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https://github.com/brl/mutter.git
synced 2024-11-30 03:50:47 -05:00
86e95a779a
ClutterClone supercedes ClutterCloneTexture, since it can clone every kind of actor -- including composite ones. This is another "brain surgery with a shotgun" kind of commit: it removes CloneTexture and updates every test case using CloneTexture to ClutterClone. The API fallout is minimal, luckily for us.
220 lines
6.1 KiB
C
220 lines
6.1 KiB
C
#include "../config.h"
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/*#define TEST_GROUP */
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/* These variables are used instead of the standard GLSL variables on
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GLES 2 */
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#ifdef HAVE_COGL_GLES2
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#define GLES2_VARS \
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"precision mediump float;\n" \
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"varying vec2 tex_coord;\n" \
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"varying vec4 frag_color;\n"
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#define TEX_COORD "tex_coord"
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#define COLOR_VAR "frag_color"
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#else /* HAVE_COGL_GLES2 */
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#define GLES2_VARS ""
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#define TEX_COORD "gl_TexCoord[0]"
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#define COLOR_VAR "gl_Color"
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#endif /* HAVE_COGL_GLES2 */
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#include <clutter/clutter.h>
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#include <errno.h>
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#include <stdlib.h>
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#include <glib.h>
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#include <gmodule.h>
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ClutterActor*
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make_source(void)
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{
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ClutterActor *source, *actor;
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GError *error = NULL;
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ClutterColor yellow = {0xff, 0xff, 0x00, 0xff};
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source = clutter_group_new();
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actor = clutter_texture_new_from_file ("redhand.png", &error);
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if (!actor)
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g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
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clutter_group_add (source, actor);
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actor = clutter_text_new_with_text ("Sans Bold 50px", "Clutter");
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clutter_text_set_color (CLUTTER_TEXT (actor), &yellow);
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clutter_actor_set_y (actor, clutter_actor_get_height(source) + 5);
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clutter_group_add (source, actor);
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return source;
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}
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ClutterShader*
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make_shader(void)
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{
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ClutterShader *shader;
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GError *error = NULL;
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shader = clutter_shader_new ();
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clutter_shader_set_fragment_source (shader,
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GLES2_VARS
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"uniform float radius ;"
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"uniform sampler2D rectTexture;"
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"uniform float x_step, y_step;"
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""
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"void main()"
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"{"
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" vec4 color = texture2D(rectTexture, " TEX_COORD ".st);"
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" float u;"
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" float v;"
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" int count = 1;"
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" for (u=-radius;u<radius;u++)"
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" for (v=-radius;v<radius;v++)"
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" {"
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" color += texture2D(rectTexture, "
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" vec2(" TEX_COORD ".s + u"
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" * 2.0 * x_step,"
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" " TEX_COORD ".t + v"
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" * 2.0 * y_step));"
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" count ++;"
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" }"
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""
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" gl_FragColor = color / float(count);"
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" gl_FragColor = gl_FragColor * " COLOR_VAR ";"
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"}",
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-1
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);
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if (!clutter_shader_compile (shader, &error))
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{
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fprintf (stderr, "shader compilation failed:\n%s", error->message);
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g_error_free (error);
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}
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return shader;
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}
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G_MODULE_EXPORT gint
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test_fbo_main (gint argc, gchar *argv[])
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{
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ClutterColor blue = {0x33, 0x44, 0x55, 0xff};
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ClutterActor *fbo;
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ClutterActor *onscreen_source, *offscreen_source, *trans_source;
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ClutterActor *foo_source;
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ClutterActor *stage;
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ClutterActor *clone;
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ClutterShader *shader;
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gint padx, pady;
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gint fbo_width, fbo_height;
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clutter_init (&argc, &argv);
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if (clutter_feature_available (CLUTTER_FEATURE_OFFSCREEN) == FALSE)
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g_error("This test requires CLUTTER_FEATURE_OFFSCREEN");
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &blue);
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/* Create the first source */
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onscreen_source = make_source();
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clutter_actor_show_all (onscreen_source);
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clutter_group_add (stage, onscreen_source);
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/* Basic sizing for alignment */
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fbo_width = clutter_actor_get_width (onscreen_source);
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fbo_height = clutter_actor_get_height (onscreen_source);
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padx = fbo_width + 10;
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pady = fbo_height + 10;
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clutter_actor_set_size (stage, padx*4, pady*2);
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/* Second hand from fbo onscreen */
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if ((fbo = clutter_texture_new_from_actor (onscreen_source)) == NULL)
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g_error("onscreen fbo creation failed");
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clutter_actor_set_position (fbo, padx, 0);
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clutter_group_add (stage, fbo);
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/* apply a shader to it */
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shader = make_shader();
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clutter_actor_set_shader (fbo, shader);
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clutter_actor_set_shader_param_float (fbo, "radius", 2.0);
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clutter_actor_set_shader_param_float (fbo, "x_step",
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1.0f / clutter_util_next_p2 (fbo_width));
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clutter_actor_set_shader_param_float (fbo, "y_step",
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1.0f / clutter_util_next_p2 (fbo_height));
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/* Third from cloning the fbo texture */
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clone = clutter_clone_new (fbo);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), clone);
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clutter_actor_set_position (clone, padx*2, 0);
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/* Forth - an offscreen source */
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offscreen_source = make_source();
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clutter_actor_show_all (offscreen_source); /* need to show() offscreen */
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if ((fbo = clutter_texture_new_from_actor (offscreen_source)) == NULL)
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g_error("offscreen fbo creation failed");
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clutter_actor_set_position (fbo, padx*3, 0);
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clutter_group_add (stage, fbo);
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/* 5th transformed */
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trans_source = make_source();
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clutter_actor_show_all (trans_source); /* need to show() offscreen */
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clutter_actor_set_scale (trans_source, 2.5, 2.5);
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if ((fbo = clutter_texture_new_from_actor (trans_source)) == NULL)
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g_error("transformed fbo creation failed");
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clutter_actor_set_position (fbo, 0, pady);
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clutter_group_add (stage, fbo);
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/* 6th resized bigger, but after fbo creation */
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trans_source = make_source();
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clutter_actor_show_all (trans_source); /* need to show() offscreen */
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if ((fbo = clutter_texture_new_from_actor (trans_source)) == NULL)
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g_error("transformed fbo creation failed");
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/* rotate after */
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clutter_actor_move_anchor_point_from_gravity (trans_source,
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CLUTTER_GRAVITY_CENTER);
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clutter_actor_set_rotation (trans_source, CLUTTER_Z_AXIS, 90.0, 0, 0, 0);
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clutter_actor_set_position (fbo, padx, pady);
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clutter_group_add (stage, fbo);
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/* non visual breaks */
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foo_source = make_source();
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g_object_ref_sink (foo_source);
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clutter_actor_show_all (foo_source);
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if ((fbo = clutter_texture_new_from_actor (foo_source)) == NULL)
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g_error("foo fbo creation failed");
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g_object_unref (foo_source); /* fbo should keep it around */
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clutter_actor_set_position (fbo, padx*3, pady);
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clutter_group_add (stage, fbo);
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/* TODO:
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* Check realize/unrealize
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* get_pixbuf()
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* set_rgba on fbo texture.
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*/
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clutter_actor_show_all (stage);
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clutter_main ();
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return 0;
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}
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