static void
test_coglbox_paint(ClutterActor *self)
{
  TestCoglboxPrivate *priv = TEST_COGLBOX_GET_PRIVATE (self);
  
  ClutterColor cback =  {0x66, 0x66, 0xDD, 0xFF};
  ClutterColor cwhite = {0xFF, 0xFF, 0xFF, 0xFF};
  ClutterFixed texcoords[4] = {
    CLUTTER_FLOAT_TO_FIXED (0.3f),
    CLUTTER_FLOAT_TO_FIXED (0.3f),
    CLUTTER_FLOAT_TO_FIXED (0.7f),
    CLUTTER_FLOAT_TO_FIXED (0.7f)
    };
  
  priv = TEST_COGLBOX_GET_PRIVATE (self);
  
  cogl_color (&cback);
  cogl_rectangle (0,0,400,400);
  
  cogl_color (&cwhite);

  cogl_push_matrix ();
  
  cogl_translate (100,100,0);
  cogl_texture_rectangle (priv->cogl_handle,
			  0, 0,
			  CLUTTER_INT_TO_FIXED (200),
			  CLUTTER_INT_TO_FIXED (200),
			  texcoords[0], texcoords[1],
			  texcoords[2], texcoords[3]);
  
  cogl_pop_matrix();
}
static void
mex_action_button_paint_background (MxWidget *widget,
                                    ClutterActor *background,
                                    const ClutterColor *color)
{
    MexActionButtonPrivate *priv = MEX_ACTION_BUTTON (widget)->priv;
    gfloat width, height;
    gfloat factor_x, factor_y;

    cogl_push_matrix ();

    if (priv->has_focus)
    {
        clutter_actor_get_size (background, &width, &height);

        factor_x = (width + 4) / width;
        factor_y = (height + 4) / height;

        cogl_translate (width/2, height/2, 0);
        cogl_scale (factor_x, factor_y, 1);
        cogl_translate (-width/2, -height/2, 0);
    }

    MX_WIDGET_CLASS(mex_action_button_parent_class)->paint_background (widget,
            background,
            color);
    cogl_pop_matrix ();
}
Example #3
0
static void clutter_widget_paint ( ClutterActor *_self ) {
    ClutterGeometry geom;
    ClutterWidgetPrivate *priv;
    int borderWidth = 1;

    priv = CLUTTER_WIDGET_GET_PRIVATE (_self);
    clutter_actor_get_geometry (_self, &geom);

    cogl_push_matrix ();
        cogl_path_round_rectangle ( -borderWidth, -borderWidth, 
                                    geom.width + borderWidth, geom.height + borderWidth, 
                                    5, 1 );
        cogl_set_source_color4ub ( priv->borderColor.red, 
                                   priv->borderColor.green, 
                                   priv->borderColor.blue, 
                                   priv->borderColor.alpha );
        cogl_path_fill ();

        cogl_path_round_rectangle ( 0, 0, geom.width, geom.height, 5, 1 );
        cogl_set_source_color4ub ( 0xcf, 0xcf, 0xcf, 0xff );
        cogl_path_fill ();
    cogl_pop_matrix();

    // call the parent paint
    CLUTTER_ACTOR_CLASS (clutter_widget_parent_class)->paint (_self);
}
Example #4
0
static void
empathy_rounded_effect_paint (ClutterEffect *effect,
    ClutterEffectPaintFlags flags)
{
  EmpathyRoundedEffect *self = EMPATHY_ROUNDED_EFFECT (effect);
  ClutterActor *actor;
  ClutterActorBox allocation = { 0, };
  gfloat width, height;

  actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (self));
  clutter_actor_get_allocation_box (actor, &allocation);
  clutter_actor_box_get_size (&allocation, &width, &height);

  cogl_path_new ();

  /* Create and store a path describing a rounded rectangle. The small
   * size of the preview window makes the radius of the rounded corners
   * very small too, so we can safely use a very coarse angle step
   * without loosing rendering accuracy. It also significantly reduces
   * the time spent in the underlying internal cogl path functions */
  cogl_path_round_rectangle (0, 0, width, height, height / 16., 15);

  cogl_clip_push_from_path ();

  /* Flip */
  cogl_push_matrix ();
  cogl_translate (width, 0, 0);
  cogl_scale (-1, 1, 1);

  clutter_actor_continue_paint (actor);

  cogl_pop_matrix ();
  cogl_clip_pop ();
}
Example #5
0
static void
mx_fade_effect_post_paint (ClutterEffect *effect)
{
  MxFadeEffectPrivate *priv = MX_FADE_EFFECT (effect)->priv;

  if (!priv->freeze_update)
    CLUTTER_EFFECT_CLASS (mx_fade_effect_parent_class)->post_paint (effect);
  else
    {
      CoglMatrix modelview;
      ClutterActor *actor, *stage;

      actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
      stage = clutter_actor_get_stage (actor);

      /* Set up the draw matrix so we draw the offscreen texture at the
       * absolute coordinates of the actor-box. We need to do this to
       * avoid transforming by the actor matrix twice, as when it's drawn
       * into the offscreen surface, it'll already be transformed.
       */
      cogl_push_matrix ();

      cogl_matrix_init_identity (&modelview);
      CLUTTER_ACTOR_CLASS (G_OBJECT_GET_CLASS (stage))->
        apply_transform (stage, &modelview);
      cogl_matrix_translate (&modelview, priv->x_offset, priv->y_offset, 0.f);
      cogl_set_modelview_matrix (&modelview);

      clutter_offscreen_effect_paint_target (CLUTTER_OFFSCREEN_EFFECT (effect));

      cogl_pop_matrix ();
    }
}
Example #6
0
static void
st_box_layout_paint (ClutterActor *actor)
{
  StBoxLayout *self = ST_BOX_LAYOUT (actor);
  StBoxLayoutPrivate *priv = self->priv;
  StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (actor));
  GList *l, *children;
  gdouble x, y;
  ClutterActorBox allocation_box;
  ClutterActorBox content_box;

  get_border_paint_offsets (self, &x, &y);
  if (x != 0 || y != 0)
    {
      cogl_push_matrix ();
      cogl_translate ((int)x, (int)y, 0);
    }

  CLUTTER_ACTOR_CLASS (st_box_layout_parent_class)->paint (actor);

  if (x != 0 || y != 0)
    {
      cogl_pop_matrix ();
    }

  children = st_container_get_children_list (ST_CONTAINER (actor));

  if (children == NULL)
    return;

  clutter_actor_get_allocation_box (actor, &allocation_box);
  st_theme_node_get_content_box (theme_node, &allocation_box, &content_box);

  content_box.x1 += x;
  content_box.y1 += y;
  content_box.x2 += x;
  content_box.y2 += y;

  /* The content area forms the viewport into the scrolled contents, while
   * the borders and background stay in place; after drawing the borders and
   * background, we clip to the content area */
  if (priv->hadjustment || priv->vadjustment)
    cogl_clip_push_rectangle ((int)content_box.x1,
                              (int)content_box.y1,
                              (int)content_box.x2,
                              (int)content_box.y2);

  for (l = children; l; l = g_list_next (l))
    {
      ClutterActor *child = (ClutterActor*) l->data;

      if (CLUTTER_ACTOR_IS_VISIBLE (child))
        clutter_actor_paint (child);
    }

  if (priv->hadjustment || priv->vadjustment)
    cogl_clip_pop ();
}
static void
test_coglbox_paint(ClutterActor *self)
{
  TestCoglboxPrivate *priv;
  
  ClutterColor cfill;
  ClutterColor cstroke;
  
  static GTimer *timer = NULL;
  static gint paint_index = 0;
  
  gint NUM_PAINT_FUNCS;
 
