mutter/src/tests/clutter/interactive/test-cogl-offscreen.c
Georges Basile Stavracas Neto dbae8d7aa7 tests/interactive: Make TestCoglbox final
This cleans up a lot of boilerplate code.

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/2355>
2022-05-31 16:25:11 -03:00

303 lines
9.5 KiB
C

#include <glib.h>
#include <gmodule.h>
#include <stdlib.h>
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "tests/clutter-test-utils.h"
/* Coglbox declaration
*--------------------------------------------------*/
G_BEGIN_DECLS
#define TEST_TYPE_COGLBOX test_coglbox_get_type()
static
G_DECLARE_FINAL_TYPE (TestCoglbox, test_coglbox, TEST, COGLBOX, ClutterActor)
struct _TestCoglbox
{
ClutterActor parent;
CoglHandle texhand_id;
CoglHandle texture_id;
CoglFramebuffer *framebuffer;
};
G_DEFINE_TYPE (TestCoglbox, test_coglbox, CLUTTER_TYPE_ACTOR);
int
test_cogl_offscreen_main (int argc, char *argv[]);
const char *
test_cogl_offscreen_describe (void);
G_END_DECLS
/* Coglbox implementation
*--------------------------------------------------*/
static void
test_coglbox_paint (ClutterActor *self,
ClutterPaintContext *paint_context)
{
TestCoglbox *coglbox = TEST_COGLBOX (self);
CoglFramebuffer *framebuffer =
clutter_paint_context_get_framebuffer (paint_context);
CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
gfloat texcoords[4] = { 0, 0, 1, 1 };
CoglPipeline *pipeline;
pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_color4ub (pipeline, 0x66, 0x66, 0xdd, 0xff);
cogl_framebuffer_draw_rectangle (framebuffer, pipeline, 0, 0, 400, 400);
cogl_object_unref (pipeline);
pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_layer_texture (pipeline, 0, coglbox->texhand_id);
cogl_framebuffer_draw_textured_rectangle (framebuffer, pipeline,
0, 0,
400, 400,
0, 0,
6, 6);
cogl_object_unref (pipeline);
pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_color4ub (pipeline, 0xff, 0, 0, 0xff);
cogl_framebuffer_draw_rectangle (coglbox->framebuffer, pipeline,
20, 20, 20 + 100, 20 + 100);
cogl_pipeline_set_color4ub (pipeline, 0, 0xff, 0, 0xff);
cogl_framebuffer_draw_rectangle (coglbox->framebuffer, pipeline,
80, 80, 80 + 100, 80 + 100);
cogl_object_unref (pipeline);
pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_color4ub (pipeline, 0x88, 0x88, 0x88, 0x88);
cogl_pipeline_set_layer_texture (pipeline, 0, coglbox->texture_id);
cogl_framebuffer_draw_textured_rectangle (framebuffer, pipeline,
100, 100,
300, 300,
texcoords[0],
texcoords[1],
texcoords[2],
texcoords[3]);
cogl_object_unref (pipeline);
}
static void
test_coglbox_finalize (GObject *object)
{
G_OBJECT_CLASS (test_coglbox_parent_class)->finalize (object);
}
static void
test_coglbox_dispose (GObject *object)
{
TestCoglbox *coglbox = TEST_COGLBOX (object);
cogl_object_unref (coglbox->texture_id);
g_object_unref (coglbox->framebuffer);
G_OBJECT_CLASS (test_coglbox_parent_class)->dispose (object);
}
/* A newly created Cogl framebuffer will be initialized with a
* viewport covering the size of the viewport i.e. equavalent to:
*
* calling cogl_framebuffer_set_viewport (
* fb,
* 0, 0,
* cogl_framebuffer_get_viewport_width (fb),
* cogl_framebuffer_get_viewport_width (fb));
*
* The projection matrix will be an identity matrix.
*
* The modelview matrix will be an identity matrix, and this will
* create a coordinate system - like OpenGL - with the viewport
* being mapped to a unit cube with the origin (0, 0, 0) in the
* center, x, y and z ranging from -1 to 1 with (-1, -1) being top
* left and (1, 1) bottom right.
*
* This sets up a Clutter like coordinate system for a Cogl
* framebuffer
*/
static void
setup_viewport (CoglFramebuffer *framebuffer,
unsigned int width,
unsigned int height,
float fovy,
float aspect,
float z_near,
float z_far)
{
float z_camera;
graphene_matrix_t projection_matrix;
graphene_matrix_t mv_matrix;
cogl_framebuffer_set_viewport (framebuffer, 0, 0, width, height);
/* For Ortho projection.
* _cogl_matrix_stack_ortho (projection_stack, 0, width, 0, height, -1, 1);
*/
cogl_framebuffer_perspective (framebuffer, fovy, aspect, z_near, z_far);
/*
* In theory, we can compute the camera distance from screen as:
