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391 lines
12 KiB
C
391 lines
12 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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#include <math.h>
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/* Defines the size and resolution of the quad mesh we morph:
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*/
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#define MESH_WIDTH 100.0 /* number of quads along x axis */
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#define MESH_HEIGHT 100.0 /* number of quads along y axis */
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#define QUAD_WIDTH 5.0 /* width in pixels of a single quad */
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#define QUAD_HEIGHT 5.0 /* height in pixels of a single quad */
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/* Defines a sine wave that sweeps across the mesh:
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*/
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#define WAVE_DEPTH ((MESH_WIDTH * QUAD_WIDTH) / 16.0) /* peak amplitude */
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#define WAVE_PERIODS 4.0
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#define WAVE_SPEED 10.0
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/* Defines a rippling sine wave emitted from a point:
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*/
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#define RIPPLE_CENTER_X ((MESH_WIDTH / 2.0) * QUAD_WIDTH)
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#define RIPPLE_CENTER_Y ((MESH_HEIGHT / 2.0) * QUAD_HEIGHT)
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#define RIPPLE_RADIUS (MESH_WIDTH * QUAD_WIDTH)
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#define RIPPLE_DEPTH ((MESH_WIDTH * QUAD_WIDTH) / 16.0) /* peak amplitude */
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#define RIPPLE_PERIODS 4.0
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#define RIPPLE_SPEED -10.0
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/* Defines the width of the gaussian bell used to fade out the alpha
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* towards the edges of the mesh (starting from the ripple center):
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*/
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#define GAUSSIAN_RADIUS ((MESH_WIDTH * QUAD_WIDTH) / 6.0)
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/* Our hues lie in the range [0, 1], and this defines how we map amplitude
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* to hues (before scaling by {WAVE,RIPPLE}_DEPTH)
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* As we are interferring two sine waves together; amplitudes lie in the
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* range [-2, 2]
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*/
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#define HSL_OFFSET 0.5 /* the hue that we map an amplitude of 0 too */
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#define HSL_SCALE 0.25
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typedef struct _TestState
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{
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ClutterActor *dummy;
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CoglHandle buffer;
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float *quad_mesh_verts;
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GLubyte *quad_mesh_colors;
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GLushort *static_indices;
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guint n_static_indices;
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CoglHandle indices;
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ClutterTimeline *timeline;
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guint frame_id;
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} TestState;
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static void
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frame_cb (ClutterTimeline *timeline,
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gint elapsed_msecs,
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TestState *state)
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{
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guint x, y;
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float period_progress = clutter_timeline_get_progress (timeline);
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float period_progress_sin = sinf (period_progress);
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float wave_shift = period_progress * WAVE_SPEED;
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float ripple_shift = period_progress * RIPPLE_SPEED;
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for (y = 0; y <= MESH_HEIGHT; y++)
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for (x = 0; x <= MESH_WIDTH; x++)
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{
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guint vert_index = (MESH_WIDTH + 1) * y + x;
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float *vert = &state->quad_mesh_verts[3 * vert_index];
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float real_x = x * QUAD_WIDTH;
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float real_y = y * QUAD_HEIGHT;
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float wave_offset = (float)x / (MESH_WIDTH + 1);
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float wave_angle =
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(WAVE_PERIODS * 2 * G_PI * wave_offset) + wave_shift;
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float wave_sin = sinf (wave_angle);
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float a_sqr = (RIPPLE_CENTER_X - real_x) * (RIPPLE_CENTER_X - real_x);
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float b_sqr = (RIPPLE_CENTER_Y - real_y) * (RIPPLE_CENTER_Y - real_y);
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float ripple_offset = sqrtf (a_sqr + b_sqr) / RIPPLE_RADIUS;
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float ripple_angle =
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(RIPPLE_PERIODS * 2 * G_PI * ripple_offset) + ripple_shift;
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float ripple_sin = sinf (ripple_angle);
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float h, s, l;
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GLubyte *color;
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vert[2] = (wave_sin * WAVE_DEPTH) + (ripple_sin * RIPPLE_DEPTH);
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/* Burn some CPU time picking a pretty color... */
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h = (HSL_OFFSET
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+ wave_sin
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+ ripple_sin
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+ period_progress_sin) * HSL_SCALE;
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s = 0.5;
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l = 0.25 + (period_progress_sin + 1.0) / 4.0;
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color = &state->quad_mesh_colors[4 * vert_index];
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/* A bit of a sneaky cast, but it seems safe to assume the ClutterColor
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* typedef is set in stone... */
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clutter_color_from_hls ((ClutterColor *)color, h * 360.0, l, s);
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color[0] = (color[0] * color[3] + 128) / 255;
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color[1] = (color[1] * color[3] + 128) / 255;
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color[2] = (color[2] * color[3] + 128) / 255;
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}
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cogl_vertex_buffer_add (state->buffer,
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"gl_Vertex",
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3, /* n components */
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GL_FLOAT,
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FALSE, /* normalized */
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0, /* stride */
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state->quad_mesh_verts);
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cogl_vertex_buffer_add (state->buffer,
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"gl_Color",
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4, /* n components */
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GL_UNSIGNED_BYTE,