  NUM_PAINT_FUNCS = G_N_ELEMENTS (paint_func);
  
  priv = TEST_COGLBOX_GET_PRIVATE (self);
  
  
  if (!timer)
    {
      timer = g_timer_new ();
      g_timer_start (timer);
    }
  
  if (g_timer_elapsed (timer, NULL) >= 1)
    {
      paint_index += 1;
      paint_index = paint_index % NUM_PAINT_FUNCS;
      g_timer_start (timer);
    }
  
  cfill.red    = 0;
  cfill.green  = 160;
  cfill.blue   = 0;
  cfill.alpha  = 255;
  
  cstroke.red    = 200;
  cstroke.green  = 0;
  cstroke.blue   = 0;
  cstroke.alpha  = 255;
  
  cogl_push_matrix ();
  
  paint_func[paint_index] ();
  
  cogl_translate (100,100,0);
  cogl_color (&cstroke);
  cogl_path_stroke ();
  
  cogl_translate (150,0,0);
  cogl_color (&cfill);
  cogl_path_fill ();
  
  cogl_pop_matrix();

}
static void
st_box_layout_paint (ClutterActor *actor)
{
  StBoxLayout *self = ST_BOX_LAYOUT (actor);
  StBoxLayoutPrivate *priv = self->priv;
  StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (actor));
  gdouble x, y;
  ClutterActorBox allocation_box;
  ClutterActorBox content_box;
  ClutterActor *child;

  get_border_paint_offsets (self, &x, &y);
  if (x != 0 || y != 0)
    {
      cogl_push_matrix ();
      cogl_translate ((int)x, (int)y, 0);
    }

  st_widget_paint_background (ST_WIDGET (actor));

  if (x != 0 || y != 0)
    {
      cogl_pop_matrix ();
    }

  if (clutter_actor_get_n_children (actor) == 0)
    return;

  clutter_actor_get_allocation_box (actor, &allocation_box);
  st_theme_node_get_content_box (theme_node, &allocation_box, &content_box);

  content_box.x1 += x;
  content_box.y1 += y;
  content_box.x2 += x;
  content_box.y2 += y;

  /* The content area forms the viewport into the scrolled contents, while
   * the borders and background stay in place; after drawing the borders and
   * background, we clip to the content area */
  if (priv->hadjustment || priv->vadjustment)
    cogl_clip_push_rectangle ((int)content_box.x1,
                              (int)content_box.y1,
                              (int)content_box.x2,
                              (int)content_box.y2);

  for (child = clutter_actor_get_first_child (actor);
       child != NULL;
       child = clutter_actor_get_next_sibling (child))
    clutter_actor_paint (child);

  if (priv->hadjustment || priv->vadjustment)
    cogl_clip_pop ();
}
static void
st_box_layout_pick (ClutterActor       *actor,
                    const ClutterColor *color)
{
  StBoxLayout *self = ST_BOX_LAYOUT (actor);
  StBoxLayoutPrivate *priv = self->priv;
  StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (actor));
  gdouble x, y;
  ClutterActorBox allocation_box;
  ClutterActorBox content_box;
  ClutterActor *child;

  get_border_paint_offsets (self, &x, &y);
  if (x != 0 || y != 0)
    {
      cogl_push_matrix ();
      cogl_translate ((int)x, (int)y, 0);
    }

  CLUTTER_ACTOR_CLASS (st_box_layout_parent_class)->pick (actor, color);

  if (x != 0 || y != 0)
    {
      cogl_pop_matrix ();
    }

  if (clutter_actor_get_n_children (actor) == 0)
    return;

  clutter_actor_get_allocation_box (actor, &allocation_box);
  st_theme_node_get_content_box (theme_node, &allocation_box, &content_box);

  content_box.x1 += x;
  content_box.y1 += y;
  content_box.x2 += x;
  content_box.y2 += y;

  if (priv->hadjustment || priv->vadjustment)
    cogl_clip_push_rectangle ((int)content_box.x1,
                              (int)content_box.y1,
                              (int)content_box.x2,
                              (int)content_box.y2);

  for (child = clutter_actor_get_first_child (actor);
       child != NULL;
       child = clutter_actor_get_next_sibling (child))
    clutter_actor_paint (child);

  if (priv->hadjustment || priv->vadjustment)
    cogl_clip_pop ();
}
Example #10
0
static void
clutter_reflect_texture_paint (ClutterActor *self)
{
  ClutterReflectTexturePrivate  *priv;
  ClutterActor                *parent_texture;
  gint                         x1, y1, x2, y2;
  GLenum                       target_type;

  priv = CLUTTER_REFLECT_TEXTURE (self)->priv;

  /* no need to paint stuff if we don't have a texture to reflect */
  if (!clutter_clone_texture_get_parent_texture(CLUTTER_CLONE_TEXTURE(self)))
    return;

  /* parent texture may have been hidden, there for need to make sure its 
   * realised with resources available.  
  */
  parent_texture = CLUTTER_ACTOR (clutter_clone_texture_get_parent_texture(CLUTTER_CLONE_TEXTURE(self)));
  if (!CLUTTER_ACTOR_IS_REALIZED (parent_texture))
    clutter_actor_realize (parent_texture);

  /* FIXME: figure out nicer way of getting at this info...  
   */  
  if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE) &&
      clutter_texture_is_tiled (CLUTTER_TEXTURE (parent_texture)) == FALSE)
    {
      target_type = CGL_TEXTURE_RECTANGLE_ARB;
      cogl_enable (CGL_ENABLE_TEXTURE_RECT | CGL_ENABLE_BLEND);
    }
  else
    {
      target_type = CGL_TEXTURE_2D;
      cogl_enable (CGL_ENABLE_TEXTURE_2D|CGL_ENABLE_BLEND);
    }
  
  cogl_push_matrix ();

  glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  glColor4ub (255, 255, 255, clutter_actor_get_opacity (self));

  clutter_actor_get_coords (self, &x1, &y1, &x2, &y2);

  /* Parent paint translated us into position */
  reflect_texture_render_to_gl_quad (CLUTTER_REFLECT_TEXTURE (self), 
				   0, 0, x2 - x1, y2 - y1);

  cogl_pop_matrix ();
}
Example #11
0
static void
aisleriot_card_paint (ClutterActor *actor)
{
  AisleriotCard *card = (AisleriotCard *) actor;
  AisleriotCardPrivate *priv = card->priv;
  CoglHandle top_tex, bottom_tex;
  ClutterActorBox alloc_box;

  cogl_enable_backface_culling (TRUE);

  top_tex = games_card_textures_cache_get_card_texture (priv->cache,
                                                        priv->top_card);
  bottom_tex = games_card_textures_cache_get_card_texture (priv->cache,
                                                           priv->bottom_card);
  if (G_UNLIKELY (top_tex == COGL_INVALID_HANDLE
                  || bottom_tex == COGL_INVALID_HANDLE))
    return;

  clutter_actor_get_allocation_box (actor, &alloc_box);

  /* Draw both sides of the card. Backface culling is enabled so only
     one side will actually be rendered */

  cogl_set_source_texture (top_tex);

  cogl_rectangle (0.0f, 0.0f,
                  CLUTTER_UNITS_TO_FLOAT (alloc_box.x2 - alloc_box.x1),
                  CLUTTER_UNITS_TO_FLOAT (alloc_box.y2 - alloc_box.y1));

  cogl_set_source_texture (bottom_tex);

