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5985eef44c
This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
339 lines
8.9 KiB
C
339 lines
8.9 KiB
C
#include <clutter/clutter.h>
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#include <gmodule.h>
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typedef struct _CallbackData CallbackData;
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typedef struct _Clip Clip;
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typedef enum
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{
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CLIP_NONE,
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CLIP_RECTANGLE,
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CLIP_ELLIPSE,
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CLIP_SHAPES
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} ClipType;
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struct _Clip
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{
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ClipType type;
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gint x1, y1, x2, y2;
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};
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struct _CallbackData
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{
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ClutterActor *stage;
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CoglHandle hand;
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Clip current_clip;
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GSList *clips;
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};
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static const char
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instructions[] =
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"Press and drag any of the three mouse buttons to add a clip with different "
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"shapes. Press 'r' to reset or 'u' to undo the last clip.";
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static void
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path_shapes (gint x, gint y, gint width, gint height)
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{
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cogl_path_move_to (CLUTTER_INT_TO_FIXED (x), CLUTTER_INT_TO_FIXED (y));
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cogl_path_line_to (CLUTTER_INT_TO_FIXED (x),
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CLUTTER_INT_TO_FIXED (y + height * 4 / 5));
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cogl_path_line_to (CLUTTER_INT_TO_FIXED (x + width * 4 / 15),
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CLUTTER_INT_TO_FIXED (y + height * 4 / 5));
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cogl_path_close ();
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cogl_path_rectangle (CLUTTER_INT_TO_FIXED (x + width / 3),
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CLUTTER_INT_TO_FIXED (y),
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CLUTTER_INT_TO_FIXED (width * 4 / 15),
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CLUTTER_INT_TO_FIXED (height * 4 / 5));
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cogl_path_ellipse (CLUTTER_INT_TO_FIXED (x + width * 4 / 5),
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CLUTTER_INT_TO_FIXED (y + height * 2 / 5),
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CLUTTER_INT_TO_FIXED (width * 2 / 15),
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CLUTTER_INT_TO_FIXED (height * 2 / 5));
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}
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static void
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draw_shapes (gint x, gint y)
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{
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path_shapes (x, y, 300, 100);
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_path_fill_preserve ();
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_path_stroke ();
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}
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static void
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make_clip_path (Clip *clip)
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{
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switch (clip->type)
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{
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case CLIP_NONE:
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break;
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case CLIP_RECTANGLE:
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cogl_path_rectangle (CLUTTER_INT_TO_FIXED (clip->x1),
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CLUTTER_INT_TO_FIXED (clip->y1),
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CLUTTER_INT_TO_FIXED (clip->x2 - clip->x1),
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CLUTTER_INT_TO_FIXED (clip->y2 - clip->y1));
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break;
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case CLIP_ELLIPSE:
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cogl_path_ellipse (CLUTTER_INT_TO_FIXED (clip->x1 + clip->x2) / 2,
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CLUTTER_INT_TO_FIXED (clip->y1 + clip->y2) / 2,
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CLUTTER_INT_TO_FIXED (clip->x2 - clip->x1) / 2,
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CLUTTER_INT_TO_FIXED (clip->y2 - clip->y1) / 2);
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break;
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case CLIP_SHAPES:
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{
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int x, y, width, height;
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if (clip->x1 < clip->x2)
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{
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x = clip->x1;
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width = clip->x2 - x;
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}
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else
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{
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x = clip->x2;
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width = clip->x1 - x;
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}
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if (clip->y1 < clip->y2)
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{
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y = clip->y1;
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height = clip->y2 - y;
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}
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else
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{
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y = clip->y2;
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height = clip->y1 - y;
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}
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path_shapes (x, y, width, height);
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}
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break;
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}
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}
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static void
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on_paint (ClutterActor *actor, CallbackData *data)
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{
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int i;
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ClutterGeometry stage_size;
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gint hand_width, hand_height;
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GSList *node;
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clutter_actor_get_allocation_geometry (data->stage, &stage_size);
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hand_width = cogl_texture_get_width (data->hand);
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hand_height = cogl_texture_get_height (data->hand);
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/* Setup the clipping */
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for (node = data->clips; node; node = node->next)
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{
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Clip *clip = (Clip *) node->data;
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if (clip->type == CLIP_RECTANGLE)
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cogl_clip_set (CLUTTER_INT_TO_FIXED (clip->x1),
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CLUTTER_INT_TO_FIXED (clip->y1),
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CLUTTER_INT_TO_FIXED (clip->x2 - clip->x1),
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CLUTTER_INT_TO_FIXED (clip->y2 - clip->y1));
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else
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{
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make_clip_path (clip);
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cogl_clip_set_from_path ();
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}
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}
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/* Draw a rectangle filling the entire stage */
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cogl_set_source_color4ub (0x80, 0x80, 0xff, 0xff);
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cogl_rectangle (0, 0, stage_size.width, stage_size.height);
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draw_shapes (10, 10);
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/* Draw the hand at different rotations */
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for (i = -2; i <= 2; i++)
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{
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cogl_push_matrix ();
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cogl_translate (stage_size.width / 2 + stage_size.width / 6 * i,
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stage_size.height / 2, 0);
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cogl_rotate (i * 40, 0, 1, 0);
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cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
