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c3d9f0bed4
The cogl_is_* functions were showing up quite high on profiles due to iterating through arrays of cogl handles. This does away with all the handle arrays and implements a simple struct inheritance scheme. All cogl objects now add a CoglHandleObject _parent; member to their main structures. The base object includes 2 members a.t.m; a ref_count, and a klass pointer. The klass in turn gives you a type and virtual function for freeing objects of that type. Each handle type has a _cogl_##handle_type##_get_type () function automatically defined which returns a GQuark of the handle type, so now implementing the cogl_is_* funcs is just a case of comparing with obj->klass->type. Another outcome of the re-work is that cogl_handle_{ref,unref} are also much more efficient, and no longer need extending for each handle type added to cogl. The cogl_##handle_type##_{ref,unref} functions are now deprecated and are no longer used internally to Clutter or Cogl. Potentially we can remove them completely before 1.0.
157 lines
4.3 KiB
C
157 lines
4.3 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <glib.h>
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#include <glib-object.h>
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#include <gmodule.h>
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#define TIMELINE_FRAME_COUNT 200
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typedef struct _TestMultiLayerMaterialState
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{
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ClutterActor *group;
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CoglHandle material;
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CoglHandle alpha_tex;
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CoglHandle redhand_tex;
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CoglHandle light_tex0;
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gfloat *tex_coords;
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CoglMatrix tex_matrix;
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CoglMatrix rot_matrix;
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} TestMultiLayerMaterialState;
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static void
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frame_cb (ClutterTimeline *timeline,
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gint frame_no,
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gpointer data)
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{
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TestMultiLayerMaterialState *state = data;
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cogl_matrix_multiply (&state->tex_matrix,
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&state->tex_matrix,
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&state->rot_matrix);
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cogl_material_set_layer_matrix (state->material, 2, &state->tex_matrix);
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}
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static void
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material_rectangle_paint (ClutterActor *actor, gpointer data)
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{
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TestMultiLayerMaterialState *state = data;
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cogl_set_source (state->material);
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cogl_rectangle_with_multitexture_coords (0, 0,
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TIMELINE_FRAME_COUNT,
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TIMELINE_FRAME_COUNT,
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state->tex_coords,
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12);
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}
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G_MODULE_EXPORT int
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test_cogl_multitexture_main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterBehaviour *r_behave;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x61, 0x56, 0x56, 0xff };
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TestMultiLayerMaterialState *state = g_new0 (TestMultiLayerMaterialState, 1);
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ClutterGeometry geom;
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gfloat tex_coords[] =
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{
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/* tx1 ty1 tx2 ty2 */
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0, 0, 1, 1,
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0, 0, 1, 1,
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0, 0, 1, 1
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};
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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clutter_actor_get_geometry (stage, &geom);
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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/* We create a non-descript actor that we know doesn't have a
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* default paint handler, so that we can easily control
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* painting in a paint signal handler, without having to
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* sub-class anything etc. */
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state->group = clutter_group_new ();
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clutter_actor_set_position (state->group, geom.width/2, geom.height/2);
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g_signal_connect (state->group, "paint",
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G_CALLBACK(material_rectangle_paint), state);
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state->alpha_tex =
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cogl_texture_new_from_file ("./redhand_alpha.png",
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-1, /* disable slicing */
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TRUE,
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COGL_PIXEL_FORMAT_ANY,
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NULL);
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state->redhand_tex =
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cogl_texture_new_from_file ("./redhand.png",
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-1, /* disable slicing */
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TRUE,
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COGL_PIXEL_FORMAT_ANY,
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NULL);
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state->light_tex0 =
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cogl_texture_new_from_file ("./light0.png",
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-1, /* disable slicing */
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TRUE,
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COGL_PIXEL_FORMAT_ANY,
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NULL);
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state->material = cogl_material_new ();
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cogl_material_set_layer (state->material, 0, state->alpha_tex);
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cogl_material_set_layer (state->material, 1, state->redhand_tex);
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cogl_material_set_layer (state->material, 2, state->light_tex0);
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state->tex_coords = tex_coords;
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cogl_matrix_init_identity (&state->tex_matrix);
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cogl_matrix_init_identity (&state->rot_matrix);
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cogl_matrix_translate (&state->rot_matrix, 0.5, 0.5, 0);
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cogl_matrix_rotate (&state->rot_matrix, 10.0, 0, 0, 1.0);
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cogl_matrix_translate (&state->rot_matrix, -0.5, -0.5, 0);
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clutter_actor_set_anchor_point (state->group, 86, 125);
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clutter_container_add_actor (CLUTTER_CONTAINER(stage),
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state->group);
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timeline = clutter_timeline_new (TIMELINE_FRAME_COUNT, 26 /* fps */);
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g_object_set (timeline, "loop", TRUE, NULL);
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g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), state);
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r_behave =
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clutter_behaviour_rotate_new (clutter_alpha_new_full (timeline,
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CLUTTER_LINEAR),
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CLUTTER_Y_AXIS,
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CLUTTER_ROTATE_CW,
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0.0, 360.0);
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/* Apply it to our actor */
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clutter_behaviour_apply (r_behave, state->group);
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/* start the timeline and thus the animations */
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clutter_timeline_start (timeline);
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clutter_actor_show_all (stage);
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clutter_main();
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cogl_handle_unref (state->material);
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cogl_handle_unref (state->alpha_tex);
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cogl_handle_unref (state->redhand_tex);
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cogl_handle_unref (state->light_tex0);
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g_free (state);
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g_object_unref (r_behave);
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return 0;
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}
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