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c759aeb6a7
All the underlying implementation and the public entry points have been switched to floats; the only missing bits are the Actor properties that deal with positioning and sizing. This usually means a major pain when dealing with GValues and varargs functions. While GValue will warn you when dealing with the wrong conversions, varags will simply die an horrible (and hard to debug) death via segfault. Nothing much to do here, except warn people in the release notes and hope for the best.
157 lines
4.5 KiB
C
157 lines
4.5 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <glib.h>
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#include <glib-object.h>
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#include <gmodule.h>
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#define TIMELINE_FRAME_COUNT 200
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typedef struct _TestMultiLayerMaterialState
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{
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ClutterActor *group;
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CoglHandle material;
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CoglHandle alpha_tex;
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CoglHandle redhand_tex;
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CoglHandle light_tex0;
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gfloat *tex_coords;
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CoglMatrix tex_matrix;
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CoglMatrix rot_matrix;
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} TestMultiLayerMaterialState;
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static void
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frame_cb (ClutterTimeline *timeline,
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gint frame_no,
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gpointer data)
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{
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TestMultiLayerMaterialState *state = data;
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cogl_matrix_multiply (&state->tex_matrix,
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&state->tex_matrix,
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&state->rot_matrix);
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cogl_material_set_layer_matrix (state->material, 2, &state->tex_matrix);
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}
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static void
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material_rectangle_paint (ClutterActor *actor, gpointer data)
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{
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TestMultiLayerMaterialState *state = data;
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cogl_set_source (state->material);
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cogl_rectangle_with_multitexture_coords (0, 0,
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TIMELINE_FRAME_COUNT,
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TIMELINE_FRAME_COUNT,
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state->tex_coords,
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12);
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}
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G_MODULE_EXPORT int
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test_cogl_multitexture_main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterBehaviour *r_behave;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x61, 0x56, 0x56, 0xff };
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TestMultiLayerMaterialState *state = g_new0 (TestMultiLayerMaterialState, 1);
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ClutterGeometry geom;
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gfloat tex_coords[] =
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{
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/* tx1 ty1 tx2 ty2 */
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0, 0, 1, 1,
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0, 0, 1, 1,
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0, 0, 1, 1
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};
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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clutter_actor_get_geometry (stage, &geom);
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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/* We create a non-descript actor that we know doesn't have a
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* default paint handler, so that we can easily control
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* painting in a paint signal handler, without having to
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* sub-class anything etc. */
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state->group = clutter_group_new ();
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clutter_actor_set_position (state->group, geom.width/2, geom.height/2);
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g_signal_connect (state->group, "paint",
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G_CALLBACK(material_rectangle_paint), state);
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state->alpha_tex =
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cogl_texture_new_from_file ("redhand_alpha.png",
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COGL_TEXTURE_NO_SLICING |
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COGL_TEXTURE_AUTO_MIPMAP,
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COGL_PIXEL_FORMAT_ANY,
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NULL);
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state->redhand_tex =
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cogl_texture_new_from_file ("redhand.png",
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COGL_TEXTURE_NO_SLICING |
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COGL_TEXTURE_AUTO_MIPMAP,
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COGL_PIXEL_FORMAT_ANY,
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NULL);
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state->light_tex0 =
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cogl_texture_new_from_file ("light0.png",
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COGL_TEXTURE_NO_SLICING |
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COGL_TEXTURE_AUTO_MIPMAP,
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COGL_PIXEL_FORMAT_ANY,
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NULL);
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state->material = cogl_material_new ();
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cogl_material_set_layer (state->material, 0, state->alpha_tex);
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cogl_material_set_layer (state->material, 1, state->redhand_tex);
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cogl_material_set_layer (state->material, 2, state->light_tex0);
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state->tex_coords = tex_coords;
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cogl_matrix_init_identity (&state->tex_matrix);
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cogl_matrix_init_identity (&state->rot_matrix);
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cogl_matrix_translate (&state->rot_matrix, 0.5, 0.5, 0);
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cogl_matrix_rotate (&state->rot_matrix, 10.0, 0, 0, 1.0);
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cogl_matrix_translate (&state->rot_matrix, -0.5, -0.5, 0);
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clutter_actor_set_anchor_point (state->group, 86, 125);
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clutter_container_add_actor (CLUTTER_CONTAINER(stage),
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state->group);
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timeline = clutter_timeline_new (TIMELINE_FRAME_COUNT, 26 /* fps */);
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clutter_timeline_set_loop (timeline, TRUE);
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g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), state);
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r_behave =
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clutter_behaviour_rotate_new (clutter_alpha_new_full (timeline,
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CLUTTER_LINEAR),
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CLUTTER_Y_AXIS,
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CLUTTER_ROTATE_CW,
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0.0, 360.0);
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/* Apply it to our actor */
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clutter_behaviour_apply (r_behave, state->group);
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/* start the timeline and thus the animations */
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clutter_timeline_start (timeline);
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clutter_actor_show_all (stage);
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clutter_main();
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cogl_handle_unref (state->material);
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cogl_handle_unref (state->alpha_tex);
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cogl_handle_unref (state->redhand_tex);
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cogl_handle_unref (state->light_tex0);
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g_free (state);
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g_object_unref (r_behave);
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return 0;
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}
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