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4fe594bf9c
It is now deprecated in favor of the G_ADD_PRIVATE() macro (usually called via G_DEFINE_WITH_PRIVATE()). https://gitlab.gnome.org/GNOME/mutter/merge_requests/176
332 lines
9.3 KiB
C
332 lines
9.3 KiB
C
#include <glib.h>
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#include <gmodule.h>
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#include <stdlib.h>
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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/* Coglbox declaration
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*--------------------------------------------------*/
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G_BEGIN_DECLS
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#define TEST_TYPE_COGLBOX test_coglbox_get_type()
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#define TEST_COGLBOX(obj) \
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(G_TYPE_CHECK_INSTANCE_CAST ((obj), \
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TEST_TYPE_COGLBOX, TestCoglboxClass))
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#define TEST_COGLBOX_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_CAST ((klass), \
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TEST_TYPE_COGLBOX, TestCoglboxClass))
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#define TEST_IS_COGLBOX(obj) \
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(G_TYPE_CHECK_INSTANCE_TYPE ((obj), \
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TEST_TYPE_COGLBOX))
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#define TEST_IS_COGLBOX_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_TYPE ((klass), \
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TEST_TYPE_COGLBOX))
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#define TEST_COGLBOX_GET_CLASS(obj) \
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(G_TYPE_INSTANCE_GET_CLASS ((obj), \
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TEST_TYPE_COGLBOX, TestCoglboxClass))
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typedef struct _TestCoglbox TestCoglbox;
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typedef struct _TestCoglboxClass TestCoglboxClass;
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typedef struct _TestCoglboxPrivate TestCoglboxPrivate;
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struct _TestCoglbox
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{
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ClutterActor parent;
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/*< private >*/
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TestCoglboxPrivate *priv;
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};
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struct _TestCoglboxClass
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{
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ClutterActorClass parent_class;
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/* padding for future expansion */
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void (*_test_coglbox1) (void);
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void (*_test_coglbox2) (void);
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void (*_test_coglbox3) (void);
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void (*_test_coglbox4) (void);
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};
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static GType test_coglbox_get_type (void) G_GNUC_CONST;
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G_END_DECLS
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/* Coglbox private declaration
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*--------------------------------------------------*/
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struct _TestCoglboxPrivate
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{
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CoglHandle texhand_id;
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CoglHandle texture_id;
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CoglHandle offscreen_id;
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};
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G_DEFINE_TYPE_WITH_PRIVATE (TestCoglbox, test_coglbox, CLUTTER_TYPE_ACTOR);
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#define TEST_COGLBOX_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), TEST_TYPE_COGLBOX, TestCoglboxPrivate))
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/* Coglbox implementation
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*--------------------------------------------------*/
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static void
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test_coglbox_paint (ClutterActor *self)
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{
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TestCoglboxPrivate *priv = TEST_COGLBOX_GET_PRIVATE (self);
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gfloat texcoords[4] = { 0, 0, 1, 1 };
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CoglHandle material;
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cogl_set_source_color4ub (0x66, 0x66, 0xdd, 0xff);
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cogl_rectangle (0, 0, 400, 400);
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cogl_set_source_texture (priv->texhand_id);
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cogl_rectangle_with_texture_coords (0, 0,
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400, 400,
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0, 0,
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6, 6);
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cogl_push_framebuffer (priv->offscreen_id);
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cogl_set_source_color4ub (0xff, 0, 0, 0xff);
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cogl_rectangle (20, 20, 20 + 100, 20 + 100);
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cogl_set_source_color4ub (0, 0xff, 0, 0xff);
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cogl_rectangle (80, 80, 80 + 100, 80 + 100);
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cogl_pop_framebuffer ();
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material = cogl_material_new ();
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cogl_material_set_color4ub (material, 0x88, 0x88, 0x88, 0x88);
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cogl_material_set_layer (material, 0, priv->texture_id);
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cogl_set_source (material);
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cogl_rectangle_with_texture_coords (100, 100,
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300, 300,
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texcoords[0],
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texcoords[1],
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texcoords[2],
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texcoords[3]);
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}
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static void
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test_coglbox_finalize (GObject *object)
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{
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G_OBJECT_CLASS (test_coglbox_parent_class)->finalize (object);
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}
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static void
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test_coglbox_dispose (GObject *object)
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{
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TestCoglboxPrivate *priv;
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priv = TEST_COGLBOX_GET_PRIVATE (object);
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cogl_handle_unref (priv->texture_id);
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cogl_handle_unref (priv->offscreen_id);
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G_OBJECT_CLASS (test_coglbox_parent_class)->dispose (object);
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}
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/* A newly created Cogl framebuffer will be initialized with a
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* viewport covering the size of the viewport i.e. equavalent to:
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*
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* calling cogl_framebuffer_set_viewport (
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* fb,
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* 0, 0,
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* cogl_framebuffer_get_viewport_width (fb),
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* cogl_framebuffer_get_viewport_width (fb));
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*
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* The projection matrix will be an identity matrix.