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cogl_set_source_texture (data->hand);
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cogl_rectangle_with_texture_coords (CLUTTER_INT_TO_FIXED (-hand_width / 2),
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CLUTTER_INT_TO_FIXED (-hand_height / 2),
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CLUTTER_INT_TO_FIXED (hand_width / 2),
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CLUTTER_INT_TO_FIXED (hand_height / 2),
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0, 0, CFX_ONE, CFX_ONE);
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cogl_pop_matrix ();
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}
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draw_shapes (stage_size.width - 310, stage_size.height - 110);
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/* Remove all of the clipping */
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g_slist_foreach (data->clips, (GFunc) cogl_clip_unset, NULL);
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/* Draw the bounding box for each of the clips */
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for (node = data->clips; node; node = node->next)
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{
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Clip *clip = (Clip *) node->data;
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make_clip_path (clip);
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_path_stroke ();
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}
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/* Draw the bounding box for the pending new clip */
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if (data->current_clip.type != CLIP_NONE)
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{
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make_clip_path (&data->current_clip);
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_path_stroke ();
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}
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}
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static gboolean
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on_button_press (ClutterActor *stage, ClutterButtonEvent *event,
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CallbackData *data)
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{
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data->current_clip.x1 = data->current_clip.x2 = event->x;
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data->current_clip.y1 = data->current_clip.y2 = event->y;
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data->current_clip.type
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= event->button == 1 ? CLIP_RECTANGLE
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: event->button == 2 ? CLIP_SHAPES
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: CLIP_ELLIPSE;
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clutter_actor_queue_redraw (stage);
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return FALSE;
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}
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static gboolean
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on_button_release (ClutterActor *stage, ClutterButtonEvent *event,
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CallbackData *data)
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{
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if (data->current_clip.type != CLIP_NONE)
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{
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data->clips = g_slist_prepend (data->clips,
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g_slice_copy (sizeof (Clip),
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&data->current_clip));
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data->current_clip.type = CLIP_NONE;
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}
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clutter_actor_queue_redraw (stage);
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return FALSE;
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}
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static gboolean
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on_motion (ClutterActor *stage, ClutterMotionEvent *event,
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CallbackData *data)
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{
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if (data->current_clip.type != CLIP_NONE)
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{
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data->current_clip.x2 = event->x;
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data->current_clip.y2 = event->y;
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clutter_actor_queue_redraw (stage);
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}
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return FALSE;
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}
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static void
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free_clips (CallbackData *data)
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{
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GSList *node;
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for (node = data->clips; node; node = node->next)
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g_slice_free (Clip, node->data);
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g_slist_free (data->clips);
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data->clips = NULL;
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}
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static gpointer
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on_key_press (ClutterActor *stage, ClutterKeyEvent *event,
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CallbackData *data)
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{
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switch (event->keyval)
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{
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case CLUTTER_r:
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free_clips (data);
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clutter_actor_queue_redraw (stage);
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break;
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case CLUTTER_u:
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if (data->clips)
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{
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g_slice_free (Clip, data->clips->data);
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data->clips = g_slist_delete_link (data->clips, data->clips);
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clutter_actor_queue_redraw (stage);
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}
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break;
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}
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return FALSE;
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}
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G_MODULE_EXPORT int
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test_clip_main (int argc, char **argv)
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{
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CallbackData data;
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ClutterActor *stub_actor, *label;
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clutter_init (&argc, &argv);
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data.current_clip.type = CLIP_NONE;
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data.clips = NULL;
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data.stage = clutter_stage_get_default ();
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stub_actor = clutter_rectangle_new ();
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clutter_container_add (CLUTTER_CONTAINER (data.stage), stub_actor, NULL);
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data.hand = cogl_texture_new_from_file ("redhand.png", 64,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_ANY,
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NULL);
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label = clutter_text_new_with_text ("Sans 12px", instructions);
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clutter_text_set_line_wrap (CLUTTER_TEXT (label), TRUE);
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clutter_actor_set_width (label, clutter_actor_get_width (data.stage) - 310);
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clutter_actor_set_y (label,
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clutter_actor_get_height (data.stage)
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- clutter_actor_get_height (label));
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clutter_container_add (CLUTTER_CONTAINER (data.stage), label, NULL);
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g_signal_connect (stub_actor, "paint", G_CALLBACK (on_paint), &data);
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g_signal_connect (data.stage, "button-press-event",
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G_CALLBACK (on_button_press), &data);
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g_signal_connect (data.stage, "button-release-event",
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G_CALLBACK (on_button_release), &data);
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g_signal_connect (data.stage, "motion-event",
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G_CALLBACK (on_motion), &data);
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g_signal_connect (data.stage, "key-press-event",
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G_CALLBACK (on_key_press), &data);
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clutter_actor_show (data.stage);
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clutter_main ();
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cogl_texture_unref (data.hand);
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free_clips (&data);
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return 0;
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}
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