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FALSE, /* normalized */
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0, /* stride */
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state->quad_mesh_colors);
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cogl_vertex_buffer_submit (state->buffer);
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clutter_actor_set_rotation (state->dummy,
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CLUTTER_Z_AXIS,
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360 * period_progress,
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(MESH_WIDTH * QUAD_WIDTH) / 2,
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(MESH_HEIGHT * QUAD_HEIGHT) / 2,
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0);
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clutter_actor_set_rotation (state->dummy,
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CLUTTER_X_AXIS,
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360 * period_progress,
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(MESH_WIDTH * QUAD_WIDTH) / 2,
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(MESH_HEIGHT * QUAD_HEIGHT) / 2,
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0);
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}
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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_vertex_buffer_draw_elements (state->buffer,
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COGL_VERTICES_MODE_TRIANGLE_STRIP,
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state->indices,
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0, /* min index */
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(MESH_WIDTH + 1) *
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(MESH_HEIGHT + 1) - 1, /* max index */
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0, /* indices offset */
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state->n_static_indices);
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}
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static void
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init_static_index_arrays (TestState *state)
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{
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guint n_indices;
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int x, y;
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GLushort *i;
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guint dir;
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/* - Each row takes (2 + 2 * MESH_WIDTH indices)
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* - Thats 2 to start the triangle strip then 2 indices to add 2 triangles
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* per mesh quad.
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* - We have MESH_HEIGHT rows
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* - It takes one extra index for linking between rows (MESH_HEIGHT - 1)
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* - A 2 x 3 mesh == 20 indices... */
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n_indices = (2 + 2 * MESH_WIDTH) * MESH_HEIGHT + (MESH_HEIGHT - 1);
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state->static_indices = g_malloc (sizeof (GLushort) * n_indices);
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state->n_static_indices = n_indices;
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#define MESH_INDEX(X, Y) (Y) * (MESH_WIDTH + 1) + (X)
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i = state->static_indices;
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/* NB: front facing == anti-clockwise winding */
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i[0] = MESH_INDEX (0, 0);
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i[1] = MESH_INDEX (0, 1);
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i += 2;
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#define LEFT 0
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#define RIGHT 1
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dir = RIGHT;
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for (y = 0; y < MESH_HEIGHT; y++)
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{
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for (x = 0; x < MESH_WIDTH; x++)
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{
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/* Add 2 triangles per mesh quad... */
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if (dir == RIGHT)
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{
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i[0] = MESH_INDEX (x + 1, y);
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i[1] = MESH_INDEX (x + 1, y + 1);
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}
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else
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{
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i[0] = MESH_INDEX (MESH_WIDTH - x - 1, y);
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i[1] = MESH_INDEX (MESH_WIDTH - x - 1, y + 1);
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}
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i += 2;
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}
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/* Link rows... */
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if (y == (MESH_HEIGHT - 1))
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break;
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if (dir == RIGHT)
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{
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i[0] = MESH_INDEX (MESH_WIDTH, y + 1);
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i[1] = MESH_INDEX (MESH_WIDTH, y + 1);
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i[2] = MESH_INDEX (MESH_WIDTH, y + 2);
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}
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else
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{
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i[0] = MESH_INDEX (0, y + 1);
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i[1] = MESH_INDEX (0, y + 1);
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i[2] = MESH_INDEX (0, y + 2);
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}
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i += 3;
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dir = !dir;
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}
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#undef MESH_INDEX
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state->indices =
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cogl_vertex_buffer_indices_new (COGL_INDICES_TYPE_UNSIGNED_SHORT,
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state->static_indices,
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state->n_static_indices);
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}
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static float
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gaussian (float x, float y)
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{
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/* Bell width */
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float c = GAUSSIAN_RADIUS;
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/* Peak amplitude */
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float a = 1.0;
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/* float a = 1.0 / (c * sqrtf (2.0 * G_PI)); */
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/* Center offset */
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float b = 0.0;
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float dist;
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x = x - RIPPLE_CENTER_X;
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y = y - RIPPLE_CENTER_Y;
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dist = sqrtf (x*x + y*y);
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return a * exp ((- ((dist - b) * (dist - b))) / (2.0 * c * c));
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}
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static void
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init_quad_mesh (TestState *state)
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{
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int x, y;
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float *vert;
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GLubyte *color;
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/* Note: we maintain the minimum number of vertices possible. This minimizes
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* the work required when we come to morph the geometry.