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*
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* The modelview matrix will be an identity matrix, and this will
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* create a coordinate system - like OpenGL - with the viewport
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* being mapped to a unit cube with the origin (0, 0, 0) in the
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* center, x, y and z ranging from -1 to 1 with (-1, -1) being top
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* left and (1, 1) bottom right.
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*
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* This sets up a Clutter like coordinate system for a Cogl
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* framebuffer
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*/
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void
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setup_viewport (unsigned int width,
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unsigned int height,
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float fovy,
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float aspect,
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float z_near,
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float z_far)
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{
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float z_camera;
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CoglMatrix projection_matrix;
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CoglMatrix mv_matrix;
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cogl_set_viewport (0, 0, width, height);
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/* For Ortho projection.
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* _cogl_matrix_stack_ortho (projection_stack, 0, width, 0, height, -1, 1);
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*/
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cogl_perspective (fovy, aspect, z_near, z_far);
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/*
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* In theory, we can compute the camera distance from screen as:
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*
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* 0.5 * tan (FOV)
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*
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* However, it's better to compute the z_camera from our projection
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* matrix so that we get a 1:1 mapping at the screen distance. Consider
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* the upper-left corner of the screen. It has object coordinates
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* (0,0,0), so by the transform below, ends up with eye coordinate
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*
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* x_eye = x_object / width - 0.5 = - 0.5
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* y_eye = (height - y_object) / width - 0.5 = 0.5
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* z_eye = z_object / width - z_camera = - z_camera
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*
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* From cogl_perspective(), we know that the projection matrix has
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* the form:
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*
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* (x, 0, 0, 0)
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* (0, y, 0, 0)
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* (0, 0, c, d)
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* (0, 0, -1, 0)
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*
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* Applied to the above, we get clip coordinates of
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*
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* x_clip = x * (- 0.5)
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* y_clip = y * 0.5
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* w_clip = - 1 * (- z_camera) = z_camera
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*
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* Dividing through by w to get normalized device coordinates, we
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* have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera.
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* The upper left corner of the screen has normalized device coordinates,
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* (-1, 1), so to have the correct 1:1 mapping, we have to have:
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*
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* z_camera = 0.5 * x = 0.5 * y
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*
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* If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping
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* doesn't make sense.
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*/
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cogl_get_projection_matrix (&projection_matrix);
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z_camera = 0.5 * projection_matrix.xx;
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cogl_matrix_init_identity (&mv_matrix);
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cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera);
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cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
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cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f);
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cogl_set_modelview_matrix (&mv_matrix);
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}
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static void
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test_coglbox_map (ClutterActor *actor)
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{
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TestCoglboxPrivate *priv = TEST_COGLBOX_GET_PRIVATE (actor);
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ClutterActor *stage;
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ClutterPerspective perspective;
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float stage_width;
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float stage_height;
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CLUTTER_ACTOR_CLASS (test_coglbox_parent_class)->map (actor);
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printf ("Creating offscreen\n");
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priv->offscreen_id = cogl_offscreen_new_to_texture (priv->texture_id);
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stage = clutter_actor_get_stage (actor);
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clutter_stage_get_perspective (CLUTTER_STAGE (stage), &perspective);
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clutter_actor_get_size (stage, &stage_width, &stage_height);
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cogl_push_framebuffer (priv->offscreen_id);
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setup_viewport (stage_width, stage_height,
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perspective.fovy,
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perspective.aspect,
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perspective.z_near,
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perspective.z_far);
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cogl_pop_framebuffer ();
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if (priv->offscreen_id == COGL_INVALID_HANDLE)
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printf ("Failed creating offscreen to texture!\n");
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}
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static void
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test_coglbox_init (TestCoglbox *self)
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{
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TestCoglboxPrivate *priv;
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gchar *file;
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self->priv = priv = TEST_COGLBOX_GET_PRIVATE(self);
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printf ("Loading redhand.png\n");
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file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
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priv->texhand_id = cogl_texture_new_from_file (file,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_ANY,
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NULL);
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g_free (file);
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printf ("Creating texture with size\n");
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priv->texture_id = cogl_texture_new_with_size (200, 200,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGB_888);
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if (priv->texture_id == COGL_INVALID_HANDLE)
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printf ("Failed creating texture with size!\n");
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}
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static void
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test_coglbox_class_init (TestCoglboxClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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gobject_class->finalize = test_coglbox_finalize;
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gobject_class->dispose = test_coglbox_dispose;
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actor_class->map = test_coglbox_map;
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actor_class->paint = test_coglbox_paint;
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}
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static ClutterActor*
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test_coglbox_new (void)
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{
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return g_object_new (TEST_TYPE_COGLBOX, NULL);
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}
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G_MODULE_EXPORT int
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test_cogl_offscreen_main (int argc, char *argv[])
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{
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ClutterActor *stage;
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ClutterActor *coglbox;
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
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return 1;
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/* Stage */
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stage = clutter_stage_new ();
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clutter_actor_set_size (stage, 400, 400);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Cogl Offscreen Buffers");
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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/* Cogl Box */
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coglbox = test_coglbox_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), coglbox);
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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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G_MODULE_EXPORT const char *
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test_cogl_offscreen_describe (void)
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{
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return "Offscreen buffer support in Cogl.";
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}
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