Beispiel #1
0
void
test_alpha_test (void)
{
    CoglTexture *tex = COGL_TEXTURE (create_texture (test_ctx));
    CoglPipeline *pipeline = cogl_pipeline_new (test_ctx);
    int fb_width = cogl_framebuffer_get_width (test_fb);
    int fb_height = cogl_framebuffer_get_height (test_fb);
    CoglColor clear_color;

    cogl_pipeline_set_layer_texture (pipeline, 0, tex);
    cogl_pipeline_set_layer_filters (pipeline, 0,
                                     COGL_PIPELINE_FILTER_NEAREST,
                                     COGL_PIPELINE_FILTER_NEAREST);
    cogl_pipeline_set_alpha_test_function (pipeline,
                                           COGL_PIPELINE_ALPHA_FUNC_GEQUAL,
                                           254 / 255.0f /* alpha reference */);

    cogl_color_init_from_4ub (&clear_color, 0x00, 0x00, 0xff, 0xff);
    cogl_framebuffer_clear (test_fb,
                            COGL_BUFFER_BIT_COLOR,
                            &clear_color);

    cogl_framebuffer_draw_rectangle (test_fb,
                                     pipeline,
                                     -1, -1,
                                     1, 1);

    cogl_object_unref (pipeline);
    cogl_object_unref (tex);

    /* The left side of the framebuffer should use the first pixel from
     * the texture which is red */
    test_utils_check_region (test_fb,
                             2, 2,
                             fb_width / 2 - 4,
                             fb_height - 4,
                             0xff0000ff);
    /* The right side of the framebuffer should use the clear color
     * because the second pixel from the texture is clipped from the
     * alpha test */
    test_utils_check_region (test_fb,
                             fb_width / 2 + 2,
                             2,
                             fb_width / 2 - 4,
                             fb_height - 4,
                             0x0000ffff);

    if (cogl_test_verbose ())
        g_print ("OK\n");
}
Beispiel #2
0
static gboolean
paint_cb (void *user_data)
{
  CoglandCompositor *compositor = user_data;
  GList *l;

  for (l = compositor->outputs; l; l = l->next)
    {
      CoglandOutput *output = l->data;
      CoglFramebuffer *fb = COGL_FRAMEBUFFER (output->onscreen);
      GList *l2;

      cogl_push_framebuffer (fb);

#if 0
      cogl_framebuffer_clear (fb, COGL_BUFFER_BIT_COLOR);
#else
      cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
#endif
      cogl_primitive_draw (compositor->triangle);

      for (l2 = compositor->surfaces; l2; l2 = l2->next)
        {
          CoglandSurface *surface = l2->data;

          if (surface->buffer)
            {
              CoglTexture2D *texture = surface->buffer->texture;
              cogl_set_source_texture (texture);
              cogl_rectangle (-1, 1, 1, -1);
            }
          wl_display_post_frame (compositor->wayland_display,
                                 &surface->wayland_surface, get_time ());
        }
      cogl_framebuffer_swap_buffers (fb);


      cogl_pop_framebuffer ();

    }

  return TRUE;
}
Beispiel #3
0
CoglPipeline *
_st_create_shadow_pipeline_from_actor (StShadow     *shadow_spec,
                                       ClutterActor *actor)
{
    CoglPipeline *shadow_pipeline = NULL;

    if (CLUTTER_IS_TEXTURE (actor))
    {
        CoglTexture *texture;

        texture = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (actor));
        shadow_pipeline = _st_create_shadow_pipeline (shadow_spec, texture);
    }
    else
    {
        CoglTexture *buffer;
        CoglOffscreen *offscreen;
        CoglFramebuffer *fb;
        ClutterActorBox box;
        CoglColor clear_color;
        float width, height;
        CoglError *catch_error = NULL;

        clutter_actor_get_allocation_box (actor, &box);
        clutter_actor_box_get_size (&box, &width, &height);

        if (width == 0 || height == 0)
            return NULL;

        buffer = cogl_texture_new_with_size (width,
                                             height,
                                             COGL_TEXTURE_NO_SLICING,
                                             COGL_PIXEL_FORMAT_ANY);

        if (buffer == NULL)
            return NULL;

        offscreen = cogl_offscreen_new_with_texture (buffer);
        fb = COGL_FRAMEBUFFER (offscreen);

        if (!cogl_framebuffer_allocate (fb, &catch_error))
        {
            cogl_error_free (catch_error);
            cogl_object_unref (buffer);
            return NULL;
        }

        cogl_color_init_from_4ub (&clear_color, 0, 0, 0, 0);

        /* XXX: There's no way to render a ClutterActor to an offscreen
         * as it uses the implicit API. */
        G_GNUC_BEGIN_IGNORE_DEPRECATIONS;
        cogl_push_framebuffer (fb);
        G_GNUC_END_IGNORE_DEPRECATIONS;

        cogl_framebuffer_clear (fb, COGL_BUFFER_BIT_COLOR, &clear_color);
        cogl_framebuffer_translate (fb, -box.x1, -box.y1, 0);
        cogl_framebuffer_orthographic (fb, 0, 0, width, height, 0, 1.0);

        clutter_actor_set_opacity_override (actor, 255);
        clutter_actor_paint (actor);
        clutter_actor_set_opacity_override (actor, -1);

        G_GNUC_BEGIN_IGNORE_DEPRECATIONS;
        cogl_pop_framebuffer ();
        G_GNUC_END_IGNORE_DEPRECATIONS;

        cogl_object_unref (fb);

        shadow_pipeline = _st_create_shadow_pipeline (shadow_spec, buffer);

        cogl_object_unref (buffer);
    }

    return shadow_pipeline;
}
Beispiel #4
0
/* XXX: it's expected that we'll deprecated this with
 * cogl_framebuffer_clear at some point. */
void
cogl_clear (const CoglColor *color, unsigned long buffers)
{
  cogl_framebuffer_clear (cogl_get_draw_framebuffer (), buffers, color);
}