperOH *oh = (SuperOH *)data;
gint i;
/* Rotate everything clockwise about stage center*/
clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
CLUTTER_Z_AXIS,
frame_num,
CLUTTER_STAGE_WIDTH () / 2,
CLUTTER_STAGE_HEIGHT () / 2,
0);
for (i = 0; i < n_hands; i++)
{
gdouble scale_x, scale_y;
clutter_actor_get_scale (oh->hand[i], &scale_x, &scale_y);
/* Rotate each hand around there centers - to get this we need
* to take into account any scaling.
*
* FIXME: scaling causes drift so disabled for now. Need rotation
* unit based functions to fix.
*/
clutter_actor_set_rotation (oh->hand[i], CLUTTER_Z_AXIS,
- 6.0 * frame_num, 0, 0, 0);
}
update_snapshot (oh);
}
int
main (int argc, char *argv[])
main (int argc, char **argv)
{
ClutterTimeline *timeline;
ClutterAlpha *alpha;
ClutterBehaviour *scaler_1, *scaler_2;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
SuperOH *oh;
gint i;
GError *error;
CallbackData data;
error = NULL;
clutter_init (&argc, &argv);
clutter_init_with_args (&argc, &argv,
NULL,
super_oh_entries,
NULL,
&error);
if (error)
{
g_warning ("Unable to initialise Clutter:\n%s",
error->message);
g_error_free (error);
data.idle_source = 0;
data.stage = clutter_stage_get_default ();
exit (1);
}
data.tex = make_tex ();
data.box = make_box ();
clutter_actor_set_position (data.tex,
clutter_actor_get_width (data.stage)
- clutter_actor_get_width (data.tex),
clutter_actor_get_height (data.stage)
- clutter_actor_get_height (data.tex));
stage = clutter_stage_get_default ();
clutter_actor_set_size (stage, 800, 600);
clutter_container_add (CLUTTER_CONTAINER (data.stage),
make_label (), data.tex, data.box, NULL);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Actors Test");
clutter_stage_set_color (CLUTTER_STAGE (stage),
&stage_color);
g_signal_connect (data.stage, "motion-event", G_CALLBACK (on_motion), &data);
oh = g_new(SuperOH, 1);
/* Create a timeline to manage animation */
timeline = clutter_timeline_new (360, 60); /* num frames, fps */
g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */
/* fire a callback for frame change */
g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), oh);
/* Set up some behaviours to handle scaling */
alpha = clutter_alpha_new_full (timeline, CLUTTER_ALPHA_SINE, NULL, NULL);
scaler_1 = clutter_behaviour_scale_new (alpha,
0.5, 0.5,
1.0, 1.0);
scaler_2 = clutter_behaviour_scale_new (alpha,
1.0, 1.0,
0.5, 0.5);
/* create a new group to hold multiple actors in a group */
oh->group = clutter_group_new();
oh->hand = g_new (ClutterActor*, n_hands);
for (i = 0; i < n_hands; i++)
{
gint x, y, w, h;
gint radius = get_radius ();
/* Create a texture from file, then clone in to same resources */
if (i == 0)
{
if ((oh->hand[i] = clutter_texture_new_from_file ("redhand.png",
&error)) == NULL)
{
g_error ("image load failed: %s", error->message);
exit (1);
}
}
else
oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE(oh->hand[0]));
/* Place around a circle */
w = clutter_actor_get_width (oh->hand[0]);
h = clutter_actor_get_height (oh->hand[0]);
x = CLUTTER_STAGE_WIDTH () / 2
+ radius
* cos (i * M_PI / (n_hands / 2))
- w / 2;
y = CLUTTER_STAGE_HEIGHT () / 2
+ radius
* sin (i * M_PI / (n_hands / 2))
- h / 2;
clutter_actor_set_position (oh->hand[i], x, y);
clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
CLUTTER_GRAVITY_CENTER);
/* Add to our group group */
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
#if 1 /* FIXME: disabled as causes drift? - see comment above */
if (i % 2)
clutter_behaviour_apply (scaler_1, oh->hand[i]);
else
clutter_behaviour_apply (scaler_2, oh->hand[i]);
#endif
}
/* Add the group to the stage */
clutter_container_add_actor (CLUTTER_CONTAINER (stage),
CLUTTER_ACTOR (oh->group));
/* Show everying ( and map window ) */
clutter_actor_show (stage);
oh->stage = stage;
oh->tv = clutter_texture_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (stage),
CLUTTER_ACTOR (oh->tv));
clutter_actor_set_position (oh->tv, CLUTTER_STAGE_WIDTH() * 0.025, CLUTTER_STAGE_HEIGHT() * 0.025);
clutter_actor_set_scale (oh->tv, 0.95, 0.95);
clutter_actor_set_opacity (oh->tv, 0.9 * 0xff);
clutter_actor_show (oh->tv);
clutter_actor_lower_bottom (oh->tv);
g_signal_connect (stage, "button-press-event",
G_CALLBACK (input_cb),
oh);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (input_cb),
oh);
/* and start it */
clutter_timeline_start (timeline);
clutter_actor_show (data.stage);
clutter_main ();
g_free (oh->hand);
g_free (oh);
return 0;
}