コード例 #1
0
CoglHandle
_st_create_shadow_material (StShadow   *shadow_spec,
                            CoglHandle  src_texture)
{
  static CoglHandle shadow_material_template = COGL_INVALID_HANDLE;

  CoglHandle  material;
  CoglHandle  texture;
  guchar     *pixels_in, *pixels_out;
  gint        width_in, height_in, rowstride_in;
  gint        width_out, height_out, rowstride_out;

  g_return_val_if_fail (shadow_spec != NULL, COGL_INVALID_HANDLE);
  g_return_val_if_fail (src_texture != COGL_INVALID_HANDLE,
                        COGL_INVALID_HANDLE);

  width_in  = cogl_texture_get_width  (src_texture);
  height_in = cogl_texture_get_height (src_texture);
  rowstride_in = (width_in + 3) & ~3;

  pixels_in  = g_malloc0 (rowstride_in * height_in);

  cogl_texture_get_data (src_texture, COGL_PIXEL_FORMAT_A_8,
                         rowstride_in, pixels_in);

  pixels_out = blur_pixels (pixels_in, width_in, height_in, rowstride_in,
                            shadow_spec->blur,
                            &width_out, &height_out, &rowstride_out);
  g_free (pixels_in);

  texture = cogl_texture_new_from_data (width_out,
                                        height_out,
                                        COGL_TEXTURE_NONE,
                                        COGL_PIXEL_FORMAT_A_8,
                                        COGL_PIXEL_FORMAT_A_8,
                                        rowstride_out,
                                        pixels_out);

  g_free (pixels_out);

  if (G_UNLIKELY (shadow_material_template == COGL_INVALID_HANDLE))
    {
      shadow_material_template = cogl_material_new ();

      /* We set up the material to blend the shadow texture with the combine
       * constant, but defer setting the latter until painting, so that we can
       * take the actor's overall opacity into account. */
      cogl_material_set_layer_combine (shadow_material_template, 0,
                                       "RGBA = MODULATE (CONSTANT, TEXTURE[A])",
                                       NULL);
    }

  material = cogl_material_copy (shadow_material_template);

  cogl_material_set_layer (material, 0, texture);

  cogl_handle_unref (texture);

  return material;
}
コード例 #2
0
ファイル: mx-fade-effect.c プロジェクト: 3v1n0/mx
static void
mx_fade_effect_paint_target (ClutterOffscreenEffect *effect)
{
  guint8 opacity;
  CoglColor color;
  ClutterActor *actor;

  CoglMaterial *material = clutter_offscreen_effect_get_target (effect);
  MxFadeEffect *self = MX_FADE_EFFECT (effect);
  MxFadeEffectPrivate *priv = self->priv;

  if (priv->update_vbo)
    mx_fade_effect_update_vbo (self);

  if (!priv->vbo || !priv->indices || !material)
    return;

  /* Set the blend string if the material has changed so we can blend with
   * the paint opacity.
   */
  if (material != priv->old_material)
    {
      GError *error = NULL;
      priv->old_material = material;

      if (!cogl_material_set_layer_combine (material, 1,
                                            "RGBA = MODULATE(PREVIOUS,CONSTANT)", &error))
        {
          g_warning (G_STRLOC ": Error setting layer combine blend string: %s",
                     error->message);
          g_error_free (error);
        }
    }

  /* Set the layer-combine constant so the texture is blended with the paint
   * opacity when painted.
   */
  actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
  opacity = clutter_actor_get_paint_opacity (actor);
  cogl_color_init_from_4ub (&color, opacity, opacity, opacity, opacity);
  cogl_material_set_layer_combine_constant (material, 1, &color);

  /* Draw the texture */
  cogl_set_source (material);
  cogl_vertex_buffer_draw_elements (priv->vbo,
                                    COGL_VERTICES_MODE_TRIANGLES,
                                    priv->indices,
                                    0,
                                    (priv->n_quads * 4) - 1,
                                    0,
                                    priv->n_quads * 6);
}
コード例 #3
0
static gboolean
setup_framebuffers (StThemeNodeTransition *transition,
                    const ClutterActorBox *allocation)
{
  StThemeNodeTransitionPrivate *priv = transition->priv;
  CoglColor clear_color = { 0, 0, 0, 0 };
  guint width, height;