  /* Rotate along the y-axis about the center of the card to make the
     bottom of the card face the other way */
  cogl_push_matrix ();
  cogl_translate (CLUTTER_UNITS_TO_DEVICE (alloc_box.x2 - alloc_box.x1) / 2,
                  0, 0);
  cogl_rotate (180, 0, 1, 0);
  cogl_translate (-CLUTTER_UNITS_TO_DEVICE (alloc_box.x2 - alloc_box.x1) / 2,
                  0, 0);
  cogl_rectangle (0.0f, 0.0f,
                  CLUTTER_UNITS_TO_FLOAT (alloc_box.x2 - alloc_box.x1),
                  CLUTTER_UNITS_TO_FLOAT (alloc_box.y2 - alloc_box.y1));
  cogl_pop_matrix ();

  cogl_enable_backface_culling (FALSE);
}
Example #12
0
static gboolean
draw_rectangle (TestState *state,
                int x,
                int y,
                TestDepthState *rect_state)
{
  guint8 Cr = MASK_RED (rect_state->color);
  guint8 Cg = MASK_GREEN (rect_state->color);
  guint8 Cb = MASK_BLUE (rect_state->color);
  guint8 Ca = MASK_ALPHA (rect_state->color);
  CoglHandle pipeline;
  CoglDepthState depth_state;

  cogl_depth_state_init (&depth_state);
  cogl_depth_state_set_test_enabled (&depth_state, rect_state->test_enable);
  cogl_depth_state_set_test_function (&depth_state, rect_state->test_function);
  cogl_depth_state_set_write_enabled (&depth_state, rect_state->write_enable);
  cogl_depth_state_set_range (&depth_state,
                              rect_state->range_near,
                              rect_state->range_far);

  pipeline = cogl_pipeline_new ();
  if (!cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL))
    {
      cogl_object_unref (pipeline);
      return FALSE;
    }

  cogl_pipeline_set_color4ub (pipeline, Cr, Cg, Cb, Ca);

  cogl_set_source (pipeline);

  cogl_push_matrix ();
  cogl_translate (0, 0, rect_state->depth);
  cogl_rectangle (x * QUAD_WIDTH,
                  y * QUAD_WIDTH,
                  x * QUAD_WIDTH + QUAD_WIDTH,
                  y * QUAD_WIDTH + QUAD_WIDTH);
  cogl_pop_matrix ();

  cogl_object_unref (pipeline);

  return TRUE;
}
Example #13
0
File: proto.c Project: aalex/tempi
static void
paint_cb (ClutterActor *self, ClutterTimeline *tl)
{
  gint paint_index = (clutter_timeline_get_progress (tl)
                      * G_N_ELEMENTS (paint_func));

  cogl_push_matrix ();

  paint_func[paint_index] ();

  cogl_translate (100, 100, 0);
  cogl_set_source_color4ub (0, 160, 0, 255);
  cogl_path_stroke_preserve ();

  cogl_translate (150, 0, 0);
  cogl_set_source_color4ub (200, 0, 0, 255);
  cogl_path_fill ();

  cogl_pop_matrix();
}
Example #14
0
static void
mx_tooltip_paint (ClutterActor *self)
{
  MxTooltipPrivate *priv = MX_TOOLTIP (self)->priv;
  gfloat width, height;
  CoglHandle arrow_image;
  guint alpha;

  clutter_actor_get_size (self, &width, &height);
  width = (gint)(width / 2.f);
  height = (gint)(height / 2.f);

  alpha = clutter_actor_get_paint_opacity (self);

  cogl_push_matrix ();
  cogl_translate (priv->text_allocation.x1,
                  priv->text_allocation.y1,
                  0);

  if (priv->border_image_texture)
    mx_texture_frame_paint_texture (priv->border_image_texture,
                                    alpha,
                                    priv->border_image->top,
                                    priv->border_image->right,
                                    priv->border_image->bottom,
                                    priv->border_image->left,
                                    priv->text_allocation.x2 - priv->text_allocation.x1,
                                    priv->text_allocation.y2 - priv->text_allocation.y1);
  cogl_pop_matrix ();

  arrow_image = mx_widget_get_background_texture (MX_WIDGET (self));
  if (arrow_image && !priv->actor_below)
    {
      _mx_paint_texture_with_opacity (arrow_image, alpha,
                                      priv->arrow_box.x1, priv->arrow_box.y1,
                                      priv->arrow_box.x2 - priv->arrow_box.x1,
                                      priv->arrow_box.y2 - priv->arrow_box.y1);
    }

  clutter_actor_paint (priv->label);
}
Example #15
0
static void
material_rectangle_paint (ClutterActor *actor, gpointer data)
{
  TestMultiLayerMaterialState *state = data;

  cogl_push_matrix ();

  cogl_translate (150, 15, 0);

  cogl_set_source (state->material0);
  cogl_rectangle_with_multitexture_coords (0, 0, 200, 213,
                                           state->tex_coords,
                                           12);
  cogl_translate (-300, -30, 0);
  cogl_set_source (state->material1);
  cogl_rectangle_with_multitexture_coords (0, 0, 200, 213,
                                           state->tex_coords,
                                           12);

  cogl_pop_matrix ();
}
static void
shell_slicer_paint_child (ShellSlicer *self)
{
  ClutterActor *child;
  ClutterActorBox self_box;
  ClutterActorBox child_box;
  float width, height, child_width, child_height;
  StAlign x_align, y_align;
  double x_align_factor, y_align_factor;

  child = st_bin_get_child (ST_BIN (self));

  if (!child)
    return;

  st_bin_get_alignment (ST_BIN (self), &x_align, &y_align);
  _st_get_align_factors (x_align, y_align,
                         &x_align_factor, &y_align_factor);

  clutter_actor_get_allocation_box (CLUTTER_ACTOR (self), &self_box);
  clutter_actor_get_allocation_box (child, &child_box);

  width = self_box.x2 - self_box.x1;
  height = self_box.y2 - self_box.y1;
  child_width = child_box.x2 - child_box.x1;
  child_height = child_box.y2 - child_box.y1;

  cogl_push_matrix ();

  cogl_clip_push_rectangle (0, 0, width, height);
  cogl_translate ((int)(0.5 + x_align_factor * (width - child_width)),
                  (int)(0.5 + y_align_factor * (height - child_height)),
                  0);

  clutter_actor_paint (child);

  cogl_clip_pop ();

  cogl_pop_matrix ();
}
Example #17
0
static void
on_paint (ClutterActor *actor, CallbackData *data)
{
  int i;
  ClutterGeometry stage_size;
  gint hand_width, hand_height;
  GSList *node;

  clutter_actor_get_allocation_geometry (data->stage, &stage_size);

  hand_width = cogl_texture_get_width (data->hand);
  hand_height = cogl_texture_get_height (data->hand);

  /* Setup the clipping */
  for (node = data->clips; node; node = node->next)
    {
      Clip *clip = (Clip *) node->data;

      if (clip->type == CLIP_RECTANGLE)
        cogl_clip_push_rectangle (clip->x1,
                                  clip->y1,
                                  clip->x2,
                                  clip->y2);
      else if (clip->type == CLIP_ROTATED_RECTANGLE)
        {
          float size = MIN (ABS (clip->x2 - clip->x1),
                            ABS (clip->y2 - clip->y1));
          int cx = (clip->x1 + clip->x2) / 2;
          int cy = (clip->y1 + clip->y2) / 2;

          size = sqrtf ((size / 2) * (size / 2) * 2);

          cogl_push_matrix ();

          /* Rotate 45° about the centre point */
          cogl_translate (cx, cy, 0.0f);
          cogl_rotate (45.0f, 0.0f, 0.0f, 1.0f);
          cogl_clip_push_rectangle (-size / 2, -size / 2, size / 2, size / 2);

          cogl_pop_matrix ();
        }
      else
        {
          make_clip_path (clip);
          cogl_clip_push_from_path ();
        }
    }

  /* Draw a rectangle filling the entire stage */
  cogl_set_source_color4ub (0x80, 0x80, 0xff, 0xff);
  cogl_rectangle (0, 0, stage_size.width, stage_size.height);

  draw_shapes (10, 10);

  /* Draw the hand at different rotations */
  for (i = -2; i <= 2; i++)
    {
      cogl_push_matrix ();

      cogl_translate (stage_size.width / 2 + stage_size.width / 6 * i,
                      stage_size.height / 2, 0);

      cogl_rotate (i * 40, 0, 1, 0);

      cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);

      cogl_set_source_texture (data->hand);
      cogl_rectangle_with_texture_coords ((-hand_width / 2),
                                          (-hand_height / 2),
                                          (hand_width / 2),
                                          (hand_height / 2),
                                          0, 0, 1, 1);

      cogl_pop_matrix ();
    }

  draw_shapes (stage_size.width - 310, stage_size.height - 110);

