#include #include #include #include #include #include #include /* Defines the size and resolution of the quad mesh we morph: */ #define MESH_WIDTH 100.0 /* number of quads along x axis */ #define MESH_HEIGHT 100.0 /* number of quads along y axis */ #define QUAD_WIDTH 5.0 /* width in pixels of a single quad */ #define QUAD_HEIGHT 5.0 /* height in pixels of a single quad */ /* Defines a sine wave that sweeps across the mesh: */ #define WAVE_DEPTH ((MESH_WIDTH * QUAD_WIDTH) / 16.0) /* peak amplitude */ #define WAVE_PERIODS 4.0 #define WAVE_SPEED 10.0 /* Defines a rippling sine wave emitted from a point: */ #define RIPPLE_CENTER_X ((MESH_WIDTH / 2.0) * QUAD_WIDTH) #define RIPPLE_CENTER_Y ((MESH_HEIGHT / 2.0) * QUAD_HEIGHT) #define RIPPLE_RADIUS (MESH_WIDTH * QUAD_WIDTH) #define RIPPLE_DEPTH ((MESH_WIDTH * QUAD_WIDTH) / 16.0) /* peak amplitude */ #define RIPPLE_PERIODS 4.0 #define RIPPLE_SPEED -10.0 /* Defines the width of the gaussian bell used to fade out the alpha * towards the edges of the mesh (starting from the ripple center): */ #define GAUSSIAN_RADIUS ((MESH_WIDTH * QUAD_WIDTH) / 6.0) /* Our hues lie in the range [0, 1], and this defines how we map amplitude * to hues (before scaling by {WAVE,RIPPLE}_DEPTH) * As we are interferring two sine waves together; amplitudes lie in the * range [-2, 2] */ #define HSL_OFFSET 0.5 /* the hue that we map an amplitude of 0 too */ #define HSL_SCALE 0.25 typedef struct _TestState { ClutterActor *dummy; CoglHandle buffer; float *quad_mesh_verts; GLubyte *quad_mesh_colors; GLushort *static_indices; guint n_static_indices; CoglHandle indices; ClutterTimeline *timeline; } TestState; static void frame_cb (ClutterTimeline *timeline, gint frame_num, TestState *state) { guint x, y; guint n_frames = clutter_timeline_get_n_frames (timeline); float period_progress = ((float)frame_num / (float)n_frames) * 2.0 * G_PI; float period_progress_sin = sinf (period_progress); float wave_shift = period_progress * WAVE_SPEED; float ripple_shift = period_progress * RIPPLE_SPEED; for (y = 0; y <= MESH_HEIGHT; y++) for (x = 0; x <= MESH_WIDTH; x++) { guint vert_index = (MESH_WIDTH + 1) * y + x; float *vert = &state->quad_mesh_verts[3 * vert_index]; float real_x = x * QUAD_WIDTH; float real_y = y * QUAD_HEIGHT; float wave_offset = (float)x / (MESH_WIDTH + 1); float wave_angle = (WAVE_PERIODS * 2 * G_PI * wave_offset) + wave_shift; float wave_sin = sinf (wave_angle); float a_sqr = (RIPPLE_CENTER_X - real_x) * (RIPPLE_CENTER_X - real_x); float b_sqr = (RIPPLE_CENTER_Y - real_y) * (RIPPLE_CENTER_Y - real_y); float ripple_offset = sqrtf (a_sqr + b_sqr) / RIPPLE_RADIUS; float ripple_angle = (RIPPLE_PERIODS * 2 * G_PI * ripple_offset) + ripple_shift; float ripple_sin = sinf (ripple_angle); float h, s, l; GLubyte *color; vert[2] = (wave_sin * WAVE_DEPTH) + (ripple_sin * RIPPLE_DEPTH); /* Burn some CPU time picking a pretty color... */ h = (HSL_OFFSET + wave_sin + ripple_sin + period_progress_sin) * HSL_SCALE; s = 0.5; l = 0.25 + (period_progress_sin + 1.0) / 4.0; color = &state->quad_mesh_colors[4 * vert_index]; /* A bit of a sneaky cast, but it seems safe to assume the ClutterColor * typedef is set in stone... */ clutter_color_from_hls ((ClutterColor *)color, h * 360.0, l, s); } cogl_vertex_buffer_add (state->buffer, "gl_Vertex", 3, /* n components */ GL_FLOAT, FALSE, /* normalized */ 0, /* stride */ state->quad_mesh_verts); cogl_vertex_buffer_add (state->buffer, "gl_Color", 4, /* n components */ GL_UNSIGNED_BYTE, FALSE, /* normalized */ 0, /* stride */ state->quad_mesh_colors); cogl_vertex_buffer_submit (state->buffer); clutter_actor_set_rotation (state->dummy, CLUTTER_Z_AXIS, frame_num, (MESH_WIDTH * QUAD_WIDTH) / 2, (MESH_HEIGHT * QUAD_HEIGHT) / 2, 0); clutter_actor_set_rotation (state->dummy, CLUTTER_X_AXIS, frame_num, (MESH_WIDTH * QUAD_WIDTH) / 2, (MESH_HEIGHT * QUAD_HEIGHT) / 2, 0); } static void on_paint (ClutterActor *actor, TestState *state) { cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff); cogl_vertex_buffer_draw_elements (state->buffer, COGL_VERTICES_MODE_TRIANGLE_STRIP, state->indices, 0, /* min index */ (MESH_WIDTH + 1) * (MESH_HEIGHT + 1), /* max index */ 0, /* indices offset */ state->n_static_indices); } static void init_static_index_arrays (TestState *state) { guint n_indices; int x, y; GLushort *i; guint dir; /* - Each row takes (2 + 2 * MESH_WIDTH indices) * - Thats 2 to start the triangle strip then 2 indices to add 2 triangles * per mesh quad. * - We have MESH_HEIGHT rows * - It takes one extra index for linking between rows (MESH_HEIGHT - 1) * - A 2 x 3 mesh == 20 indices... */ n_indices = (2 + 2 * MESH_WIDTH) * MESH_HEIGHT + (MESH_HEIGHT - 1); state->static_indices = g_malloc (sizeof (GLushort) * n_indices); state->n_static_indices = n_indices; #define MESH_INDEX(X, Y) (Y) * (MESH_WIDTH + 1) + (X) i = state->static_indices; /* NB: front facing == anti-clockwise winding */ i[0] = MESH_INDEX (0, 0); i[1] = MESH_INDEX (0, 1); i += 2; #define LEFT 0 #define RIGHT 1 dir = RIGHT; for (y = 0; y < MESH_HEIGHT; y++) { for (x = 0; x < MESH_WIDTH; x++) { /* Add 2 triangles per mesh quad... */ if (dir == RIGHT) { i[0] = MESH_INDEX (x + 1, y); i[1] = MESH_INDEX (x + 1, y + 1); } else { i[0] = MESH_INDEX (MESH_WIDTH - x - 1, y); i[1] = MESH_INDEX (MESH_WIDTH - x - 1, y + 1); } i += 2; } /* Link rows... */ if (y == (MESH_HEIGHT - 1)) break; if (dir == RIGHT) { i[0] = MESH_INDEX (MESH_WIDTH, y + 1); i[1] = MESH_INDEX (MESH_WIDTH, y + 1); i[2] = MESH_INDEX (MESH_WIDTH, y + 2); } else { i[0] = MESH_INDEX (0, y + 1); i[1] = MESH_INDEX (0, y + 1); i[2] = MESH_INDEX (0, y + 2); } i += 3; dir = !dir; } #undef MESH_INDEX state->indices = cogl_vertex_buffer_indices_new (COGL_INDICES_TYPE_UNSIGNED_SHORT, state->static_indices, state->n_static_indices); } static float gaussian (float x, float y) { /* Bell width */ float c = GAUSSIAN_RADIUS; /* Peak amplitude */ float a = 1.0; /* float a = 1.0 / (c * sqrtf (2.0 * G_PI)); */ /* Center offset */ float b = 0.0; x = x - RIPPLE_CENTER_X; y = y - RIPPLE_CENTER_Y; float dist = sqrtf (x*x + y*y); return a * exp ((- ((dist - b) * (dist - b))) / (2.0 * c * c)); } static void init_quad_mesh (TestState *state) { int x, y; float *vert; GLubyte *color; /* Note: we maintain the minimum number of vertices possible. This minimizes * the work required when we come to morph the geometry. * * We use static