  /* template material to avoid unnecessary shader compilation */
  static CoglHandle material_template = COGL_INVALID_HANDLE;

  width  = priv->offscreen_box.x2 - priv->offscreen_box.x1;
  height = priv->offscreen_box.y2 - priv->offscreen_box.y1;

  g_return_val_if_fail (width  > 0, FALSE);
  g_return_val_if_fail (height > 0, FALSE);

  if (priv->old_texture)
    cogl_handle_unref (priv->old_texture);
  priv->old_texture = cogl_texture_new_with_size (width, height,
                                                  COGL_TEXTURE_NO_SLICING,
                                                  COGL_PIXEL_FORMAT_ANY);

  if (priv->new_texture)
    cogl_handle_unref (priv->new_texture);
  priv->new_texture = cogl_texture_new_with_size (width, height,
                                                  COGL_TEXTURE_NO_SLICING,
                                                  COGL_PIXEL_FORMAT_ANY);

  g_return_val_if_fail (priv->old_texture != COGL_INVALID_HANDLE, FALSE);
  g_return_val_if_fail (priv->new_texture != COGL_INVALID_HANDLE, FALSE);

  if (priv->old_offscreen)
    cogl_handle_unref (priv->old_offscreen);
  priv->old_offscreen = cogl_offscreen_new_to_texture (priv->old_texture);

  if (priv->new_offscreen)
    cogl_handle_unref (priv->new_offscreen);
  priv->new_offscreen = cogl_offscreen_new_to_texture (priv->new_texture);

  g_return_val_if_fail (priv->old_offscreen != COGL_INVALID_HANDLE, FALSE);
  g_return_val_if_fail (priv->new_offscreen != COGL_INVALID_HANDLE, FALSE);

  if (priv->material == NULL)
    {
      if (G_UNLIKELY (material_template == COGL_INVALID_HANDLE))
        {
          material_template = cogl_material_new ();

          cogl_material_set_layer_combine (material_template, 0,
                                           "RGBA = REPLACE (TEXTURE)",
                                           NULL);
          cogl_material_set_layer_combine (material_template, 1,
                                           "RGBA = INTERPOLATE (PREVIOUS, "
                                                               "TEXTURE, "
                                                               "CONSTANT[A])",
                                           NULL);
          cogl_material_set_layer_combine (material_template, 2,
                                           "RGBA = MODULATE (PREVIOUS, "
                                                            "PRIMARY)",
                                           NULL);
        }
      priv->material = cogl_material_copy (material_template);
    }

  cogl_material_set_layer (priv->material, 0, priv->new_texture);
  cogl_material_set_layer (priv->material, 1, priv->old_texture);

  cogl_push_framebuffer (priv->old_offscreen);
  cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
  cogl_ortho (priv->offscreen_box.x1, priv->offscreen_box.x2,
              priv->offscreen_box.y2, priv->offscreen_box.y1,
              0.0, 1.0);
  st_theme_node_paint (priv->old_theme_node, allocation, 255);
  cogl_pop_framebuffer ();

  cogl_push_framebuffer (priv->new_offscreen);
  cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
  cogl_ortho (priv->offscreen_box.x1, priv->offscreen_box.x2,
              priv->offscreen_box.y2, priv->offscreen_box.y1,
              0.0, 1.0);
  st_theme_node_paint (priv->new_theme_node, allocation, 255);
  cogl_pop_framebuffer ();

  return TRUE;
}
コード例 #4
0
ファイル: lights.c プロジェクト: eliasbakken/mash
int
main (int argc, char **argv)
{
  ClutterActor *stage = stage;
  ClutterActor *side_box;
  ClutterActor *button_box;
  ClutterActor *box;
  ClutterAnimation *anim;
  MashLightSet *light_set;
  MxStyle *style;
  GError *error = NULL;
  Data data;
  int i;

  if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
    return 1;

  style = mx_style_get_default ();
  if (!mx_style_load_from_file (style, "lights.css",
                                &error))
    {
      g_warning ("Error setting style: %s", error->message);
      g_clear_error (&error);
    }

