mirror of
https://github.com/brl/mutter.git
synced 2024-12-18 09:02:04 +00:00
239 lines
7.3 KiB
C
239 lines
7.3 KiB
C
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
#include <glib.h>
|
|
#include <glib-object.h>
|
|
#include <gmodule.h>
|
|
|
|
#include <clutter/clutter.h>
|
|
#include <cogl/cogl.h>
|
|
|
|
typedef struct _TestMultiLayerMaterialState
|
|
{
|
|
ClutterActor *group;
|
|
CoglHandle alpha_tex;
|
|
CoglHandle redhand_tex;
|
|
gfloat *tex_coords;
|
|
|
|
ClutterTimeline *timeline;
|
|
|
|
CoglHandle material0;
|
|
CoglMatrix tex_matrix0;
|
|
CoglMatrix rot_matrix0;
|
|
CoglHandle light_tex0;
|
|
|
|
CoglHandle material1;
|
|
CoglMatrix tex_matrix1;
|
|
CoglMatrix rot_matrix1;
|
|
CoglHandle light_tex1;
|
|
|
|
} TestMultiLayerMaterialState;
|
|
|
|
|
|
static void
|
|
frame_cb (ClutterTimeline *timeline,
|
|
gint frame_no,
|
|
gpointer data)
|
|
{
|
|
TestMultiLayerMaterialState *state = data;
|
|
|
|
cogl_matrix_multiply (&state->tex_matrix0,
|
|
&state->tex_matrix0,
|
|
&state->rot_matrix0);
|
|
cogl_material_set_layer_matrix (state->material0, 2, &state->tex_matrix0);
|
|
|
|
cogl_matrix_multiply (&state->tex_matrix1,
|
|
&state->tex_matrix1,
|
|
&state->rot_matrix1);
|
|
cogl_material_set_layer_matrix (state->material1, 2, &state->tex_matrix1);
|
|
}
|
|
|
|
static void
|
|
material_rectangle_paint (ClutterActor *actor, gpointer data)
|
|
{
|
|
TestMultiLayerMaterialState *state = data;
|
|
|
|
cogl_push_matrix ();
|
|
|
|
cogl_translate (150, 15, 0);
|
|
|
|
cogl_set_source (state->material0);
|
|
cogl_rectangle_with_multitexture_coords (0, 0, 200, 213,
|
|
state->tex_coords,
|
|
12);
|
|
cogl_translate (-300, -30, 0);
|
|
cogl_set_source (state->material1);
|
|
cogl_rectangle_with_multitexture_coords (0, 0, 200, 213,
|
|
state->tex_coords,
|
|
12);
|
|
|
|
cogl_pop_matrix ();
|
|
}
|
|
|
|
static void
|
|
animation_completed_cb (ClutterAnimation *animation,
|
|
TestMultiLayerMaterialState *state)
|
|
{
|
|
static gboolean go_back = FALSE;
|
|
gdouble new_rotation_y;
|
|
|
|
if (go_back)
|
|
new_rotation_y = 30;
|
|
else
|
|
new_rotation_y = -30;
|
|
go_back = !go_back;
|
|
|
|
clutter_actor_animate_with_timeline (state->group,
|
|
CLUTTER_LINEAR,
|
|
state->timeline,
|
|
"rotation-angle-y", new_rotation_y,
|
|
"signal-after::completed",
|
|
animation_completed_cb, state,
|
|
NULL);
|
|
|
|
|
|
}
|
|
|
|
G_MODULE_EXPORT int
|
|
test_cogl_multitexture_main (int argc, char *argv[])
|
|
{
|
|
GError *error = NULL;
|
|
ClutterActor *stage;
|
|
ClutterColor stage_color = { 0x61, 0x56, 0x56, 0xff };
|
|
TestMultiLayerMaterialState *state = g_new0 (TestMultiLayerMaterialState, 1);
|
|
gfloat stage_w, stage_h;
|
|
gchar **files;
|
|
gfloat tex_coords[] =
|
|
{
|
|
/* tx1 ty1 tx2 ty2 */
|
|
0, 0, 1, 1,
|
|
0, 0, 1, 1,
|
|
0, 0, 1, 1
|
|
};
|
|
|
|
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
|
|
return 1;
|
|
|
|
stage = clutter_stage_new ();
|
|
clutter_actor_get_size (stage, &stage_w, &stage_h);
|
|
|
|
clutter_stage_set_title (CLUTTER_STAGE (stage), "Cogl: Multi-texturing");
|
|
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
|
|
|
|
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
|
|
|
|
/* We create a non-descript actor that we know doesn't have a
|
|
* default paint handler, so that we can easily control
|
|
* painting in a paint signal handler, without having to
|
|
* sub-class anything etc. */
|
|
state->group = clutter_group_new ();
|
|
clutter_actor_set_position (state->group, stage_w / 2, stage_h / 2);
|
|
g_signal_connect (state->group, "paint",
