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* clutter/Makefile.am: * clutter/clutter-actor.c: * clutter/clutter-actor.h: * clutter/clutter-clone-texture.c: * clutter/clutter-clone-texture.h: * clutter/clutter-element.c: * clutter/clutter-element.h: * clutter/clutter-group.c: * clutter/clutter-group.h: * clutter/clutter-label.c: * clutter/clutter-label.h: * clutter/clutter-main.c: * clutter/clutter-main.h: * clutter/clutter-rectangle.c: * clutter/clutter-rectangle.h: * clutter/clutter-stage.c: * clutter/clutter-stage.h: * clutter/clutter-texture.c: * clutter/clutter-texture.h: * clutter/clutter-video-texture.c: * clutter/clutter-video-texture.h: * clutter/clutter.h: * examples/super-oh.c: * examples/test-text.c: * examples/test-video.c: * examples/test.c: * examples/video-cube.c: * gtk/gtk-clutter-test.c: * gtk/gtk-clutter.c: * gtk/gtk-clutter.h: Element to Actor Renaming.
274 lines
7.2 KiB
C
274 lines
7.2 KiB
C
/* HACK HACK. HACK.
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* This is just a quick hack to see if a 3D type video cube
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* would be possible with clutter. It needs many hacks cleaning.
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*/
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#include <clutter/clutter.h>
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#include <glib-object.h>
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#include <math.h> /* for M_PI */
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#define WINWIDTH 800
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#define WINHEIGHT 600
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/* lazy globals */
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static float xrot, yrot, zrot;
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/* Avoid needing GLUT perspective call */
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static void
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frustum (GLfloat left,
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GLfloat right,
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GLfloat bottom,
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GLfloat top,
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GLfloat nearval,
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GLfloat farval)
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{
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GLfloat x, y, a, b, c, d;
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GLfloat m[16];
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x = (2.0 * nearval) / (right - left);
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y = (2.0 * nearval) / (top - bottom);
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a = (right + left) / (right - left);
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b = (top + bottom) / (top - bottom);
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c = -(farval + nearval) / ( farval - nearval);
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d = -(2.0 * farval * nearval) / (farval - nearval);
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#define M(row,col) m[col*4+row]
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M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
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M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
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M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
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M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
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#undef M
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glMultMatrixf (m);
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}
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static void
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perspective (GLfloat fovy,
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GLfloat aspect,
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GLfloat zNear,
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GLfloat zFar)
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{
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GLfloat xmin, xmax, ymin, ymax;
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ymax = zNear * tan (fovy * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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frustum (xmin, xmax, ymin, ymax, zNear, zFar);
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}
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/* video texture subclass */
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#define CLUTTER_TYPE_VIDEO_TEXTURE_CUBE clutter_video_texture_cube_get_type()
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#define CLUTTER_VIDEO_TEXTURE_CUBE(obj) \
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(G_TYPE_CHECK_INSTANCE_CAST ((obj), \
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CLUTTER_TYPE_VIDEO_TEXTURE_CUBE, ClutterVideoTextureCube))
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#define CLUTTER_VIDEO_TEXTURE_CUBE_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_CAST ((klass), \
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CLUTTER_TYPE_VIDEO_TEXTURE_CUBE, ClutterVideoTextureCubeClass))
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#define CLUTTER_IS_VIDEO_TEXTURE_CUBE(obj) \
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(G_TYPE_CHECK_INSTANCE_TYPE ((obj), \
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CLUTTER_TYPE_VIDEO_TEXTURE_CUBE))
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#define CLUTTER_IS_VIDEO_TEXTURE_CUBE_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_TYPE ((klass), \
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CLUTTER_TYPE_VIDEO_TEXTURE_CUBE))
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#define CLUTTER_VIDEO_TEXTURE_CUBE_GET_CLASS(obj) \
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(G_TYPE_INSTANCE_GET_CLASS ((obj), \
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CLUTTER_TYPE_VIDEO_TEXTURE_CUBE, ClutterVideoTextureCubeClass))
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typedef struct ClutterVideoTextureCubePrivate ClutterVideoTextureCubePrivate ;
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typedef struct ClutterVideoTextureCube
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{
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ClutterVideoTexture parent;
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ClutterVideoTextureCubePrivate *priv;
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}
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ClutterVideoTextureCube;
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typedef struct ClutterVideoTextureCubeClass
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{
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ClutterVideoTextureClass parent_class;
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}
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ClutterVideoTextureCubeClass;
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GType clutter_video_texture_cube_get_type (void);
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G_DEFINE_TYPE (ClutterVideoTextureCube, clutter_video_texture_cube, CLUTTER_TYPE_VIDEO_TEXTURE);
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static void
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clutter_video_texture_cube_paint (ClutterActor *self)
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{