  stage = clutter_stage_get_default ();
  clutter_actor_set_size (stage, 800, 600);

  side_box = mx_table_new ();
  clutter_actor_set_name (side_box, "side-box");
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), side_box);
  clutter_actor_set_size (side_box, 300,
                          clutter_actor_get_height (stage));
  clutter_actor_set_x (side_box,
                       clutter_actor_get_width (stage)
                       - clutter_actor_get_width (side_box));

  button_box = mx_table_new ();
  mx_table_add_actor (MX_TABLE (side_box), button_box, 0, 0);

  data.notebook = mx_notebook_new ();

  mx_table_add_actor (MX_TABLE (side_box), data.notebook, 1, 0);

  data.model = mash_model_new_from_file (MASH_DATA_NONE,
                                         argc > 1
                                         ? argv[1]
                                         : "suzanne.ply",
                                         &error);
  if (data.model == NULL)
    {
      g_warning ("Error loading model: %s", error->message);
      g_clear_error (&error);
      return 1;
    }

  light_set = mash_light_set_new ();

  box = clutter_box_new (clutter_fixed_layout_new ());

  clutter_actor_set_size (data.model, 400, 400);
  clutter_actor_set_position (data.model, 50.0, 100.0);
  clutter_container_add_actor (CLUTTER_CONTAINER (box), data.model);

  clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);

  g_signal_connect_swapped (box, "paint",
                            G_CALLBACK (cogl_set_depth_test_enabled),
                            GINT_TO_POINTER (TRUE));
  g_signal_connect_data (box, "paint",
                         G_CALLBACK (cogl_set_depth_test_enabled),
                         GINT_TO_POINTER (FALSE), NULL,
                         G_CONNECT_AFTER | G_CONNECT_SWAPPED);

  data.light_marker_material = cogl_material_new ();
  {
    CoglColor color;
    cogl_color_set_from_4ub (&color, 255, 0, 0, 255);
    /* Use the layer state to ignore the vertex color from the shader so
       that the light marker won't itself be lit */
    cogl_material_set_layer_combine_constant (data.light_marker_material, 0,
                                              &color);
    cogl_material_set_layer_combine (data.light_marker_material, 0,
                                     "RGBA = REPLACE(CONSTANT)",
                                     NULL);
  }

  clutter_actor_set_rotation (data.model, CLUTTER_Y_AXIS,
                              0.0f,
                              clutter_actor_get_width (data.model) / 2.0f,
                              0.0f,
                              0.0f);

  anim = clutter_actor_animate (data.model, CLUTTER_LINEAR, 3000,
                                "rotation-angle-y", 360.0f,
                                NULL);
  clutter_animation_set_loop (anim, TRUE);

  for (i = 0; i < N_LIGHTS; i++)
    {
      ClutterActor *table = mx_table_new ();
      ClutterActor *button;
      static ClutterActor *(* constructors[N_LIGHTS]) (void) =
        { mash_directional_light_new,
          mash_point_light_new,
          mash_spot_light_new };
      static const ClutterColor black = { 0, 0, 0, 255 };

      data.lights[i] = constructors[i] ();

      button = mx_button_new_with_label (G_OBJECT_TYPE_NAME (data.lights[i]));
      mx_table_add_actor (MX_TABLE (button_box), button, i, 0);

      /* Default to disable all of the lights */
      g_object_set (data.lights[i],
                    "ambient", &black,
                    "diffuse", &black,
                    "specular", &black,
                    NULL);

      data.notebook_buttons[i] = button;

      clutter_container_add_actor (CLUTTER_CONTAINER (box), data.lights[i]);
      mash_light_set_add_light (light_set, MASH_LIGHT (data.lights[i]));

      add_color_prop (table, "ambient light",
                      G_OBJECT (data.lights[i]), "ambient");
      add_color_prop (table, "diffuse light",
                      G_OBJECT (data.lights[i]), "diffuse");
      add_color_prop (table, "specular light",
                      G_OBJECT (data.lights[i]), "specular");