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*
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* We use static indices into our mesh so that we can treat the data like a
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* single triangle list and drawing can be done in one operation (Note: We
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* are using degenerate triangles at the edges to link to the next row)
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*/
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state->quad_mesh_verts =
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g_malloc0 (sizeof (float) * 3 * (MESH_WIDTH + 1) * (MESH_HEIGHT + 1));
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state->quad_mesh_colors =
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g_malloc0 (sizeof (GLubyte) * 4 * (MESH_WIDTH + 1) * (MESH_HEIGHT + 1));
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vert = state->quad_mesh_verts;
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color = state->quad_mesh_colors;
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for (y = 0; y <= MESH_HEIGHT; y++)
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for (x = 0; x <= MESH_WIDTH; x++)
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{
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vert[0] = x * QUAD_WIDTH;
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vert[1] = y * QUAD_HEIGHT;
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vert += 3;
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color[3] = gaussian (x * QUAD_WIDTH,
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y * QUAD_HEIGHT) * 255.0;
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color += 4;
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}
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state->buffer = cogl_vertex_buffer_new ((MESH_WIDTH + 1)*(MESH_HEIGHT + 1));
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cogl_vertex_buffer_add (state->buffer,
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"gl_Vertex",
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3, /* n components */
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COGL_ATTRIBUTE_TYPE_FLOAT,
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FALSE, /* normalized */
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0, /* stride */
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state->quad_mesh_verts);
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cogl_vertex_buffer_add (state->buffer,
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"gl_Color",
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4, /* n components */
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COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE,
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FALSE, /* normalized */
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0, /* stride */
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state->quad_mesh_colors);
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cogl_vertex_buffer_submit (state->buffer);
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init_static_index_arrays (state);
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}
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/* This creates an actor that has a specific size but that does not result
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* in any drawing so we can do our own drawing using Cogl... */
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static ClutterActor *
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create_dummy_actor (guint width, guint height)
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{
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ClutterActor *group, *rect;
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ClutterColor clr = { 0xff, 0xff, 0xff, 0xff};
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group = clutter_group_new ();
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rect = clutter_rectangle_new_with_color (&clr);
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clutter_actor_set_size (rect, width, height);
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clutter_actor_hide (rect);
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clutter_container_add_actor (CLUTTER_CONTAINER (group), rect);
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return group;
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}
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static void
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stop_and_quit (ClutterActor *actor,
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TestState *state)
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{
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clutter_timeline_stop (state->timeline);
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clutter_main_quit ();
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}
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G_MODULE_EXPORT int
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test_cogl_vertex_buffer_main (int argc, char *argv[])
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{
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TestState state;
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ClutterActor *stage;
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gfloat stage_w, stage_h;
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gint dummy_width, dummy_height;
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
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return 1;
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stage = clutter_stage_new ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Cogl Vertex Buffers");
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clutter_stage_set_color (CLUTTER_STAGE (stage), CLUTTER_COLOR_Black);
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g_signal_connect (stage, "destroy", G_CALLBACK (stop_and_quit), &state);
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clutter_actor_get_size (stage, &stage_w, &stage_h);
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dummy_width = MESH_WIDTH * QUAD_WIDTH;
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dummy_height = MESH_HEIGHT * QUAD_HEIGHT;
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state.dummy = create_dummy_actor (dummy_width, dummy_height);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), state.dummy);
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clutter_actor_set_position (state.dummy,
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(stage_w / 2.0) - (dummy_width / 2.0),
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(stage_h / 2.0) - (dummy_height / 2.0));
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state.timeline = clutter_timeline_new (1000);
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clutter_timeline_set_loop (state.timeline, TRUE);
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state.frame_id = g_signal_connect (state.timeline,
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"new-frame",
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G_CALLBACK (frame_cb),
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&state);
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g_signal_connect (state.dummy, "paint", G_CALLBACK (on_paint), &state);
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init_quad_mesh (&state);
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clutter_actor_show_all (stage);
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clutter_timeline_start (state.timeline);
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clutter_main ();
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cogl_handle_unref (state.buffer);
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cogl_handle_unref (state.indices);
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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_vertex_buffer_describe (void)
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{
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return "Vertex buffers support in Cogl.";
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}
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