indices into our mesh so that we can treat the data like a * single triangle list and drawing can be done in one operation (Note: We * are using degenerate triangles at the edges to link to the next row) */ state->quad_mesh_verts = g_malloc0 (sizeof (float) * 3 * (MESH_WIDTH + 1) * (MESH_HEIGHT + 1)); state->quad_mesh_colors = g_malloc0 (sizeof (GLubyte) * 4 * (MESH_WIDTH + 1) * (MESH_HEIGHT + 1)); vert = state->quad_mesh_verts; color = state->quad_mesh_colors; for (y = 0; y <= MESH_HEIGHT; y++) for (x = 0; x <= MESH_WIDTH; x++) { vert[0] = x * QUAD_WIDTH; vert[1] = y * QUAD_HEIGHT; vert += 3; color[3] = gaussian (x * QUAD_WIDTH, y * QUAD_HEIGHT) * 255.0; color += 4; } state->buffer = cogl_vertex_buffer_new ((MESH_WIDTH + 1)*(MESH_HEIGHT + 1)); cogl_vertex_buffer_add (state->buffer, "gl_Vertex", 3, /* n components */ COGL_ATTRIBUTE_TYPE_FLOAT, FALSE, /* normalized */ 0, /* stride */ state->quad_mesh_verts); cogl_vertex_buffer_add (state->buffer, "gl_Color", 4, /* n components */ COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE, FALSE, /* normalized */ 0, /* stride */ state->quad_mesh_colors); cogl_vertex_buffer_submit (state->buffer); init_static_index_arrays (state); } /* This creates an actor that has a specific size but that does not result * in any drawing so we can do our own drawing using Cogl... */ static ClutterActor * create_dummy_actor (guint width, guint height) { ClutterActor *group, *rect; ClutterColor clr = { 0xff, 0xff, 0xff, 0xff}; group = clutter_group_new (); rect = clutter_rectangle_new_with_color (&clr); clutter_actor_set_size (rect, width, height); clutter_actor_hide (rect); clutter_container_add_actor (CLUTTER_CONTAINER (group), rect); return group; } static gboolean queue_redraw (gpointer stage) { clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); return TRUE; } G_MODULE_EXPORT int test_cogl_vertex_buffer_main (int argc, char *argv[]) { TestState state; ClutterActor *stage; ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff}; ClutterGeometry stage_geom; gint dummy_width, dummy_height; guint idle_source; clutter_init (&argc, &argv); stage = clutter_stage_get_default (); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr); clutter_actor_get_geometry (stage, &stage_geom); dummy_width = MESH_WIDTH * QUAD_WIDTH; dummy_height = MESH_HEIGHT * QUAD_HEIGHT; state.dummy = create_dummy_actor (dummy_width, dummy_height); clutter_container_add_actor (CLUTTER_CONTAINER (stage), state.dummy); clutter_actor_set_position (state.dummy, (stage_geom.width / 2.0) - (dummy_width / 2.0), (stage_geom.height / 2.0) - (dummy_height / 2.0)); state.timeline = clutter_timeline_new (360, 60); clutter_timeline_set_loop (state.timeline, TRUE); g_signal_connect (state.timeline, "new-frame", G_CALLBACK (frame_cb), &state); /* We want continuous redrawing of the stage... */ idle_source = g_idle_add (queue_redraw, stage); g_signal_connect (state.dummy, "paint", G_CALLBACK (on_paint), &state); init_quad_mesh (&state); clutter_actor_show_all (stage); clutter_timeline_start (state.timeline); clutter_main (); cogl_handle_unref (state.buffer); cogl_handle_unref (state.indices); g_source_remove (idle_source); return 0; }