#include #include #include #include #include /* 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, TestCoglbox)) #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; int test_cogl_offscreen_main (int argc, char *argv[]); const char * test_cogl_offscreen_describe (void); G_END_DECLS /* Coglbox private declaration *--------------------------------------------------*/ struct _TestCoglboxPrivate { CoglHandle texhand_id; CoglHandle texture_id; CoglHandle offscreen_id; }; G_DEFINE_TYPE_WITH_PRIVATE (TestCoglbox, test_coglbox, CLUTTER_TYPE_ACTOR); #define TEST_COGLBOX_GET_PRIVATE(obj) \ (test_coglbox_get_instance_private (TEST_COGLBOX ((obj)))) /* Coglbox implementation *--------------------------------------------------*/ static void test_coglbox_paint (ClutterActor *self) { TestCoglboxPrivate *priv = TEST_COGLBOX_GET_PRIVATE (self); gfloat texcoords[4] = { 0, 0, 1, 1 }; CoglHandle material; cogl_set_source_color4ub (0x66, 0x66, 0xdd, 0xff); cogl_rectangle (0, 0, 400, 400); cogl_set_source_texture (priv->texhand_id); cogl_rectangle_with_texture_coords (0, 0, 400, 400, 0, 0, 6, 6); cogl_push_framebuffer (priv->offscreen_id); cogl_set_source_color4ub (0xff, 0, 0, 0xff); cogl_rectangle (20, 20, 20 + 100, 20 + 100); cogl_set_source_color4ub (0, 0xff, 0, 0xff); cogl_rectangle (80, 80, 80 + 100, 80 + 100); cogl_pop_framebuffer (); material = cogl_material_new (); cogl_material_set_color4ub (material, 0x88, 0x88, 0x88, 0x88); cogl_material_set_layer (material, 0, priv->texture_id); cogl_set_source (material); cogl_rectangle_with_texture_coords (100, 100, 300, 300, 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 */ static 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_map (ClutterActor *actor) { TestCoglboxPrivate *priv = TEST_COGLBOX_GET_PRIVATE (actor); ClutterActor *stage; ClutterPerspective perspective; float stage_width; float stage_height; CLUTTER_ACTOR_CLASS (test_coglbox_parent_class)->map (actor); printf ("Creating offscreen\n"); priv->offscreen_id = cogl_offscreen_new_to_texture (priv->texture_id); stage = clutter_actor_get_stage (actor); 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_init (TestCoglbox *self) { TestCoglboxPrivate *priv; gchar *file; 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"); 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"); } 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->map = test_coglbox_map; actor_class->paint = test_coglbox_paint; } 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_new (); clutter_actor_set_size (stage, 400, 400); clutter_stage_set_title (CLUTTER_STAGE (stage), "Cogl Offscreen Buffers"); g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL); /* Cogl Box */ coglbox = test_coglbox_new (); clutter_container_add_actor (CLUTTER_CONTAINER (stage), coglbox); clutter_actor_show_all (stage); clutter_main (); return 0; } G_MODULE_EXPORT const char * test_cogl_offscreen_describe (void) { return "Offscreen buffer support in Cogl."; }