      if (MASH_IS_POINT_LIGHT (data.lights[i]))
        {
          add_float_prop (table, "constant attenuation",
                          G_OBJECT (data.lights[i]), "constant-attenuation",
                          0.0f, 10.0f);
          add_float_prop (table, "linear attenuation",
                          G_OBJECT (data.lights[i]), "linear-attenuation",
                          0.0f, 10.0f);
          add_float_prop (table, "quadratic attenuation",
                          G_OBJECT (data.lights[i]), "quadratic-attenuation",
                          0.0f, 10.0f);
        }

      if (MASH_IS_SPOT_LIGHT (data.lights[i]))
        {
          clutter_actor_set_x (data.lights[i], 250);

          add_float_prop (table, "spot cutoff",
                          G_OBJECT (data.lights[i]), "spot-cutoff",
                          0.0f, 90.0f);
          add_float_prop (table, "spot exponent",
                          G_OBJECT (data.lights[i]), "spot-exponent",
                          0.0f, 128.0f);
        }

      clutter_container_add_actor (CLUTTER_CONTAINER (data.notebook), table);

      data.notebook_pages[i] = table;
    }

  {
    ClutterActor *button;
    ClutterActor *table;
    CoglHandle material;
    float maximum_shininess;

    material = mash_model_get_pipeline (MASH_MODEL (data.model));

    /* Before version 1.3.10 on the 1.3 branch and 1.2.14 on the 1.2
       branch Cogl would remap the shininess property to the range
       [0,1]. After this it is just a value greater or equal to zero
       (but GL imposes a limit of 128.0) */
    if (clutter_check_version (1, 3, 9)
        || (clutter_major_version == 1
            && clutter_minor_version == 2
            && clutter_micro_version >= 13))
      maximum_shininess = 128.0f;
    else
      maximum_shininess = 1.0f;

    cogl_material_set_shininess (material, maximum_shininess);

    button = mx_button_new_with_label ("Material");
    data.notebook_buttons[i] = button;
    mx_table_add_actor (MX_TABLE (button_box), button, i, 0);
    table = mx_table_new ();
    data.notebook_pages[i] = table;
    clutter_container_add_actor (CLUTTER_CONTAINER (data.notebook), table);

    add_material_color_prop (table, "emission", material,
                             cogl_material_set_emission,
                             cogl_material_get_emission);
    add_material_color_prop (table, "diffuse", material,
                             cogl_material_set_diffuse,
                             cogl_material_get_diffuse);
    add_material_color_prop (table, "ambient", material,
                             cogl_material_set_ambient,
                             cogl_material_get_ambient);
    add_material_color_prop (table, "specular", material,
                             cogl_material_set_specular,
                             cogl_material_get_specular);
    add_material_float_prop (table, "shininess", material,
                             0.0f, maximum_shininess,
                             cogl_material_set_shininess,
                             cogl_material_get_shininess);
  }

  mash_model_set_light_set (MASH_MODEL (data.model), light_set);
  g_object_unref (light_set);

  for (i = 0; i < N_PAGES; i++)
    {
      g_signal_connect (data.notebook_buttons[i], "notify::toggled",
                        G_CALLBACK (notebook_button_cb), &data);
      mx_button_set_is_toggle (MX_BUTTON (data.notebook_buttons[i]), TRUE);
    }

  mx_button_set_toggled (MX_BUTTON (data.notebook_buttons[0]), TRUE);

  g_signal_connect (stage, "motion-event",
                    G_CALLBACK (motion_event_cb),
                    &data);

  clutter_actor_show (stage);

  clutter_main ();

  cogl_handle_unref (data.light_marker_material);

  return 0;
}
コード例 #5
0
static void
mnb_toolbar_background_paint_background (MxWidget           *self,
                                         ClutterActor       *background,
                                         const ClutterColor *color)
{
  MnbToolbarBackgroundPrivate *priv = TOOLBAR_BACKGROUND_PRIVATE (self);
  ClutterActor *actor = (ClutterActor *) self;
  CoglHandle cogl_texture, cogl_material;
  ClutterActorBox box = { 0, };
  gfloat width, height;
  gfloat tex_width, tex_height;
  gfloat ex, ey;
  gfloat tx1, ty1, tx2, ty2;
  guint8 opacity;