  /* Remove all of the clipping */
  g_slist_foreach (data->clips, (GFunc) cogl_clip_pop, NULL);

  /* Draw the bounding box for each of the clips */
  for (node = data->clips; node; node = node->next)
    {
      Clip *clip = (Clip *) node->data;

      make_clip_path (clip);
      cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
      cogl_path_stroke ();
    }

  /* Draw the bounding box for the pending new clip */
  if (data->current_clip.type != CLIP_NONE)
    {
      make_clip_path (&data->current_clip);
      cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
      cogl_path_stroke ();
    }
}
Example #18
0
static void
clutter_reflect_texture_paint (ClutterActor *actor)
{
  ClutterReflectTexturePrivate *priv;
  ClutterReflectTexture *texture;
  ClutterClone          *clone;
  ClutterTexture        *parent;
  guint                  width, height;
  gfloat                 fwidth, fheight;
  gint                   r_height;
  gint                   opacity;
  gint                   bottom;

  CoglHandle        cogl_texture;
  CoglTextureVertex tvert[4];
  CoglFixed      rty;

  texture = CLUTTER_REFLECT_TEXTURE (actor);
  clone = CLUTTER_CLONE (actor);

  parent = (ClutterTexture*) clutter_clone_get_source (clone);
  if (!parent) 
    return;
  
  if (!CLUTTER_ACTOR_IS_REALIZED (parent))
    clutter_actor_realize (CLUTTER_ACTOR (parent));

  cogl_texture = clutter_texture_get_cogl_texture (parent);
  if (cogl_texture == COGL_INVALID_HANDLE)
    return;

  priv = texture->priv;

  clutter_actor_get_size (CLUTTER_ACTOR(parent), &fwidth, &fheight);
  width = fwidth;
  height = fheight;
      
  if (!height)
      // probably won't happen, but just in case, to avoid divide by zero.
      return;

  r_height = priv->reflection_height;
  bottom = priv->reflect_bottom;
  opacity = clutter_actor_get_opacity(actor);

  if (r_height < 0 || r_height > height)
    r_height = height;

#define FX(x) COGL_FIXED_FROM_INT(x)

  rty = COGL_FIXED_FAST_DIV(FX(bottom ? height-r_height : r_height),FX(height));

  /* clockise vertices and tex coords and colors! */

  tvert[0].x = tvert[0].y = tvert[0].z = 0;
  tvert[0].tx = 0; tvert[0].ty = bottom ? COGL_FIXED_1 : rty;
  tvert[0].color.red = tvert[0].color.green = tvert[0].color.blue = 0xff;
  tvert[0].color.alpha = bottom ? opacity : 0;

  tvert[1].x = FX(width); tvert[1].y = tvert[1].z = 0;
  tvert[1].tx = COGL_FIXED_1; tvert[1].ty = bottom ? COGL_FIXED_1 : rty;
  tvert[1].color.red = tvert[1].color.green = tvert[1].color.blue = 0xff;
  tvert[1].color.alpha = bottom ? opacity : 0;

  tvert[2].x = FX(width); tvert[2].y = FX(r_height); tvert[2].z = 0;
  tvert[2].tx = COGL_FIXED_1; tvert[2].ty = bottom ? rty : 0;
  tvert[2].color.red = tvert[2].color.green = tvert[2].color.blue = 0xff;
  tvert[2].color.alpha = bottom ? 0 : opacity;

  tvert[3].x = 0; tvert[3].y = FX(r_height); tvert[3].z = 0;
  tvert[3].tx = 0; tvert[3].ty = bottom ? rty : 0;
  tvert[3].color.red = tvert[3].color.green = tvert[3].color.blue = 0xff;
  tvert[3].color.alpha = bottom ? 0 : opacity;

  cogl_push_matrix ();

  cogl_set_source_texture(cogl_texture);
  /* FIXME: this does not work as expected */
  /* cogl_polygon(tvert, 4, TRUE); */
  
  cogl_pop_matrix ();
}
Example #19
0
static void
tidy_texture_frame_paint (ClutterActor *self)
{
  TidyTextureFramePrivate    *priv;
  ClutterActor                *parent_texture;
  guint                        width, height;
  gint                         pwidth, pheight, ex, ey;
  ClutterFixed                 tx1, ty1, tx2, ty2, tw, th;
  GLenum                       target_type;
  ClutterColor                 col = { 0xff, 0xff, 0xff, 0xff };

  priv = TIDY_TEXTURE_FRAME (self)->priv;

  /* no need to paint stuff if we don't have a texture to reflect */
  if (!clutter_clone_texture_get_parent_texture (CLUTTER_CLONE_TEXTURE(self)))
    return;

  /* parent texture may have been hidden, there for need to make sure its 
   * realised with resources available.  
  */
  parent_texture 
    = CLUTTER_ACTOR 
       (clutter_clone_texture_get_parent_texture(CLUTTER_CLONE_TEXTURE(self)));
  if (!CLUTTER_ACTOR_IS_REALIZED (parent_texture))
    clutter_actor_realize (parent_texture);

  if (clutter_texture_is_tiled (CLUTTER_TEXTURE (parent_texture)))
    {
      g_warning("tiled textures not yet supported...");
      return;
    }

  cogl_push_matrix ();

#define FX(x) CLUTTER_INT_TO_FIXED(x)

  clutter_texture_get_base_size (CLUTTER_TEXTURE(parent_texture), 
				 &pwidth, &pheight); 
  clutter_actor_get_size (self, &width, &height); 

  tx1 = FX (priv->left);
  tx2 = FX (pwidth - priv->right);
  ty1 = FX (priv->top);
  ty2 = FX (pheight - priv->bottom);
  tw = FX (pwidth);
  th = FX (pheight);

  if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE))
    {
      target_type = CGL_TEXTURE_RECTANGLE_ARB;
      cogl_enable (CGL_ENABLE_TEXTURE_RECT|CGL_ENABLE_BLEND);
    }
  else
    {
      target_type = CGL_TEXTURE_2D;
      cogl_enable (CGL_ENABLE_TEXTURE_2D|CGL_ENABLE_BLEND);

      tw = clutter_util_next_p2 (pwidth);
      th = clutter_util_next_p2 (pheight);

      tx1 = tx1/tw;
      tx2 = tx2/tw;
      ty1 = ty1/th;
      ty2 = ty2/th;
      tw = FX(pwidth)/tw;
      th = FX(pheight)/th;
    }

  col.alpha = clutter_actor_get_opacity (self);
  cogl_color (&col);

  clutter_texture_bind_tile (CLUTTER_TEXTURE(parent_texture), 0);

  ex = width - priv->right;
  if (ex < 0) 
    ex = priv->right; 		/* FIXME */

  ey = height - priv->bottom;
  if (ey < 0) 
    ey = priv->bottom; 		/* FIXME */

  /* top left corner */
  cogl_texture_quad (0, 
		     priv->left, /* FIXME: clip if smaller */
		     0,
		     priv->top,
		     0,
		     0,
		     tx1,
		     ty1);

  /* top middle */
  cogl_texture_quad (priv->left,
		     ex,
		     0,
		     priv->top,
		     tx1,
		     0,
		     tx2,
		     ty1);

  /* top right */
  cogl_texture_quad (ex,
		     width,
		     0,
		     priv->top,
		     tx2,
		     0,
		     tw,
		     ty1);

  /* mid left */
  cogl_texture_quad (0, 
		     priv->left,
		     priv->top,
		     ey,
		     0,
		     ty1,
		     tx1,
		     ty2);

  /* center */
  cogl_texture_quad (priv->left,
		     ex,
		     priv->top,
		     ey,
		     tx1,
		     ty1,
		     tx2,
		     ty2);

  /* mid right */
  cogl_texture_quad (ex,
		     width,
		     priv->top,
		     ey,
		     tx2,
		     ty1,
		     tw,
		     ty2);

  /* bottom left */
  cogl_texture_quad (0, 
		     priv->left,
		     ey,
		     height,
		     0,
		     ty2,
		     tx1,
		     th);

