mutter/tests/interactive/test-fbo.c
Emmanuele Bassi 5c14044e52 Update the interactive tests to ClutterText
Instead of using ClutterLabel, use ClutterText to display some
text where needed.
2008-12-11 13:48:01 +00:00

220 lines
6.1 KiB
C

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