|
|
G_CALLBACK(material_rectangle_paint), state);
|
|
|
|
files = g_new (gchar*, 4);
|
|
files[0] = g_build_filename (TESTS_DATADIR, "redhand_alpha.png", NULL);
|
|
files[1] = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
|
|
files[2] = g_build_filename (TESTS_DATADIR, "light0.png", NULL);
|
|
files[3] = NULL;
|
|
|
|
state->alpha_tex =
|
|
cogl_texture_new_from_file (files[0],
|
|
COGL_TEXTURE_NO_SLICING,
|
|
COGL_PIXEL_FORMAT_ANY,
|
|
&error);
|
|
if (!state->alpha_tex)
|
|
g_critical ("Failed to load redhand_alpha.png: %s", error->message);
|
|
|
|
state->redhand_tex =
|
|
cogl_texture_new_from_file (files[1],
|
|
COGL_TEXTURE_NO_SLICING,
|
|
COGL_PIXEL_FORMAT_ANY,
|
|
&error);
|
|
if (!state->redhand_tex)
|
|
g_critical ("Failed to load redhand.png: %s", error->message);
|
|
|
|
state->light_tex0 =
|
|
cogl_texture_new_from_file (files[2],
|
|
COGL_TEXTURE_NO_SLICING,
|
|
COGL_PIXEL_FORMAT_ANY,
|
|
&error);
|
|
if (!state->light_tex0)
|
|
g_critical ("Failed to load light0.png: %s", error->message);
|
|
|
|
state->light_tex1 =
|
|
cogl_texture_new_from_file (files[2],
|
|
COGL_TEXTURE_NO_SLICING,
|
|
COGL_PIXEL_FORMAT_ANY,
|
|
&error);
|
|
if (!state->light_tex1)
|
|
g_critical ("Failed to load light0.png: %s", error->message);
|
|
|
|
g_strfreev (files);
|
|
|
|
state->material0 = cogl_material_new ();
|
|
cogl_material_set_layer (state->material0, 0, state->alpha_tex);
|
|
cogl_material_set_layer (state->material0, 1, state->redhand_tex);
|
|
cogl_material_set_layer (state->material0, 2, state->light_tex0);
|
|
|
|
state->material1 = cogl_material_new ();
|
|
cogl_material_set_layer (state->material1, 0, state->alpha_tex);
|
|
cogl_material_set_layer (state->material1, 1, state->redhand_tex);
|
|
cogl_material_set_layer (state->material1, 2, state->light_tex1);
|
|
|
|
state->tex_coords = tex_coords;
|
|
|
|
cogl_matrix_init_identity (&state->tex_matrix0);
|
|
cogl_matrix_init_identity (&state->tex_matrix1);
|
|
cogl_matrix_init_identity (&state->rot_matrix0);
|
|
cogl_matrix_init_identity (&state->rot_matrix1);
|
|
|
|
cogl_matrix_translate (&state->rot_matrix0, 0.5, 0.5, 0);
|
|
cogl_matrix_rotate (&state->rot_matrix0, 10.0, 0, 0, 1.0);
|
|
cogl_matrix_translate (&state->rot_matrix0, -0.5, -0.5, 0);
|
|
|
|
cogl_matrix_translate (&state->rot_matrix1, 0.5, 0.5, 0);
|
|
cogl_matrix_rotate (&state->rot_matrix1, -10.0, 0, 0, 1.0);
|
|
cogl_matrix_translate (&state->rot_matrix1, -0.5, -0.5, 0);
|
|
|
|
clutter_actor_set_anchor_point (state->group, 86, 125);
|
|
clutter_container_add_actor (CLUTTER_CONTAINER(stage),
|
|
state->group);
|
|
|
|
state->timeline = clutter_timeline_new (2812);
|
|
|
|
g_signal_connect (state->timeline, "new-frame", G_CALLBACK (frame_cb), state);
|
|
|
|
clutter_actor_animate_with_timeline (state->group,
|
|
CLUTTER_LINEAR,
|
|
state->timeline,
|
|
"rotation-angle-y", 30.0,
|
|
"signal-after::completed",
|
|
animation_completed_cb, state,
|
|
NULL);
|
|
|
|
/* start the timeline and thus the animations */
|
|
clutter_timeline_start (state->timeline);
|
|
|
|
clutter_actor_show_all (stage);
|
|
|
|
clutter_main();
|
|
|
|
cogl_handle_unref (state->material1);
|
|
cogl_handle_unref (state->material0);
|
|
cogl_handle_unref (state->alpha_tex);
|
|
cogl_handle_unref (state->redhand_tex);
|
|
cogl_handle_unref (state->light_tex0);
|
|
cogl_handle_unref (state->light_tex1);
|
|
g_free (state);
|
|
|
|
return 0;
|
|
}
|
|
|
|
G_MODULE_EXPORT const char *
|
|
test_cogl_multitexture_describe (void)
|
|
{
|
|
return "Multi-texturing support in Cogl.";
|
|
}
|