  /* bottom center */
  cogl_texture_quad (priv->left,
		     ex,
		     ey,
		     height,
		     tx1,
		     ty2,
		     tx2,
		     th);

  /* bottom right */
  cogl_texture_quad (ex,
		     width,
		     ey,
		     height,
		     tx2,
		     ty2,
		     tw,
		     th);

  cogl_pop_matrix ();

#undef FX
}
Example #20
0
static void
test_rectangles (TestState *state)
{
#define RECT_WIDTH 5
#define RECT_HEIGHT 5
  int x;
  int y;

  /* Should the rectangles be randomly positioned/colored/rotated?
   *
   * It could be good to develop equivalent GL and Cairo tests so we can
   * have a sanity check for our Cogl performance.
   *
   * The color should vary to check that we correctly batch color changes
   * The use of alpha should vary so we have a variation of which rectangles
   * require blending.
   *  Should this be a random variation?
   *  It could be good to experiment with focibly enabling blending for
   *  rectangles that don't technically need it for the sake of extending
   *  batching. E.g. if you a long run of interleved rectangles with every
   *  other rectangle needing blending then it may be worth enabling blending
   *  for all the rectangles to avoid the state changes.
   * The modelview should change between rectangles to check the software
   * transform codepath.
   *  Should we group some rectangles under the same modelview? Potentially
   *  we could avoid software transform for long runs of rectangles with the
   *  same modelview.
   *
   */

  for (y = 0; y < STAGE_HEIGHT; y += RECT_HEIGHT)
    {
      for (x = 0; x < STAGE_WIDTH; x += RECT_WIDTH)
        {
          cogl_push_matrix ();
          cogl_translate (x, y, 0);
          cogl_rotate (45, 0, 0, 1);
          cogl_set_source_color4f (1,
                                   (1.0f/STAGE_WIDTH)*y,
                                   (1.0f/STAGE_HEIGHT)*x,
                                   1);
          cogl_rectangle (0, 0, RECT_WIDTH, RECT_HEIGHT);
          cogl_pop_matrix ();
        }
    }

  for (y = 0; y < STAGE_HEIGHT; y += RECT_HEIGHT)
    {
      for (x = 0; x < STAGE_WIDTH; x += RECT_WIDTH)
        {
          cogl_push_matrix ();
          cogl_translate (x, y, 0);
          cogl_rotate (0, 0, 0, 1);
          cogl_set_source_color4f (1,
                                   (1.0f/STAGE_WIDTH)*x,
                                   (1.0f/STAGE_HEIGHT)*y,
                                   (1.0f/STAGE_WIDTH)*x);
          cogl_rectangle (0, 0, RECT_WIDTH, RECT_HEIGHT);
          cogl_pop_matrix ();
        }
    }
}
Example #21
0
static void
clutter_stage_glx_redraw (ClutterStageWindow *stage_window)
{
  ClutterBackendX11 *backend_x11;
  ClutterBackendGLX *backend_glx;
  ClutterStageX11 *stage_x11;
  ClutterStageGLX *stage_glx;
  GLXDrawable drawable;
  unsigned int video_sync_count;
  gboolean may_use_clipped_redraw;
  gboolean use_clipped_redraw;

  CLUTTER_STATIC_TIMER (painting_timer,
                        "Redrawing", /* parent */
                        "Painting actors",
                        "The time spent painting actors",
                        0 /* no application private data */);
  CLUTTER_STATIC_TIMER (swapbuffers_timer,
                        "Redrawing", /* parent */
                        "glXSwapBuffers",
                        "The time spent blocked by glXSwapBuffers",
                        0 /* no application private data */);
  CLUTTER_STATIC_TIMER (blit_sub_buffer_timer,
                        "Redrawing", /* parent */
                        "glx_blit_sub_buffer",
                        "The time spent in _glx_blit_sub_buffer",
                        0 /* no application private data */);

  stage_x11 = CLUTTER_STAGE_X11 (stage_window);
  if (stage_x11->xwin == None)
    return;

  stage_glx = CLUTTER_STAGE_GLX (stage_window);

  backend_x11 = stage_x11->backend;
  backend_glx = CLUTTER_BACKEND_GLX (backend_x11);

  CLUTTER_TIMER_START (_clutter_uprof_context, painting_timer);

  if (G_LIKELY (backend_glx->can_blit_sub_buffer) &&
      /* NB: a zero width redraw clip == full stage redraw */
      stage_glx->bounding_redraw_clip.width != 0 &&
      /* some drivers struggle to get going and produce some junk
       * frames when starting up... */
      G_LIKELY (stage_glx->frame_count > 3) &&
      /* While resizing a window clipped redraws are disabled to avoid
       * artefacts. See clutter-event-x11.c:event_translate for a
       * detailed explanation */
      G_LIKELY (stage_x11->clipped_redraws_cool_off == 0))
    {
      may_use_clipped_redraw = TRUE;
    }
  else
    may_use_clipped_redraw = FALSE;

  if (may_use_clipped_redraw &&
      G_LIKELY (!(clutter_paint_debug_flags &
                  CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
    use_clipped_redraw = TRUE;
  else
    use_clipped_redraw = FALSE;

  if (use_clipped_redraw)
    {
      CLUTTER_NOTE (CLIPPING,
                    "Stage clip pushed: x=%d, y=%d, width=%d, height=%d\n",
                    stage_glx->bounding_redraw_clip.x,
                    stage_glx->bounding_redraw_clip.y,
                    stage_glx->bounding_redraw_clip.width,
                    stage_glx->bounding_redraw_clip.height);
      cogl_clip_push_window_rectangle (stage_glx->bounding_redraw_clip.x,
                                       stage_glx->bounding_redraw_clip.y,
                                       stage_glx->bounding_redraw_clip.width,
                                       stage_glx->bounding_redraw_clip.height);
      _clutter_stage_do_paint (stage_x11->wrapper,
                               &stage_glx->bounding_redraw_clip);
      cogl_clip_pop ();
    }
  else
    {
      CLUTTER_NOTE (CLIPPING, "Unclipped stage paint\n");
      _clutter_stage_do_paint (stage_x11->wrapper, NULL);
    }

  if (may_use_clipped_redraw &&
      G_UNLIKELY ((clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS)))
    {
      static CoglMaterial *outline = NULL;
      ClutterGeometry *clip = &stage_glx->bounding_redraw_clip;
      ClutterActor *actor = CLUTTER_ACTOR (stage_x11->wrapper);
      CoglHandle vbo;
      float x_1 = clip->x;
      float x_2 = clip->x + clip->width;
      float y_1 = clip->y;
      float y_2 = clip->y + clip->height;
      float quad[8] = {
        x_1, y_1,
        x_2, y_1,
        x_2, y_2,
        x_1, y_2
      };
      CoglMatrix modelview;

      if (outline == NULL)
        {
          outline = cogl_material_new ();
          cogl_material_set_color4ub (outline, 0xff, 0x00, 0x00, 0xff);
        }

      vbo = cogl_vertex_buffer_new (4);
      cogl_vertex_buffer_add (vbo,
                              "gl_Vertex",
                              2, /* n_components */
                              COGL_ATTRIBUTE_TYPE_FLOAT,
                              FALSE, /* normalized */
                              0, /* stride */
                              quad);
      cogl_vertex_buffer_submit (vbo);

      cogl_push_matrix ();
      cogl_matrix_init_identity (&modelview);
      _clutter_actor_apply_modelview_transform (actor, &modelview);
      cogl_set_modelview_matrix (&modelview);
      cogl_set_source (outline);
      cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_LINE_LOOP,
                               0 , 4);
      cogl_pop_matrix ();
      cogl_object_unref (vbo);
    }

  cogl_flush ();
  CLUTTER_TIMER_STOP (_clutter_uprof_context, painting_timer);

  drawable = stage_glx->glxwin
           ? stage_glx->glxwin
           : stage_x11->xwin;

