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deba576dd1
Use the correct stage creation/destruction API.
270 lines
7.0 KiB
C
270 lines
7.0 KiB
C
#include <clutter/clutter.h>
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#include "test-conform-common.h"
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/****************************************************************
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Old style shader effect
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This uses clutter_shader_effect_set_source
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****************************************************************/
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static const gchar
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old_shader_effect_source[] =
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"uniform vec3 override_color;\n"
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_color_out = vec4 (override_color, 1.0);\n"
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"}";
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typedef struct _FooOldShaderEffectClass
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{
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ClutterShaderEffectClass parent_class;
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} FooOldShaderEffectClass;
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typedef struct _FooOldShaderEffect
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{
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ClutterShaderEffect parent;
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} FooOldShaderEffect;
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G_DEFINE_TYPE (FooOldShaderEffect,
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foo_old_shader_effect,
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CLUTTER_TYPE_SHADER_EFFECT);
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static void
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foo_old_shader_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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clutter_shader_effect_set_shader_source (CLUTTER_SHADER_EFFECT (effect),
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old_shader_effect_source);
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clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect),
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"override_color",
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G_TYPE_FLOAT, 3,
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1.0f, 0.0f, 0.0f);
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CLUTTER_OFFSCREEN_EFFECT_CLASS (foo_old_shader_effect_parent_class)->
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paint_target (effect);
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}
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static void
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foo_old_shader_effect_class_init (FooOldShaderEffectClass *klass)
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{
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ClutterOffscreenEffectClass *offscreen_effect_class =
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CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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offscreen_effect_class->paint_target = foo_old_shader_effect_paint_target;
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}
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static void
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foo_old_shader_effect_init (FooOldShaderEffect *self)
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{
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}
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/****************************************************************
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New style shader effect
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This overrides get_static_shader_source()
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****************************************************************/
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static const gchar
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new_shader_effect_source[] =
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"uniform vec3 override_color;\n"
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_color_out = (vec4 (override_color, 1.0) +\n"
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" vec4 (0.0, 0.0, 1.0, 0.0));\n"
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"}";
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typedef struct _FooNewShaderEffectClass
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{
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ClutterShaderEffectClass parent_class;
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} FooNewShaderEffectClass;
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typedef struct _FooNewShaderEffect
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{
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ClutterShaderEffect parent;
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} FooNewShaderEffect;
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G_DEFINE_TYPE (FooNewShaderEffect,
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foo_new_shader_effect,
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CLUTTER_TYPE_SHADER_EFFECT);
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static gchar *
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foo_new_shader_effect_get_static_source (ClutterShaderEffect *effect)
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{
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static gboolean already_called = FALSE;
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/* This should only be called once even though we have two actors
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using this effect */
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g_assert (!already_called);
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already_called = TRUE;
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return g_strdup (new_shader_effect_source);
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}
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static void
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foo_new_shader_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect),
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"override_color",
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G_TYPE_FLOAT, 3,
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0.0f, 1.0f, 0.0f);
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CLUTTER_OFFSCREEN_EFFECT_CLASS (foo_new_shader_effect_parent_class)->
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paint_target (effect);
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}
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static void
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foo_new_shader_effect_class_init (FooNewShaderEffectClass *klass)
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{
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ClutterOffscreenEffectClass *offscreen_effect_class =
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CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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ClutterShaderEffectClass *shader_effect_class =
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CLUTTER_SHADER_EFFECT_CLASS (klass);
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offscreen_effect_class->paint_target = foo_new_shader_effect_paint_target;
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shader_effect_class->get_static_shader_source =
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foo_new_shader_effect_get_static_source;
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}
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static void
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foo_new_shader_effect_init (FooNewShaderEffect *self)
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{
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}
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/****************************************************************
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Another new style shader effect
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This is the same but with a different shader. This is just
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sanity check that each class gets its own copy of the private
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data
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****************************************************************/
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static const gchar
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another_new_shader_effect_source[] =
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_color_out = vec4 (1.0, 0.0, 1.0, 1.0);\n"
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"}";
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typedef struct _FooAnotherNewShaderEffectClass
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{
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ClutterShaderEffectClass parent_class;
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} FooAnotherNewShaderEffectClass;
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typedef struct _FooAnotherNewShaderEffect
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{
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ClutterShaderEffect parent;
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} FooAnotherNewShaderEffect;
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G_DEFINE_TYPE (FooAnotherNewShaderEffect,
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foo_another_new_shader_effect,
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CLUTTER_TYPE_SHADER_EFFECT);
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static gchar *
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foo_another_new_shader_effect_get_static_source (ClutterShaderEffect *effect)
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{
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return g_strdup (another_new_shader_effect_source);
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}
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static void
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foo_another_new_shader_effect_class_init (FooAnotherNewShaderEffectClass *klass)
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{
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ClutterShaderEffectClass *shader_effect_class =
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CLUTTER_SHADER_EFFECT_CLASS (klass);
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shader_effect_class->get_static_shader_source =
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foo_another_new_shader_effect_get_static_source;
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}
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static void
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foo_another_new_shader_effect_init (FooAnotherNewShaderEffect *self)
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{
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}
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/****************************************************************/
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static ClutterActor *
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make_actor (GType shader_type)
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{
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ClutterActor *rect;
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const ClutterColor white = { 0xff, 0xff, 0xff, 0xff };
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rect = clutter_rectangle_new ();
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clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect), &white);
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clutter_actor_set_size (rect, 50, 50);
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clutter_actor_add_effect (rect, g_object_new (shader_type, NULL));
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return rect;
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}
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static guint32
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get_pixel (int x, int y)
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{
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guint8 data[4];
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cogl_read_pixels (x, y, 1, 1,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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data);
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return (((guint32) data[0] << 16) |
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((guint32) data[1] << 8) |
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data[2]);
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}
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static void
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paint_cb (ClutterActor *stage)
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{
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/* old shader effect */
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g_assert_cmpint (get_pixel (50, 50), ==, 0xff0000);
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/* new shader effect */
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g_assert_cmpint (get_pixel (150, 50), ==, 0x00ffff);
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/* another new shader effect */
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g_assert_cmpint (get_pixel (250, 50), ==, 0xff00ff);
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/* new shader effect */
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g_assert_cmpint (get_pixel (350, 50), ==, 0x00ffff);
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clutter_main_quit ();
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}
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void
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test_shader_effect (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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ClutterActor *stage;
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ClutterActor *rect;
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stage = clutter_stage_new ();
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rect = make_actor (foo_old_shader_effect_get_type ());
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
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rect = make_actor (foo_new_shader_effect_get_type ());
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clutter_actor_set_x (rect, 100);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
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rect = make_actor (foo_another_new_shader_effect_get_type ());
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clutter_actor_set_x (rect, 200);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
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rect = make_actor (foo_new_shader_effect_get_type ());
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clutter_actor_set_x (rect, 300);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
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clutter_actor_show (stage);
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g_signal_connect_after (stage, "paint", G_CALLBACK (paint_cb), NULL);
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clutter_main ();
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clutter_actor_destroy (stage);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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