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if (clutter_texture_get_pixbuf (CLUTTER_TEXTURE(self)) == NULL)
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return;
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if (!CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR(self)))
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clutter_actor_realize (CLUTTER_ACTOR(self));
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if (!clutter_texture_has_generated_tiles (CLUTTER_TEXTURE(self)))
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return;
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/* HACK: sets up a 3D tranform matrix other than regular 2D one */
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/* FIXME: figure out how to nicely combine both within clutter */
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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perspective (45.0f,
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(GLfloat)WINWIDTH/(GLfloat)WINHEIGHT,
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0.1f,
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100.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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/* back camera out a little */
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glTranslatef(0.0f,0.0f,-3.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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glClearDepth(1.0f);
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glDepthFunc(GL_LEQUAL);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glRotatef(xrot,1.0f,0.0f,0.0f);
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glRotatef(yrot,0.0f,1.0f,0.0f);
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glRotatef(zrot,0.0f,0.0f,1.0f);
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/* HACK: Cheat as just bind to first tiled as squared */
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clutter_texture_bind_tile (CLUTTER_TEXTURE(self), 0);
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glBegin(GL_QUADS);
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// Front Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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// Back Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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// Top Face
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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// Bottom Face
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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// Right face
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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// Left Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glEnd();
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/* HACK: reset to regular transform */
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#if 0
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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glOrtho (0, WINWIDTH, WINHEIGHT, 0, -1, 1);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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#endif
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/* rotate */
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xrot+=1.0f;
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yrot+=1.0f;
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zrot+=1.0f;
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}
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static void
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clutter_video_texture_cube_class_init (ClutterVideoTextureCubeClass *klass)
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{
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GObjectClass *gobject_class;
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ClutterActorClass *actor_class;
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gobject_class = (GObjectClass*)klass;
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actor_class = (ClutterActorClass*)klass;
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actor_class->paint = clutter_video_texture_cube_paint;
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}
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static void
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clutter_video_texture_cube_init (ClutterVideoTextureCube *self)
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{
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}
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ClutterActor*
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clutter_video_texture_cube_new (GError **err)
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{
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return CLUTTER_ACTOR(g_object_new (CLUTTER_TYPE_VIDEO_TEXTURE_CUBE,
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/* "tiled", FALSE, */
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NULL));
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}
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int
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main (int argc, char *argv[])
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{
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ClutterActor *label, *texture, *vtexture;
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ClutterActor *stage = clutter_stage_get_default ();
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GdkPixbuf *pixbuf;
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GError *err = NULL;
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if (argc < 2)
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g_error("%s <video file>", argv[0]);
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clutter_init (&argc, &argv);
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pixbuf = gdk_pixbuf_new_from_file ("clutter-logo-800x600.png", NULL);
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if (!pixbuf)
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g_error("pixbuf load failed");
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clutter_actor_set_size (stage,
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WINWIDTH, WINHEIGHT);
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texture = clutter_texture_new_from_pixbuf (pixbuf);
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vtexture = clutter_video_texture_cube_new (&err);
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if (vtexture == NULL || err != NULL)
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{
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g_error("failed to create vtexture, err: %s", err->message);
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}
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clutter_media_set_filename (CLUTTER_MEDIA(vtexture), argv[1]);
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clutter_group_add (CLUTTER_GROUP (stage), texture);
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clutter_group_add (CLUTTER_GROUP (stage), vtexture);
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clutter_group_show_all (CLUTTER_GROUP (stage));
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clutter_media_set_playing(CLUTTER_MEDIA(vtexture), TRUE);
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clutter_main();
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g_object_unref (stage);
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return 0;
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}
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