  /* Copied from MxWidget:
   *
   * Default implementation just draws the background
   * colour and the image on top
   */
  if (color && color->alpha != 0)
    {
      ClutterColor bg_color = *color;

      bg_color.alpha = clutter_actor_get_paint_opacity (actor)
                       * bg_color.alpha
                       / 255;

      clutter_actor_get_allocation_box (actor, &box);

      width = box.x2 - box.x1;
      height = box.y2 - box.y1;

      cogl_set_source_color4ub (bg_color.red,
                                bg_color.green,
                                bg_color.blue,
                                bg_color.alpha);
      cogl_rectangle (0, 0, width, height);
    }

  /*
   * Copied from MxTextureFrame
   */

  /* no need to paint stuff if we don't have a texture */
  if (G_UNLIKELY (priv->parent_texture == NULL))
    return;

  cogl_texture = clutter_texture_get_cogl_texture (priv->parent_texture);
  if (cogl_texture == COGL_INVALID_HANDLE)
    return;
  cogl_material = clutter_texture_get_cogl_material (priv->parent_texture);
  if (cogl_material == COGL_INVALID_HANDLE)
    return;

  tex_width  = cogl_texture_get_width (cogl_texture);
  tex_height = cogl_texture_get_height (cogl_texture);

  clutter_actor_get_allocation_box (actor, &box);
  width = box.x2 - box.x1;
  height = box.y2 - box.y1;

  opacity = clutter_actor_get_paint_opacity (actor);

  /* Paint using the parent texture's material. It should already have
     the cogl texture set as the first layer */
  /* NB: for correct blending we need set a preumultiplied color here: */
  cogl_material_set_color4ub (cogl_material,
                              opacity, opacity, opacity, opacity);

  selector_texture = mnb_toolbar_get_selector_texture (priv->toolbar);

  cogl_material_set_layer (cogl_material, 1, selector_texture);
  cogl_material_set_layer_wrap_mode (cogl_material, 1,
                                     COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE);

  if (!cogl_material_set_layer_combine (cogl_material, 1,
                                        "RGBA = MODULATE(PREVIOUS,TEXTURE)",
                                        &error))
    {
      g_warning (G_STRLOC ": Error setting layer combine blend string: %s",
                 error->message);
      g_error_free (error);
    }

  cogl_set_source (cogl_material);

  /* simple stretch */
  if (priv->left == 0 && priv->right == 0 && priv->top == 0
      && priv->bottom == 0)
    {
      float spot_width, spot_height;
      float coords[8] = {
        0, 0, 1, 1,
        0, 0, 0, 0
      };

      mnb_toolbar_get_selector_allocation_box (priv->toolbar, &box);
      spot_width = box.x2 - box.x1;
      spot_height = box.y2 - box.y1;
      coords[4] = -(box.x1 / width) * (width / spot_width);
      coords[5] = -(box.y1 / height) * (height / spot_height);
      coords[6] = width / spot_width - (box.x1 / width) * (width / spot_width);
      coords[7] = height / spot_height - (box.y1 / height) * (height / spot_height);
      cogl_rectangle_with_multitexture_coords (0, 0, width, height, coords, 8);
      return;
    }

  tx1 = priv->left / tex_width;
  tx2 = (tex_width - priv->right) / tex_width;
  ty1 = priv->top / tex_height;
  ty2 = (tex_height - priv->bottom) / tex_height;

  ex = width - priv->right;
  if (ex < priv->left)
    ex = priv->left;

  ey = height - priv->bottom;
  if (ey < priv->top)
    ey = priv->top;

  {
    GLfloat rectangles[] =
    {
      /* top left corner */
      0, 0,
      priv->left, priv->top,
      0.0, 0.0,
      tx1, ty1,

      /* top middle */
      priv->left, 0,
      MAX (priv->left, ex), priv->top,
      tx1, 0.0,
      tx2, ty1,

      /* top right */
      ex, 0,
      MAX (ex + priv->right, width), priv->top,
      tx2, 0.0,
      1.0, ty1,

      /* mid left */
      0, priv->top,
      priv->left,  ey,
      0.0, ty1,
      tx1, ty2,

      /* center */
      priv->left, priv->top,
      ex, ey,
      tx1, ty1,
      tx2, ty2,