  /* If we might ever use _clutter_backend_glx_blit_sub_buffer then we
   * always need to keep track of the video_sync_count so that we can
   * throttle blits.
   *
   * Note: we get the count *before* we issue any glXCopySubBuffer or
   * blit_sub_buffer request in case the count would go up before
   * returning control to us.
   */
  if (backend_glx->can_blit_sub_buffer && backend_glx->get_video_sync)
    backend_glx->get_video_sync (&video_sync_count);

  /* push on the screen */
  if (use_clipped_redraw)
    {
      ClutterGeometry *clip = &stage_glx->bounding_redraw_clip;
      ClutterGeometry copy_area;
      ClutterActor *actor;

      CLUTTER_NOTE (BACKEND,
                    "_glx_blit_sub_buffer (window: 0x%lx, "
                                          "x: %d, y: %d, "
                                          "width: %d, height: %d)",
                    (unsigned long) drawable,
                    stage_glx->bounding_redraw_clip.x,
                    stage_glx->bounding_redraw_clip.y,
                    stage_glx->bounding_redraw_clip.width,
                    stage_glx->bounding_redraw_clip.height);

      /* XXX: It seems there will be a race here in that the stage
       * window may be resized before glXCopySubBufferMESA is handled
       * and so we may copy the wrong region. I can't really see how
       * we can handle this with the current state of X but at least
       * in this case a full redraw should be queued by the resize
       * anyway so it should only exhibit temporary artefacts.
       */
      actor = CLUTTER_ACTOR (stage_x11->wrapper);
      copy_area.y = clutter_actor_get_height (actor)
                  - clip->y
                  - clip->height;
      copy_area.x = clip->x;
      copy_area.width = clip->width;
      copy_area.height = clip->height;

      /* glXCopySubBufferMESA and glBlitFramebuffer are not integrated
       * with the glXSwapIntervalSGI mechanism which we usually use to
       * throttle the Clutter framerate to the vertical refresh and so
       * we have to manually wait for the vblank period...
       */

      /* Here 'is_synchronized' only means that the blit won't cause a
       * tear, ie it won't prevent multiple blits per retrace if they
       * can all be performed in the blanking period. If that's the
       * case then we still want to use the vblank sync menchanism but
       * we only need it to throttle redraws.
       */
      if (!backend_glx->blit_sub_buffer_is_synchronized)
        {
          /* XXX: note that glXCopySubBuffer, at least for Intel, is
           * synchronized with the vblank but glBlitFramebuffer may
           * not be so we use the same scheme we do when calling
           * glXSwapBuffers without the swap_control extension and
           * call glFinish () before waiting for the vblank period.
           *
           * See where we call glXSwapBuffers for more details.
           */
          glFinish ();
          wait_for_vblank (backend_glx);
        }
      else if (backend_glx->get_video_sync)
        {
          /* If we have the GLX_SGI_video_sync extension then we can
           * be a bit smarter about how we throttle blits by avoiding
           * any waits if we can see that the video sync count has
           * already progressed. */
          if (backend_glx->last_video_sync_count == video_sync_count)
            wait_for_vblank (backend_glx);
        }
      else
        wait_for_vblank (backend_glx);

      CLUTTER_TIMER_START (_clutter_uprof_context, blit_sub_buffer_timer);
      _clutter_backend_glx_blit_sub_buffer (backend_glx,
                                            drawable,
                                            copy_area.x,
                                            copy_area.y,
                                            copy_area.width,
                                            copy_area.height);
      CLUTTER_TIMER_STOP (_clutter_uprof_context, blit_sub_buffer_timer);
    }
  else
    {
      CLUTTER_NOTE (BACKEND, "glXSwapBuffers (display: %p, window: 0x%lx)",
                    backend_x11->xdpy,
                    (unsigned long) drawable);

      /* If we have GLX swap buffer events then glXSwapBuffers will return
       * immediately and we need to track that there is a swap in
       * progress... */
      if (clutter_feature_available (CLUTTER_FEATURE_SWAP_EVENTS))
        stage_glx->pending_swaps++;

      if (backend_glx->vblank_type != CLUTTER_VBLANK_GLX_SWAP &&
          backend_glx->vblank_type != CLUTTER_VBLANK_NONE)
        {
          /* If we are going to wait for VBLANK manually, we not only
           * need to flush out pending drawing to the GPU before we
           * sleep, we need to wait for it to finish. Otherwise, we
           * may end up with the situation:
           *
           *        - We finish drawing      - GPU drawing continues
           *        - We go to sleep         - GPU drawing continues
           * VBLANK - We call glXSwapBuffers - GPU drawing continues
           *                                 - GPU drawing continues
           *                                 - Swap buffers happens
           *
           * Producing a tear. Calling glFinish() first will cause us
           * to properly wait for the next VBLANK before we swap. This
           * obviously does not happen when we use _GLX_SWAP and let
           * the driver do the right thing
           */
          glFinish ();

          wait_for_vblank (backend_glx);
        }

      CLUTTER_TIMER_START (_clutter_uprof_context, swapbuffers_timer);
      glXSwapBuffers (backend_x11->xdpy, drawable);
      CLUTTER_TIMER_STOP (_clutter_uprof_context, swapbuffers_timer);

      _cogl_swap_buffers_notify ();
    }

  backend_glx->last_video_sync_count = video_sync_count;

  /* reset the redraw clipping for the next paint... */
  stage_glx->initialized_redraw_clip = FALSE;

  stage_glx->frame_count++;
}
Example #22
0
static CoglBool
draw_rectangle (TestState *state,
                int x,
                int y,
                TestDepthState *rect_state,
                CoglBool legacy_mode)
{
  uint8_t Cr = MASK_RED (rect_state->color);
  uint8_t Cg = MASK_GREEN (rect_state->color);
  uint8_t Cb = MASK_BLUE (rect_state->color);
  uint8_t Ca = MASK_ALPHA (rect_state->color);
  CoglPipeline *pipeline;
  CoglDepthState depth_state;

  cogl_depth_state_init (&depth_state);
  cogl_depth_state_set_test_enabled (&depth_state, rect_state->test_enable);
  cogl_depth_state_set_test_function (&depth_state, rect_state->test_function);
  cogl_depth_state_set_write_enabled (&depth_state, rect_state->write_enable);
  cogl_depth_state_set_range (&depth_state,
                              rect_state->range_near,
                              rect_state->range_far);

  pipeline = cogl_pipeline_new (test_ctx);
  if (!cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL))
    {
      cogl_object_unref (pipeline);
      return FALSE;
    }

  if (!legacy_mode)
    {
      cogl_pipeline_set_color4ub (pipeline, Cr, Cg, Cb, Ca);

      cogl_framebuffer_set_depth_write_enabled (test_fb,
                                                rect_state->fb_write_enable);
      cogl_framebuffer_push_matrix (test_fb);
      cogl_framebuffer_translate (test_fb, 0, 0, rect_state->depth);
      cogl_framebuffer_draw_rectangle (test_fb,
                                       pipeline,
                                       x * QUAD_WIDTH,
                                       y * QUAD_WIDTH,
                                       x * QUAD_WIDTH + QUAD_WIDTH,
                                       y * QUAD_WIDTH + QUAD_WIDTH);
      cogl_framebuffer_pop_matrix (test_fb);
    }
  else
    {
      cogl_push_framebuffer (test_fb);
      cogl_push_matrix ();
      cogl_set_source_color4ub (Cr, Cg, Cb, Ca);
      cogl_translate (0, 0, rect_state->depth);
      cogl_rectangle (x * QUAD_WIDTH,
                      y * QUAD_WIDTH,
                      x * QUAD_WIDTH + QUAD_WIDTH,
                      y * QUAD_WIDTH + QUAD_WIDTH);
      cogl_pop_matrix ();
      cogl_pop_framebuffer ();
    }

  cogl_object_unref (pipeline);

  return TRUE;
}
Example #23
0
static void
on_paint (ClutterActor *actor, void *state)
{
  float saved_viewport[4];
  CoglMatrix saved_projection;
  CoglMatrix projection;
  CoglMatrix modelview;
  guchar *data;
  CoglHandle tex;
  CoglHandle offscreen;
  CoglColor black;
  float x0;
  float y0;
  float width;
  float height;

