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04bf04db4d
* README: Make needed GL version 1.4, note GLES2 support, add some notes for COGL.
122 lines
2.7 KiB
C
122 lines
2.7 KiB
C
#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <stdlib.h>
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#include <clutter/clutter.h>
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guchar*
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make_rgba_data (int width, int height, int bpp, int has_alpha, int *rowstride_p)
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{
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#define CHECK_SIZE 20
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gint x,y, rowstride, i = 0;
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guchar *pixels;
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g_assert(bpp == 4);
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g_assert(has_alpha == TRUE);
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rowstride = width * bpp;
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*rowstride_p = rowstride;
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pixels = g_try_malloc (height * rowstride);
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if (!pixels)
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return NULL;
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for (y = 0; y < height; y++)
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{
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i = 0;
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for (x = 0; x < width; x++)
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{
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guchar *p;
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p = pixels + y * rowstride + x * bpp;
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p[0] = p[1] = p[2] = 0; p[3] = 0xff;
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if (x && y && y % CHECK_SIZE && x % CHECK_SIZE)
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{
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if (x % CHECK_SIZE == 1)
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{
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if (++i > 3)
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i = 0;
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}
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p[i] = 0xff;
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}
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}
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}
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return pixels;
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}
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#define SPIN() while (g_main_context_pending (NULL)) \
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g_main_context_iteration (NULL, FALSE);
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int
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main (int argc, char *argv[])
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{
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ClutterActor *texture;
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ClutterActor *stage;
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gint i, j;
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guchar *pixels;
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int rowstride;
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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clutter_actor_show_all (CLUTTER_ACTOR (stage));
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SPIN();
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pixels = make_rgba_data (1000, 1000, 4, TRUE, &rowstride);
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texture = clutter_texture_new ();
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clutter_container_add (CLUTTER_CONTAINER (stage), texture, NULL);
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clutter_actor_set_size (texture, 400, 400);
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clutter_actor_show (texture);
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for (i=100; i<=5000; i += 100)
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for (j=0; j<4; j++)
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{
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const int width = 1000;
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const int height = 1000;
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const gboolean has_alpha = TRUE;
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const int bpp = has_alpha ? 4 : 3;
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if (!pixels)
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g_error("No memory for %ix%i RGBA data failed", width, height);
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printf("o %ix%i texture... ", width, height);
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if (!clutter_texture_set_from_rgb_data (CLUTTER_TEXTURE (texture),
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pixels,
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has_alpha,
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width,
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height,
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rowstride,
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bpp,
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0, NULL))
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g_error("texture creation failed");
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// g_free(pixels);
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printf("uploaded to texture...\n");
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/* Hide & show to unreaise then realise the texture */
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clutter_actor_hide (texture);
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clutter_actor_show (texture);
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// clutter_actor_unrealize (texture);
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SPIN();
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// clutter_actor_destroy (texture);
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// clutter_container_remove (CLUTTER_CONTAINER (stage), texture, NULL);
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}
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return EXIT_SUCCESS;
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}
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