#include #include #include #include #include #include #include #include typedef struct _TestMultiLayerMaterialState { ClutterActor *group; CoglHandle alpha_tex; CoglHandle redhand_tex; gfloat *tex_coords; ClutterTimeline *timeline; CoglHandle material0; CoglMatrix tex_matrix0; CoglMatrix rot_matrix0; CoglHandle light_tex0; CoglHandle material1; CoglMatrix tex_matrix1; CoglMatrix rot_matrix1; CoglHandle light_tex1; } TestMultiLayerMaterialState; static void frame_cb (ClutterTimeline *timeline, gint frame_no, gpointer data) { TestMultiLayerMaterialState *state = data; cogl_matrix_multiply (&state->tex_matrix0, &state->tex_matrix0, &state->rot_matrix0); cogl_material_set_layer_matrix (state->material0, 2, &state->tex_matrix0); cogl_matrix_multiply (&state->tex_matrix1, &state->tex_matrix1, &state->rot_matrix1); cogl_material_set_layer_matrix (state->material1, 2, &state->tex_matrix1); } static void material_rectangle_paint (ClutterActor *actor, gpointer data) { TestMultiLayerMaterialState *state = data; cogl_push_matrix (); cogl_translate (150, 15, 0); cogl_set_source (state->material0); cogl_rectangle_with_multitexture_coords (0, 0, 200, 213, state->tex_coords, 12); cogl_translate (-300, -30, 0); cogl_set_source (state->material1); cogl_rectangle_with_multitexture_coords (0, 0, 200, 213, state->tex_coords, 12); cogl_pop_matrix (); } static void animation_completed_cb (ClutterAnimation *animation, TestMultiLayerMaterialState *state) { static gboolean go_back = FALSE; gdouble new_rotation_y; if (go_back) new_rotation_y = 30; else new_rotation_y = -30; go_back = !go_back; clutter_actor_animate_with_timeline (state->group, CLUTTER_LINEAR, state->timeline, "rotation-angle-y", new_rotation_y, "signal-after::completed", animation_completed_cb, state, NULL); } G_MODULE_EXPORT int test_cogl_multitexture_main (int argc, char *argv[]) { GError *error = NULL; ClutterActor *stage; ClutterColor stage_color = { 0x61, 0x56, 0x56, 0xff }; TestMultiLayerMaterialState *state = g_new0 (TestMultiLayerMaterialState, 1); gfloat stage_w, stage_h; gchar **files; gfloat tex_coords[] = { /* tx1 ty1 tx2 ty2 */ 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1 }; if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS) return 1; stage = clutter_stage_new (); clutter_actor_get_size (stage, &stage_w, &stage_h); clutter_stage_set_title (CLUTTER_STAGE (stage), "Cogl: Multi-texturing"); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL); /* 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, stage_w / 2, stage_h / 2); g_signal_connect (state->group, "paint", G_CALLBACK(material_rectangle_paint), state); files = g_new (gchar*, 4); files[0] = g_build_filename (TESTS_DATADIR, "redhand_alpha.png", NULL); files[1] = g_build_filename (TESTS_DATADIR, "redhand.png", NULL); files[2] = g_build_filename (TESTS_DATADIR, "light0.png", NULL); files[3] = NULL; state->alpha_tex = cogl_texture_new_from_file (files[0], COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_ANY, &error); if (!state->alpha_tex) g_critical ("Failed to load redhand_alpha.png: %s", error->message); state->redhand_tex = cogl_texture_new_from_file (files[1], COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_ANY, &error); if (!state->redhand_tex) g_critical ("Failed to load redhand.png: %s", error->message); state->light_tex0 = cogl_texture_new_from_file (files[2], COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_ANY, &error); if (!state->light_tex0) g_critical ("Failed to load light0.png: %s", error->message); state->light_tex1 = cogl_texture_new_from_file (files[2], COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_ANY, &error); if (!state->light_tex1) g_critical ("Failed to load light0.png: %s", error->message); g_strfreev (files); state->material0 = cogl_material_new (); cogl_material_set_layer (state->material0, 0, state->alpha_tex); cogl_material_set_layer (state->material0, 1, state->redhand_tex); cogl_material_set_layer (state->material0, 2, state->light_tex0); state->material1 = cogl_material_new (); cogl_material_set_layer (state->material1, 0, state->alpha_tex); cogl_material_set_layer (state->material1, 1, state->redhand_tex); cogl_material_set_layer (state->material1, 2, state->light_tex1); state->tex_coords = tex_coords; cogl_matrix_init_identity (&state->tex_matrix0); cogl_matrix_init_identity (&state->tex_matrix1); cogl_matrix_init_identity (&state->rot_matrix0); cogl_matrix_init_identity (&state->rot_matrix1); cogl_matrix_translate (&state->rot_matrix0, 0.5, 0.5, 0); cogl_matrix_rotate (&state->rot_matrix0, 10.0, 0, 0, 1.0); cogl_matrix_translate (&state->rot_matrix0, -0.5, -0.5, 0); cogl_matrix_translate (&state->rot_matrix1, 0.5, 0.5, 0); cogl_matrix_rotate (&state->rot_matrix1, -10.0, 0, 0, 1.0); cogl_matrix_translate (&state->rot_matrix1, -0.5, -0.5, 0); clutter_actor_set_anchor_point (state->group, 86, 125); clutter_container_add_actor (CLUTTER_CONTAINER(stage), state->group); state->timeline = clutter_timeline_new (2812); g_signal_connect (state->timeline, "new-frame", G_CALLBACK (frame_cb), state); clutter_actor_animate_with_timeline (state->group, CLUTTER_LINEAR, state->timeline, "rotation-angle-y", 30.0, "signal-after::completed", animation_completed_cb, state, NULL); /* start the timeline and thus the animations */ clutter_timeline_start (state->timeline); clutter_actor_show_all (stage); clutter_main(); cogl_handle_unref (state->material1); cogl_handle_unref (state->material0); cogl_handle_unref (state->alpha_tex); cogl_handle_unref (state->redhand_tex); cogl_handle_unref (state->light_tex0); cogl_handle_unref (state->light_tex1); g_free (state); return 0; } G_MODULE_EXPORT const char * test_cogl_multitexture_describe (void) { return "Multi-texturing support in Cogl."; }