  /* for clearing the offscreen framebuffer to black... */
  cogl_color_init_from_4ub (&black, 0x00, 0x00, 0x00, 0xff);

  cogl_get_viewport (saved_viewport);
  cogl_get_projection_matrix (&saved_projection);
  cogl_push_matrix ();

  cogl_matrix_init_identity (&projection);
  cogl_matrix_init_identity (&modelview);

  cogl_set_projection_matrix (&projection);
  cogl_set_modelview_matrix (&modelview);

  /* - Create a 100x200 viewport (i.e. smaller than the onscreen framebuffer)
   *   and position it a (20, 10) inside the framebuffer.
   * - Fill the whole viewport with a purple rectangle
   * - Verify that the framebuffer is black with a 100x200 purple rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     100, /* width */
                     200); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* fill the viewport with purple.. */
  cogl_set_source_color4ub (0xff, 0x00, 0xff, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0xff, 0x00, 0xff);


  /* - Create a viewport twice the size of the onscreen framebuffer with
   *   a negative offset positioning it at (-20, -10) relative to the
   *   buffer itself.
   * - Draw a 100x200 green rectangle at (40, 20) within the viewport (which
   *   is (20, 10) within the framebuffer)
   * - Verify that the framebuffer is black with a 100x200 green rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (-20, /* x */
                     -10, /* y */
                     FRAMEBUFFER_WIDTH * 2, /* width */
                     FRAMEBUFFER_HEIGHT * 2); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* draw a 100x200 green rectangle offset into the viewport such that its
   * top left corner should be found at (20, 10) in the offscreen buffer */
  /* (offset 40 pixels right from the left of the viewport) */
  x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f;
  /* (offset 20 pixels down from the top of the viewport) */
  y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f;
  width = (1.0f / FRAMEBUFFER_WIDTH) * 100;
  height = (1.0f / FRAMEBUFFER_HEIGHT) * 200;
  cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
  cogl_rectangle (x0, y0, x0 + width, y0 - height);
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0x00, 0xff, 0x00);


  /* - Create a 200x400 viewport and position it a (20, 10) inside the draw
   *   buffer.
   * - Push a 100x200 window space clip rectangle at (20, 10)
   * - Fill the whole viewport with a blue rectangle
   * - Verify that the framebuffer is black with a 100x200 blue rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     200, /* width */
                     400); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  cogl_clip_push_window_rectangle (20, 10, 100, 200);
  /* fill the viewport with blue.. */
  cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  cogl_clip_pop ();
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0x00, 0x00, 0xff);


  /* - Create a 200x400 viewport and position it a (20, 10) inside the draw
   *   buffer.
   * - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
   *   (i.e. (40, 20) inside the framebuffer)
   * - Fill the whole viewport with a green rectangle
   * - Verify that the framebuffer is black with a 100x200 green rectangle at
   *   (40, 20)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     200, /* width */
                     400); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* figure out where to position our clip rectangle in model space
   * coordinates... */
  /* (offset 40 pixels right from the left of the viewport) */
  x0 = -1.0f + (2.0f / 200) * 20.f;
  /* (offset 20 pixels down from the top of the viewport) */
  y0 = 1.0f - (2.0f / 400) * 10.0f;
  width = (2.0f / 200) * 100;
  height = (2.0f / 400) * 200;
  /* add the clip rectangle... */
  cogl_push_matrix ();
  cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
  /* XXX: Rotate just enough to stop Cogl from converting our model space
   * rectangle into a window space rectangle.. */
  cogl_rotate (0.1, 0, 0, 1);
  cogl_clip_push_rectangle (-(width/2.0), -(height/2.0),
                            width/2.0, height/2.0);
  cogl_pop_matrix ();
  /* fill the viewport with green.. */
  cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  cogl_clip_pop ();
  assert_rectangle_color_and_black_border (40, 20, 100, 200,
                                           0x00, 0xff, 0x00);


  /* Set the viewport to something specific so we can verify that it gets
   * restored after we are done testing with an offscreen framebuffer... */
  cogl_set_viewport (20, 10, 100, 200);

  /*
   * Next test offscreen drawing...
   */
  data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
  tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
                                    COGL_TEXTURE_NO_SLICING,
                                    COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
                                    COGL_PIXEL_FORMAT_ANY, /* internal fmt */
                                    FRAMEBUFFER_WIDTH * 4, /* rowstride */
                                    data);
  g_free (data);
  offscreen = cogl_offscreen_new_to_texture (tex);

  cogl_push_framebuffer (offscreen);


  /* - Create a 100x200 viewport (i.e. smaller than the offscreen framebuffer)
   *   and position it a (20, 10) inside the framebuffer.
   * - Fill the whole viewport with a blue rectangle
   * - Verify that the framebuffer is black with a 100x200 blue rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     100, /* width */
                     200); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* fill the viewport with blue.. */
  cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0x00, 0x00, 0xff);


  /* - Create a viewport twice the size of the offscreen framebuffer with
   *   a negative offset positioning it at (-20, -10) relative to the
   *   buffer itself.
   * - Draw a 100x200 red rectangle at (40, 20) within the viewport (which
   *   is (20, 10) within the framebuffer)
   * - Verify that the framebuffer is black with a 100x200 red rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (-20, /* x */
                     -10, /* y */
                     FRAMEBUFFER_WIDTH * 2, /* width */
                     FRAMEBUFFER_HEIGHT * 2); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* draw a 100x200 red rectangle offset into the viewport such that its
   * top left corner should be found at (20, 10) in the offscreen buffer */
  /* (offset 40 pixels right from the left of the viewport) */
  x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f;
  /* (offset 20 pixels down from the top of the viewport) */
  y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f;
  width = (1.0f / FRAMEBUFFER_WIDTH) * 100;
  height = (1.0f / FRAMEBUFFER_HEIGHT) * 200;
  cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
  cogl_rectangle (x0, y0, x0 + width, y0 - height);
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0xff, 0x00, 0x00);


  /* - Create a 200x400 viewport and position it a (20, 10) inside the draw
   *   buffer.
   * - Push a 100x200 window space clip rectangle at (20, 10)
   * - Fill the whole viewport with a blue rectangle
   * - Verify that the framebuffer is black with a 100x200 blue rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     200, /* width */
                     400); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  cogl_clip_push_window_rectangle (20, 10, 100, 200);
  /* fill the viewport with blue.. */
  cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  cogl_clip_pop ();
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0x00, 0x00, 0xff);


  /* - Create a 200x400 viewport and position it a (20, 10) inside the draw
   *   buffer.
   * - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
   *   (i.e. (40, 20) inside the framebuffer)
   * - Fill the whole viewport with a green rectangle
   * - Verify that the framebuffer is black with a 100x200 green rectangle at
   *   (40, 20)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     200, /* width */
                     400); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* figure out where to position our clip rectangle in model space
   * coordinates... */
  /* (offset 40 pixels right from the left of the viewport) */
  x0 = -1.0f + (2.0f / 200) * 20.f;
  /* (offset 20 pixels down from the top of the viewport) */
  y0 = 1.0f - (2.0f / 400) * 10.0f;
  width = (2.0f / 200) * 100;
  height = (2.0f / 400) * 200;
  /* add the clip rectangle... */
  cogl_push_matrix ();
  cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
  /* XXX: Rotate just enough to stop Cogl from converting our model space
   * rectangle into a window space rectangle.. */
  cogl_rotate (0.1, 0, 0, 1);
  cogl_clip_push_rectangle (-(width/2.0), -(height/2.0),
                            width/2, height/2);
  cogl_pop_matrix ();
  /* fill the viewport with green.. */
  cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  cogl_clip_pop ();
  assert_rectangle_color_and_black_border (40, 20, 100, 200,
                                           0x00, 0xff, 0x00);