      /* mid right */
      ex, priv->top,
      MAX (ex + priv->right, width), ey,
      tx2, ty1,
      1.0, ty2,

      /* bottom left */
      0, ey,
      priv->left, MAX (ey + priv->bottom, height),
      0.0, ty2,
      tx1, 1.0,

      /* bottom center */
      priv->left, ey,
      ex, MAX (ey + priv->bottom, height),
      tx1, ty2,
      tx2, 1.0,

      /* bottom right */
      ex, ey,
      MAX (ex + priv->right, width), MAX (ey + priv->bottom, height),
      tx2, ty2,
      1.0, 1.0
    };

    cogl_rectangles_with_texture_coords (rectangles, 9);
  }
}
コード例 #6
0
static void
on_paint (ClutterActor *actor, TestState *state)
{
  CoglHandle tex0, tex1;
  CoglHandle material;
  gboolean status;
  GError *error = NULL;
  float tex_coords[] = {
    0, 0, 0.5, 0.5, /* tex0 */
    0.5, 0.5, 1, 1 /* tex1 */
  };

  /* XXX:
   * We haven't always had good luck with GL drivers implementing glReadPixels
   * reliably and skipping the first two frames improves our chances... */
  if (state->frame++ <= 2)
    {
      g_usleep (G_USEC_PER_SEC);
      return;
    }

  tex0 = make_texture (0x00);
  tex1 = make_texture (0x11);

  material = cogl_material_new ();

  /* An arbitrary color which should be replaced by the first texture layer */
  cogl_material_set_color4ub (material, 0x80, 0x80, 0x80, 0x80);
  cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL);

  cogl_material_set_layer (material, 0, tex0);
  cogl_material_set_layer_combine (material, 0,
                                   "RGBA = REPLACE (TEXTURE)", NULL);

  cogl_material_set_layer (material, 1, tex1);
  status = cogl_material_set_layer_combine (material, 1,
                                            "RGBA = ADD (PREVIOUS, TEXTURE)",
                                            &error);
  if (!status)
    {
      /* It's not strictly a test failure; you need a more capable GPU or
       * driver to test this texture combine string. */
      g_debug ("Failed to setup texture combine string "
               "RGBA = ADD (PREVIOUS, TEXTURE): %s",
               error->message);
    }

  cogl_set_source (material);
  cogl_rectangle_with_multitexture_coords (0, 0, QUAD_WIDTH, QUAD_WIDTH,
                                           tex_coords, 8);

  cogl_handle_unref (material);
  cogl_handle_unref (tex0);
  cogl_handle_unref (tex1);

  /* See what we got... */

  assert_region_color (0, 0, QUAD_WIDTH, QUAD_WIDTH,
                       0x55, 0x55, 0x55, 0x55);

  /* Comment this out if you want visual feedback for what this test paints */
#if 1
  clutter_main_quit ();
#endif
}
コード例 #7
0
static void
mnb_toolbar_shadow_paint (ClutterActor *self)
{
  MnbToolbarShadowPrivate *priv = MNB_TOOLBAR_SHADOW (self)->priv;
  CoglHandle cogl_texture = COGL_INVALID_HANDLE;
  CoglHandle cogl_material = COGL_INVALID_HANDLE;
  ClutterActorBox box = { 0, };
  gfloat width, height;
  gfloat tex_width, tex_height;
  gfloat ex, ey;
  gfloat tx1, ty1, tx2, ty2;
  guint8 opacity;

  /* no need to paint stuff if we don't have a texture */
  if (G_UNLIKELY (priv->parent_texture == NULL))
    return;

  /* parent texture may have been hidden, so need to make sure it gets
   * realized
   */
  if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent_texture))
    clutter_actor_realize (CLUTTER_ACTOR (priv->parent_texture));

  cogl_texture = clutter_texture_get_cogl_texture (priv->parent_texture);
  if (cogl_texture == COGL_INVALID_HANDLE)
    return;
  cogl_material = clutter_texture_get_cogl_material (priv->parent_texture);
  if (cogl_material == COGL_INVALID_HANDLE)
    return;

  tex_width  = cogl_texture_get_width (cogl_texture);
  tex_height = cogl_texture_get_height (cogl_texture);

  clutter_actor_get_allocation_box (self, &box);
  width = box.x2 - box.x1;
  height = box.y2 - box.y1;


  opacity = clutter_actor_get_paint_opacity (self);

