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de31cbf4f7
A small doubt has risen about the use of CoglTextureUnit in materials: will texture matrices still work if we have several materials, each of them having at texture on the same texture unit? The answer is yes! test-cogl-multitexture has been extended to use 2 materials with about the same setup except a little difference: the texture matrices for the lightmaps rotate in opposite directions. While at it, changed the rotation behaviour by an implicit animation with a small additional bonus bling.
229 lines
7.0 KiB
C
229 lines
7.0 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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typedef struct _TestMultiLayerMaterialState
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{
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ClutterActor *group;
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CoglHandle alpha_tex;
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CoglHandle redhand_tex;
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gfloat *tex_coords;
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ClutterTimeline *timeline;
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CoglHandle material0;
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CoglMatrix tex_matrix0;
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CoglMatrix rot_matrix0;
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CoglHandle light_tex0;
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CoglHandle material1;
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CoglMatrix tex_matrix1;
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CoglMatrix rot_matrix1;
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CoglHandle light_tex1;
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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_matrix0,
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&state->tex_matrix0,
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&state->rot_matrix0);
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cogl_material_set_layer_matrix (state->material0, 2, &state->tex_matrix0);
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cogl_matrix_multiply (&state->tex_matrix1,
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&state->tex_matrix1,
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&state->rot_matrix1);
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cogl_material_set_layer_matrix (state->material1, 2, &state->tex_matrix1);
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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_push_matrix ();
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cogl_translate (150, 15, 0);
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cogl_set_source (state->material0);
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cogl_rectangle_with_multitexture_coords (0, 0, 200, 213,
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state->tex_coords,
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12);
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cogl_translate (-300, -30, 0);
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cogl_set_source (state->material1);
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cogl_rectangle_with_multitexture_coords (0, 0, 200, 213,
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state->tex_coords,
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12);
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cogl_pop_matrix ();
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}
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static void
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animation_completed_cb (ClutterAnimation *animation,
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TestMultiLayerMaterialState *state)
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{
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static gboolean go_back = FALSE;
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gdouble new_rotation_y;
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if (go_back)
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new_rotation_y = 30;
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else
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new_rotation_y = -30;
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go_back = !go_back;
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clutter_actor_animate_with_timeline (state->group,
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CLUTTER_LINEAR,
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state->timeline,
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"rotation-angle-y", new_rotation_y,
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"signal-after::completed",
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animation_completed_cb, state,
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NULL);
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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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GError *error = NULL;
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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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gchar **files;
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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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files = g_new (gchar*, 4);
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files[0] = g_build_filename (TESTS_DATADIR, "redhand_alpha.png", NULL);
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files[1] = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
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files[2] = g_build_filename (TESTS_DATADIR, "light0.png", NULL);
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files[3] = NULL;
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state->alpha_tex =
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cogl_texture_new_from_file (files[0],
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY,
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&error);
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if (!state->alpha_tex)
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g_critical ("Failed to load redhand_alpha.png: %s", error->message);
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state->redhand_tex =
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cogl_texture_new_from_file (files[1],
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY,
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&error);
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if (!state->redhand_tex)
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g_critical ("Failed to load redhand.png: %s", error->message);
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state->light_tex0 =
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cogl_texture_new_from_file (files[2],
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY,
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&error);
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if (!state->light_tex0)
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g_critical ("Failed to load light0.png: %s", error->message);
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state->light_tex1 =
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cogl_texture_new_from_file (files[2],
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY,
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&error);
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if (!state->light_tex1)
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g_critical ("Failed to load light0.png: %s", error->message);
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g_strfreev (files);
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state->material0 = cogl_material_new ();
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cogl_material_set_layer (state->material0, 0, state->alpha_tex);
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cogl_material_set_layer (state->material0, 1, state->redhand_tex);
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cogl_material_set_layer (state->material0, 2, state->light_tex0);
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state->material1 = cogl_material_new ();
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cogl_material_set_layer (state->material1, 0, state->alpha_tex);
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cogl_material_set_layer (state->material1, 1, state->redhand_tex);
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cogl_material_set_layer (state->material1, 2, state->light_tex1);
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state->tex_coords = tex_coords;
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cogl_matrix_init_identity (&state->tex_matrix0);
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cogl_matrix_init_identity (&state->tex_matrix1);
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cogl_matrix_init_identity (&state->rot_matrix0);
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cogl_matrix_init_identity (&state->rot_matrix1);
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cogl_matrix_translate (&state->rot_matrix0, 0.5, 0.5, 0);
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cogl_matrix_rotate (&state->rot_matrix0, 10.0, 0, 0, 1.0);
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cogl_matrix_translate (&state->rot_matrix0, -0.5, -0.5, 0);
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cogl_matrix_translate (&state->rot_matrix1, 0.5, 0.5, 0);
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cogl_matrix_rotate (&state->rot_matrix1, -10.0, 0, 0, 1.0);
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cogl_matrix_translate (&state->rot_matrix1, -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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state->timeline = clutter_timeline_new (2812);
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g_signal_connect (state->timeline, "new-frame", G_CALLBACK (frame_cb), state);
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clutter_actor_animate_with_timeline (state->group,
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CLUTTER_LINEAR,
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state->timeline,
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"rotation-angle-y", 30.0,
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"signal-after::completed",
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animation_completed_cb, state,
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NULL);
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/* start the timeline and thus the animations */
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clutter_timeline_start (state->timeline);
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clutter_actor_show_all (stage);
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clutter_main();
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cogl_handle_unref (state->material1);
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cogl_handle_unref (state->material0);
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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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cogl_handle_unref (state->light_tex1);
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g_free (state);
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return 0;
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}
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