  /* Set the viewport to something obscure to verify that it gets
   * replace when we switch back to the onscreen framebuffer... */
  cogl_set_viewport (0, 0, 10, 10);

  cogl_pop_framebuffer ();
  cogl_handle_unref (offscreen);

  /*
   * Verify that the previous onscreen framebuffer's viewport was restored
   * by drawing a white rectangle across the whole viewport. This should
   * draw a 100x200 rectangle at (20,10) relative to the onscreen draw
   * buffer...
   */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0xff, 0xff, 0xff);


  /* Uncomment to display the last contents of the offscreen framebuffer */
#if 1
  cogl_matrix_init_identity (&projection);
  cogl_matrix_init_identity (&modelview);
  cogl_set_viewport (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT);
  cogl_set_projection_matrix (&projection);
  cogl_set_modelview_matrix (&modelview);
  cogl_set_source_texture (tex);
  cogl_rectangle (-1, 1, 1, -1);
#endif

  cogl_handle_unref (tex);

  /* Finally restore the stage's original state... */
  cogl_pop_matrix ();
  cogl_set_projection_matrix (&saved_projection);
  cogl_set_viewport (saved_viewport[0], saved_viewport[1],
                     saved_viewport[2], saved_viewport[3]);


  /* Comment this out if you want visual feedback of what this test
   * paints.
   */
  clutter_main_quit ();
}
Example #24
0
static void
_clutter_stage_wayland_repair_dirty(ClutterStageWayland *stage_wayland,
				       ClutterStage     *stage)
{
  CoglMaterial *outline = NULL;
  CoglHandle vbo;
  float vertices[8], texcoords[8];
  CoglMatrix modelview;
  cairo_region_t *dirty;
  cairo_rectangle_int_t rect;
  int i, count;
  float width, height;

  dirty = stage_wayland->back_buffer->dirty_region;
  stage_wayland->back_buffer->dirty_region = NULL;
  cairo_region_subtract (dirty, stage_wayland->repaint_region);
  width = stage_wayland->allocation.width;
  height = stage_wayland->allocation.height;
  
  /* If this is the first time we render, there is no front buffer to
   * copy back from, but then the dirty region not covered by the
   * repaint should be empty, because we repaint the entire stage.
   *
   * assert(stage_wayland->front_buffer != NULL) ||
   *   cairo_region_is_empty(dirty);
   *
   * FIXME: in test-rotate, the stage never queues a full repaint
   * initially, it's restricted to the paint box of it's rotating
   * children.
   */

  if (!stage_wayland->front_buffer)
    return;

  outline = cogl_material_new ();
  cogl_material_set_layer (outline, 0, stage_wayland->front_buffer->tex);
  count = cairo_region_num_rectangles (dirty);

  for (i = 0; i < count; i++)
    {
      cairo_region_get_rectangle (dirty, i, &rect);
      vbo = cogl_vertex_buffer_new (4);

      vertices[0] = rect.x - 1;
      vertices[1] = rect.y - 1;
      vertices[2] = rect.x + rect.width + 1;
      vertices[3] = rect.y - 1;
      vertices[4] = rect.x + rect.width + 1;
      vertices[5] = rect.y + rect.height + 1;
      vertices[6] = rect.x - 1;
      vertices[7] = rect.y + rect.height + 1;

      cogl_vertex_buffer_add (vbo,
			      "gl_Vertex",
			      2, /* n_components */
			      COGL_ATTRIBUTE_TYPE_FLOAT,
			      FALSE, /* normalized */
			      0, /* stride */
			      vertices);

      texcoords[0] = vertices[0] / width;
      texcoords[1] = vertices[1] / height;
      texcoords[2] = vertices[2] / width;
      texcoords[3] = vertices[3] / height;
      texcoords[4] = vertices[4] / width;
      texcoords[5] = vertices[5] / height;
      texcoords[6] = vertices[6] / width;
      texcoords[7] = vertices[7] / height;

      cogl_vertex_buffer_add (vbo,
			      "gl_MultiTexCoord0",
			      2, /* n_components */
			      COGL_ATTRIBUTE_TYPE_FLOAT,
			      FALSE, /* normalized */
			      0, /* stride */
			      texcoords);

      cogl_vertex_buffer_submit (vbo);

      cogl_push_matrix ();
      cogl_matrix_init_identity (&modelview);
      _clutter_actor_apply_modelview_transform (CLUTTER_ACTOR (stage),
						&modelview);
      cogl_set_modelview_matrix (&modelview);
      cogl_set_source (outline);
      cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_TRIANGLE_FAN,
			       0 , 4);
      cogl_pop_matrix ();
      cogl_object_unref (vbo);
    }

  cairo_region_destroy (dirty);
}
Example #25
0
static void
paint_test_backface_culling (TestState *state)
{
  int draw_num;
  CoglPipeline *base_pipeline = cogl_pipeline_new ();
  CoglColor clear_color;

  cogl_ortho (0, state->width, /* left, right */
              state->height, 0, /* bottom, top */
              -1, 100 /* z near, far */);

  cogl_color_init_from_4ub (&clear_color, 0x00, 0x00, 0x00, 0xff);
  cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_STENCIL);

  cogl_pipeline_set_layer_texture (base_pipeline, 0, state->texture);

  cogl_pipeline_set_layer_filters (base_pipeline, 0,
                                   COGL_PIPELINE_FILTER_NEAREST,
                                   COGL_PIPELINE_FILTER_NEAREST);

  /* Render the scene sixteen times to test all of the combinations of
     cull face mode, legacy state and winding orders */
  for (draw_num = 0; draw_num < 16; draw_num++)
    {
      float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
      CoglTextureVertex verts[4];
      CoglPipeline *pipeline;

      cogl_push_matrix ();
      cogl_translate (0, TEXTURE_RENDER_SIZE * draw_num, 0);

      pipeline = cogl_pipeline_copy (base_pipeline);

      cogl_set_backface_culling_enabled (USE_LEGACY_STATE (draw_num));
      cogl_pipeline_set_front_face_winding (pipeline, FRONT_WINDING (draw_num));
      cogl_pipeline_set_cull_face_mode (pipeline, CULL_FACE_MODE (draw_num));

      cogl_push_source (pipeline);

      memset (verts, 0, sizeof (verts));

      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a front-facing texture */
      cogl_rectangle (x1, y1, x2, y2);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a front-facing texture with flipped texcoords */
      cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
                                          1.0, 0.0, 0.0, 1.0);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a back-facing texture */
      cogl_rectangle (x2, y1, x1, y2);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* If the texture is sliced then cogl_polygon doesn't work so
         we'll just use a solid color instead */
      if (cogl_texture_is_sliced (state->texture))
        cogl_set_source_color4ub (255, 0, 0, 255);

      /* Draw a front-facing polygon */
      verts[0].x = x1;    verts[0].y = y2;
      verts[1].x = x2;    verts[1].y = y2;
      verts[2].x = x2;    verts[2].y = y1;
      verts[3].x = x1;    verts[3].y = y1;
      verts[0].tx = 0;    verts[0].ty = 0;
      verts[1].tx = 1.0;  verts[1].ty = 0;
      verts[2].tx = 1.0;  verts[2].ty = 1.0;
      verts[3].tx = 0;    verts[3].ty = 1.0;
      cogl_polygon (verts, 4, FALSE);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a back-facing polygon */
      verts[0].x = x1;    verts[0].y = y1;
      verts[1].x = x2;    verts[1].y = y1;
      verts[2].x = x2;    verts[2].y = y2;
      verts[3].x = x1;    verts[3].y = y2;
      verts[0].tx = 0;    verts[0].ty = 0;
      verts[1].tx = 1.0;  verts[1].ty = 0;
      verts[2].tx = 1.0;  verts[2].ty = 1.0;
      verts[3].tx = 0;    verts[3].ty = 1.0;
      cogl_polygon (verts, 4, FALSE);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      cogl_pop_matrix ();

      cogl_pop_source ();
      cogl_object_unref (pipeline);
    }

  cogl_object_unref (base_pipeline);
}