  /* Paint using the parent texture's material. It should already have
     the cogl texture set as the first layer */
  /* NB: for correct blending we need set a preumultiplied color here: */
  cogl_material_set_color4ub (cogl_material,
                              opacity, opacity, opacity, opacity);

#if TOOLBAR_CUT_OUT
  selector_texture = mnb_toolbar_get_selector_texture (priv->toolbar);
  cogl_material_set_layer (cogl_material, 1, selector_texture);
  cogl_material_set_layer_wrap_mode (cogl_material, 1,
                                     COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE);

  if (!cogl_material_set_layer_combine (cogl_material, 1,
                                        "RGBA = MODULATE(PREVIOUS,TEXTURE)",
                                        &error))
    {
      g_warning (G_STRLOC ": Error setting layer combine blend string: %s",
                 error->message);
      g_error_free (error);
    }
#endif

  cogl_set_source (cogl_material);

  /* simple stretch */
  if (priv->left == 0 && priv->right == 0 && priv->top == 0
      && priv->bottom == 0)
    {
#if TOOLBAR_CUT_OUT
      float spot_width, spot_height;
      float coords[8] = {
        0, 0, 1, 1,
        0, 0, 0, 0
      };

      mnb_toolbar_get_selector_allocation_box (priv->toolbar, &box);
      spot_width = box.x2 - box.x1;
      spot_height = box.y2 - box.y1;
      coords[4] = -(box.x1 / width) * (width / spot_width);
      coords[5] = -(box.y1 + SHADOW_CUT_OUT_OFFSET / height) * (height / spot_height);
      coords[6] = width / spot_width - (box.x1 / width) * (width / spot_width);
      coords[7] = height / spot_height -
        (box.y1 + SHADOW_CUT_OUT_OFFSET / height) * (height / spot_height);
      cogl_rectangle_with_multitexture_coords (0, 0, width, height, coords, 8);
#else
      cogl_rectangle (0, 0, width, height);
#endif /* TOOLBAR_CUT_OUT */
      return;
    }

  tx1 = priv->left / tex_width;
  tx2 = (tex_width - priv->right) / tex_width;
  ty1 = priv->top / tex_height;
  ty2 = (tex_height - priv->bottom) / tex_height;

  ex = width - priv->right;
  if (ex < priv->left)
    ex = priv->left;

  ey = height - priv->bottom;
  if (ey < priv->top)
    ey = priv->top;


  {
    GLfloat rectangles[] =
    {
      /* top left corner */
      0, 0,
      priv->left, priv->top,
      0.0, 0.0,
      tx1, ty1,

      /* top middle */
      priv->left, 0,
      MAX (priv->left, ex), priv->top,
      tx1, 0.0,
      tx2, ty1,

      /* top right */
      ex, 0,
      MAX (ex + priv->right, width), priv->top,
      tx2, 0.0,
      1.0, ty1,

      /* mid left */
      0, priv->top,
      priv->left,  ey,
      0.0, ty1,
      tx1, ty2,

      /* center */
      priv->left, priv->top,
      ex, ey,
      tx1, ty1,
      tx2, ty2,

      /* mid right */
      ex, priv->top,
      MAX (ex + priv->right, width), ey,
      tx2, ty1,
      1.0, ty2,

      /* bottom left */
      0, ey,
      priv->left, MAX (ey + priv->bottom, height),
      0.0, ty2,
      tx1, 1.0,

      /* bottom center */
      priv->left, ey,
      ex, MAX (ey + priv->bottom, height),
      tx1, ty2,
      tx2, 1.0,

