#include #include #include #include #include #include "tests/clutter-test-utils.h" /* Coglbox declaration *--------------------------------------------------*/ G_BEGIN_DECLS #define TEST_TYPE_COGLBOX test_coglbox_get_type() static G_DECLARE_FINAL_TYPE (TestCoglbox, test_coglbox, TEST, COGLBOX, ClutterActor) struct _TestCoglbox { ClutterActor parent; CoglHandle texhand_id; CoglHandle texture_id; CoglFramebuffer *framebuffer; }; G_DEFINE_TYPE (TestCoglbox, test_coglbox, CLUTTER_TYPE_ACTOR); int test_cogl_offscreen_main (int argc, char *argv[]); const char * test_cogl_offscreen_describe (void); G_END_DECLS /* Coglbox implementation *--------------------------------------------------*/ static void test_coglbox_paint (ClutterActor *self, ClutterPaintContext *paint_context) { TestCoglbox *coglbox = TEST_COGLBOX (self); CoglFramebuffer *framebuffer = clutter_paint_context_get_framebuffer (paint_context); CoglContext *ctx = cogl_framebuffer_get_context (framebuffer); gfloat texcoords[4] = { 0, 0, 1, 1 }; CoglPipeline *pipeline; pipeline = cogl_pipeline_new (ctx); cogl_pipeline_set_color4ub (pipeline, 0x66, 0x66, 0xdd, 0xff); cogl_framebuffer_draw_rectangle (framebuffer, pipeline, 0, 0, 400, 400); cogl_object_unref (pipeline); pipeline = cogl_pipeline_new (ctx); cogl_pipeline_set_layer_texture (pipeline, 0, coglbox->texhand_id); cogl_framebuffer_draw_textured_rectangle (framebuffer, pipeline, 0, 0, 400, 400, 0, 0, 6, 6); cogl_object_unref (pipeline); pipeline = cogl_pipeline_new (ctx); cogl_pipeline_set_color4ub (pipeline, 0xff, 0, 0, 0xff); cogl_framebuffer_draw_rectangle (coglbox->framebuffer, pipeline, 20, 20, 20 + 100, 20 + 100); cogl_pipeline_set_color4ub (pipeline, 0, 0xff, 0, 0xff); cogl_framebuffer_draw_rectangle (coglbox->framebuffer, pipeline, 80, 80, 80 + 100, 80 + 100); cogl_object_unref (pipeline); pipeline = cogl_pipeline_new (ctx); cogl_pipeline_set_color4ub (pipeline, 0x88, 0x88, 0x88, 0x88); cogl_pipeline_set_layer_texture (pipeline, 0, coglbox->texture_id); cogl_framebuffer_draw_textured_rectangle (framebuffer, pipeline, 100, 100, 300, 300, texcoords[0], texcoords[1], texcoords[2], texcoords[3]); cogl_object_unref (pipeline); } static void test_coglbox_finalize (GObject *object) { G_OBJECT_CLASS (test_coglbox_parent_class)->finalize (object); } static void test_coglbox_dispose (GObject *object) { TestCoglbox *coglbox = TEST_COGLBOX (object); cogl_object_unref (coglbox->texture_id); g_object_unref (coglbox->framebuffer); 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 (CoglFramebuffer *framebuffer, unsigned int width, unsigned int height, float fovy, float aspect, float z_near, float z_far) { float z_camera; graphene_matrix_t projection_matrix; graphene_matrix_t mv_matrix; cogl_framebuffer_set_viewport (framebuffer, 0, 0, width, height); /* For Ortho projection. * _cogl_matrix_stack_ortho (projection_stack, 0, width, 0, height, -1, 1); */ cogl_framebuffer_perspective (framebuffer, 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_framebuffer_get_projection_matrix (framebuffer, &projection_matrix); z_camera = 0.5 * graphene_matrix_get_value (&projection_matrix, 0, 0); graphene_matrix_init_translate (&mv_matrix, &GRAPHENE_POINT3D_INIT (0.0f, -1.0 * height, 0.0f)); graphene_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width); graphene_matrix_translate (&mv_matrix, &GRAPHENE_POINT3D_INIT (-0.5f, -0.5f, -z_camera)); cogl_framebuffer_set_modelview_matrix (framebuffer, &mv_matrix); } static void test_coglbox_map (ClutterActor *actor) { TestCoglbox *coglbox = TEST_COGLBOX (actor); ClutterActor *stage; ClutterPerspective perspective; float stage_width; float stage_height; GError *error = NULL; CLUTTER_ACTOR_CLASS (test_coglbox_parent_class)->map (actor); printf ("Creating offscreen\n"); coglbox->framebuffer = COGL_FRAMEBUFFER (cogl_offscreen_new_with_texture (coglbox->texture_id)); if (!cogl_framebuffer_allocate (coglbox->framebuffer, &error)) g_error ("Failed to allocate framebuffer: %s", error->message); stage = clutter_actor_get_stage (actor); clutter_stage_get_perspective (CLUTTER_STAGE (stage), &perspective); clutter_actor_get_size (stage, &stage_width, &stage_height); setup_viewport (coglbox->framebuffer, stage_width, stage_height, perspective.fovy, perspective.aspect, perspective.z_near, perspective.z_far); if (!coglbox->framebuffer) printf ("Failed creating offscreen to texture!\n"); } static void test_coglbox_init (TestCoglbox *self) { CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ()); gchar *file; printf ("Loading redhand.png\n"); file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL); self->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"); self->texture_id = cogl_texture_2d_new_with_size (ctx, 200, 200); if (self->texture_id == NULL) 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; clutter_test_init (&argc, &argv); /* Stage */ stage = clutter_test_get_stage (); 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_test_quit), NULL); /* Cogl Box */ coglbox = test_coglbox_new (); clutter_container_add_actor (CLUTTER_CONTAINER (stage), coglbox); clutter_actor_show (stage); clutter_test_main (); return 0; } G_MODULE_EXPORT const char * test_cogl_offscreen_describe (void) { return "Offscreen buffer support in Cogl."; }