*
* 0.5 * tan (FOV)
*
* However, it's better to compute the z_camera from our projection
* matrix so that we get a 1:1 mapping at the screen distance. Consider
* the upper-left corner of the screen. It has object coordinates
* (0,0,0), so by the transform below, ends up with eye coordinate
*
* x_eye = x_object / width - 0.5 = - 0.5
* y_eye = (height - y_object) / width - 0.5 = 0.5
* z_eye = z_object / width - z_camera = - z_camera
*
* From cogl_perspective(), we know that the projection matrix has
* the form:
*
* (x, 0, 0, 0)
* (0, y, 0, 0)
* (0, 0, c, d)
* (0, 0, -1, 0)
*
* Applied to the above, we get clip coordinates of
*
* x_clip = x * (- 0.5)
* y_clip = y * 0.5
* w_clip = - 1 * (- z_camera) = z_camera
*
* Dividing through by w to get normalized device coordinates, we
* have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera.
* The upper left corner of the screen has normalized device coordinates,
* (-1, 1), so to have the correct 1:1 mapping, we have to have:
*
* z_camera = 0.5 * x = 0.5 * y
*
* If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping
* doesn't make sense.
*/
cogl_framebuffer_get_projection_matrix (framebuffer, &projection_matrix);
z_camera = 0.5 * graphene_matrix_get_value (&projection_matrix, 0, 0);
graphene_matrix_init_translate (&mv_matrix,
&GRAPHENE_POINT3D_INIT (0.0f,
-1.0 * height,
0.0f));
graphene_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
graphene_matrix_translate (&mv_matrix,
&GRAPHENE_POINT3D_INIT (-0.5f, -0.5f, -z_camera));
cogl_framebuffer_set_modelview_matrix (framebuffer, &mv_matrix);
}
static void
test_coglbox_map (ClutterActor *actor)
{
TestCoglbox *coglbox = TEST_COGLBOX (actor);
ClutterActor *stage;
ClutterPerspective perspective;
float stage_width;
float stage_height;
GError *error = NULL;
CLUTTER_ACTOR_CLASS (test_coglbox_parent_class)->map (actor);
printf ("Creating offscreen\n");
coglbox->framebuffer =
COGL_FRAMEBUFFER (cogl_offscreen_new_with_texture (coglbox->texture_id));
if (!cogl_framebuffer_allocate (coglbox->framebuffer, &error))
g_error ("Failed to allocate framebuffer: %s", error->message);
stage = clutter_actor_get_stage (actor);
clutter_stage_get_perspective (CLUTTER_STAGE (stage), &perspective);
clutter_actor_get_size (stage, &stage_width, &stage_height);
setup_viewport (coglbox->framebuffer,
stage_width, stage_height,
perspective.fovy,
perspective.aspect,
perspective.z_near,
perspective.z_far);
if (!coglbox->framebuffer)
printf ("Failed creating offscreen to texture!\n");
}
static void
test_coglbox_init (TestCoglbox *self)
{
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
gchar *file;
printf ("Loading redhand.png\n");
file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
self->texhand_id = cogl_texture_new_from_file (file,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_ANY,
NULL);
g_free (file);
printf ("Creating texture with size\n");
self->texture_id = cogl_texture_2d_new_with_size (ctx, 200, 200);
if (self->texture_id == NULL)
printf ("Failed creating texture with size!\n");
}
static void
test_coglbox_class_init (TestCoglboxClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
gobject_class->finalize = test_coglbox_finalize;
gobject_class->dispose = test_coglbox_dispose;
actor_class->map = test_coglbox_map;
actor_class->paint = test_coglbox_paint;
}
static ClutterActor*
test_coglbox_new (void)
{
return g_object_new (TEST_TYPE_COGLBOX, NULL);
}
G_MODULE_EXPORT int
test_cogl_offscreen_main (int argc, char *argv[])
{
ClutterActor *stage;
ClutterActor *coglbox;
clutter_test_init (&argc, &argv);
/* Stage */
stage = clutter_test_get_stage ();
clutter_actor_set_size (stage, 400, 400);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Cogl Offscreen Buffers");
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_test_quit), NULL);
/* Cogl Box */
coglbox = test_coglbox_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (stage), coglbox);
clutter_actor_show (stage);
clutter_test_main ();
return 0;
}
G_MODULE_EXPORT const char *
test_cogl_offscreen_describe (void)
{
return "Offscreen buffer support in Cogl.";
}