#include "../config.h" /*#define TEST_GROUP */ /* These variables are used instead of the standard GLSL variables on GLES 2 */ #ifdef HAVE_COGL_GLES2 #define GLES2_VARS \ "precision mediump float;\n" \ "varying vec2 tex_coord;\n" \ "varying vec4 frag_color;\n" #define TEX_COORD "tex_coord" #define COLOR_VAR "frag_color" #else /* HAVE_COGL_GLES2 */ #define GLES2_VARS "" #define TEX_COORD "gl_TexCoord[0]" #define COLOR_VAR "gl_Color" #endif /* HAVE_COGL_GLES2 */ #include #include #include #include ClutterActor* make_source(void) { ClutterActor *source, *actor; GError *error = NULL; ClutterColor yellow = {0xff, 0xff, 0x00, 0xff}; source = clutter_group_new(); actor = clutter_texture_new_from_file ("redhand.png", &error); if (!actor) g_error("pixbuf load failed: %s", error ? error->message : "Unknown"); clutter_group_add (source, actor); actor = clutter_label_new_with_text ("Sans Bold 50px", "Clutter"); clutter_label_set_color (CLUTTER_LABEL (actor), &yellow); clutter_actor_set_y (actor, clutter_actor_get_height(source) + 5); clutter_group_add (source, actor); return source; } ClutterShader* make_shader(void) { ClutterShader *shader; GError *error = NULL; shader = clutter_shader_new (); clutter_shader_set_fragment_source (shader, GLES2_VARS "uniform float radius ;" "uniform sampler2D rectTexture;" "uniform float x_step, y_step;" "" "void main()" "{" " vec4 color = texture2D(rectTexture, " TEX_COORD ".st);" " float u;" " float v;" " int count = 1;" " for (u=-radius;umessage); g_error_free (error); } return shader; } gint main (gint argc, gchar *argv[]) { ClutterColor blue = {0x33, 0x44, 0x55, 0xff}; ClutterActor *fbo; ClutterActor *onscreen_source, *offscreen_source, *trans_source; ClutterActor *foo_source; ClutterActor *stage; ClutterActor *clone; ClutterShader *shader; gint padx, pady; gint fbo_width, fbo_height; clutter_init (&argc, &argv); if (clutter_feature_available (CLUTTER_FEATURE_OFFSCREEN) == FALSE) g_error("This test requires CLUTTER_FEATURE_OFFSCREEN"); stage = clutter_stage_get_default (); clutter_stage_set_color (CLUTTER_STAGE (stage), &blue); /* Create the first source */ onscreen_source = make_source(); clutter_actor_show_all (onscreen_source); clutter_group_add (stage, onscreen_source); /* Basic sizing for alignment */ fbo_width = clutter_actor_get_width (onscreen_source); fbo_height = clutter_actor_get_height (onscreen_source); padx = fbo_width + 10; pady = fbo_height + 10; clutter_actor_set_size (stage, padx*4, pady*2); /* Second hand from fbo onscreen */ if ((fbo = clutter_texture_new_from_actor (onscreen_source)) == NULL) g_error("onscreen fbo creation failed"); clutter_actor_set_position (fbo, padx, 0); clutter_group_add (stage, fbo); /* apply a shader to it */ shader = make_shader(); clutter_actor_set_shader (fbo, shader); clutter_actor_set_shader_param (fbo, "radius", 2.0); clutter_actor_set_shader_param (fbo, "x_step", 1.0f / clutter_util_next_p2 (fbo_width)); clutter_actor_set_shader_param (fbo, "y_step", 1.0f / clutter_util_next_p2 (fbo_height)); /* Third from cloning the fbo texture */ clone = clutter_clone_texture_new (CLUTTER_TEXTURE(fbo)); clutter_container_add_actor (CLUTTER_CONTAINER (stage), clone); clutter_actor_set_position (clone, padx*2, 0); /* Forth - an offscreen source */ offscreen_source = make_source(); clutter_actor_show_all (offscreen_source); /* need to show() offscreen */ if ((fbo = clutter_texture_new_from_actor (offscreen_source)) == NULL) g_error("offscreen fbo creation failed"); clutter_actor_set_position (fbo, padx*3, 0); clutter_group_add (stage, fbo); /* 5th transformed */ trans_source = make_source(); clutter_actor_show_all (trans_source); /* need to show() offscreen */ clutter_actor_set_scale (trans_source, 2.5, 2.5); if ((fbo = clutter_texture_new_from_actor (trans_source)) == NULL) g_error("transformed fbo creation failed"); clutter_actor_set_position (fbo, 0, pady); clutter_group_add (stage, fbo); /* 6th resized bigger, but after fbo creation */ trans_source = make_source(); clutter_actor_show_all (trans_source); /* need to show() offscreen */ if ((fbo = clutter_texture_new_from_actor (trans_source)) == NULL) g_error("transformed fbo creation failed"); /* rotate after */ clutter_actor_move_anchor_point_from_gravity (trans_source, CLUTTER_GRAVITY_CENTER); clutter_actor_set_rotation (trans_source, CLUTTER_Z_AXIS, 90.0, 0, 0, 0); clutter_actor_set_position (fbo, padx, pady); clutter_group_add (stage, fbo); /* non visual breaks */ foo_source = make_source(); g_object_ref_sink (foo_source); clutter_actor_show_all (foo_source); if ((fbo = clutter_texture_new_from_actor (foo_source)) == NULL) g_error("foo fbo creation failed"); g_object_unref (foo_source); /* fbo should keep it around */ clutter_actor_set_position (fbo, padx*3, pady); clutter_group_add (stage, fbo); /* TODO: * Check realize/unrealize * get_pixbuf() * set_rgba on fbo texture. */ clutter_actor_show_all (stage); clutter_main (); return 0; }