      /* bottom right */
      ex, ey,
      MAX (ex + priv->right, width), MAX (ey + priv->bottom, height),
      tx2, ty2,
      1.0, 1.0
    };

    cogl_rectangles_with_texture_coords (rectangles, 9);
  }
}
コード例 #8
0
static void
on_paint (ClutterActor *actor, TestState *state)
{
  CoglHandle tex0, tex1;
  CoglHandle material;
  gboolean status;
  GError *error = NULL;
  float tex_coords[] = {
    0, 0, 0.5, 0.5, /* tex0 */
    0.5, 0.5, 1, 1 /* tex1 */
  };

  tex0 = make_texture (0x00);
  tex1 = make_texture (0x11);

  material = cogl_material_new ();

  /* An arbitrary color which should be replaced by the first texture layer */
  cogl_material_set_color4ub (material, 0x80, 0x80, 0x80, 0x80);
  cogl_material_set_blend (material, "RGBA = ADD (SRC_COLOR, 0)", NULL);

  cogl_material_set_layer (material, 0, tex0);
  cogl_material_set_layer_combine (material, 0,
                                   "RGBA = REPLACE (TEXTURE)", NULL);
  /* We'll use nearest filtering mode on the textures, otherwise the
     edge of the quad can pull in texels from the neighbouring
     quarters of the texture due to imprecision */
  cogl_material_set_layer_filters (material, 0,
                                   COGL_MATERIAL_FILTER_NEAREST,
                                   COGL_MATERIAL_FILTER_NEAREST);

  cogl_material_set_layer (material, 1, tex1);
  cogl_material_set_layer_filters (material, 1,
                                   COGL_MATERIAL_FILTER_NEAREST,
                                   COGL_MATERIAL_FILTER_NEAREST);
  status = cogl_material_set_layer_combine (material, 1,
                                            "RGBA = ADD (PREVIOUS, TEXTURE)",
                                            &error);
  if (!status)
    {
      /* It's not strictly a test failure; you need a more capable GPU or
       * driver to test this texture combine string. */
      g_debug ("Failed to setup texture combine string "
               "RGBA = ADD (PREVIOUS, TEXTURE): %s",
               error->message);
    }

  cogl_set_source (material);
  cogl_rectangle_with_multitexture_coords (0, 0, QUAD_WIDTH, QUAD_WIDTH,
                                           tex_coords, 8);

  cogl_handle_unref (material);
  cogl_handle_unref (tex0);
  cogl_handle_unref (tex1);

  /* See what we got... */

  assert_region_color (0, 0, QUAD_WIDTH, QUAD_WIDTH,
                       0x55, 0x55, 0x55, 0x55);

  /* Comment this out if you want visual feedback for what this test paints */
#if 1
  clutter_main_quit ();
#endif
}
コード例 #9
0
static void
paint_legacy (TestState *state)
{
  CoglHandle material = cogl_material_new ();
  CoglTexture *tex;
  CoglColor color;
  CoglError *error = NULL;
  CoglHandle shader, program;

  cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
  cogl_clear (&color, COGL_BUFFER_BIT_COLOR);

  /* Set the primary vertex color as red */
  cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
  cogl_material_set_color (material, &color);

  /* Override the vertex color in the texture environment with a
     constant green color provided by a texture */
  tex = create_dummy_texture ();
  cogl_material_set_layer (material, 0, tex);
  cogl_object_unref (tex);
  if (!cogl_material_set_layer_combine (material, 0,
                                        "RGBA=REPLACE(TEXTURE)",
                                        &error))
    {
      g_warning ("Error setting layer combine: %s", error->message);
      g_assert_not_reached ();
    }

  /* Set up a dummy vertex shader that does nothing but the usual
     fixed function transform */
  shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
  cogl_shader_source (shader,
                      "void\n"
                      "main ()\n"
                      "{\n"
                      "  cogl_position_out = "
                      "cogl_modelview_projection_matrix * "
                      "cogl_position_in;\n"
                      "  cogl_color_out = cogl_color_in;\n"
                      "  cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
                      "}\n");
  cogl_shader_compile (shader);
  if (!cogl_shader_is_compiled (shader))
    {
      char *log = cogl_shader_get_info_log (shader);
      g_warning ("Shader compilation failed:\n%s", log);
      g_free (log);
      g_assert_not_reached ();
    }

  program = cogl_create_program ();
  cogl_program_attach_shader (program, shader);
  cogl_program_link (program);

  cogl_handle_unref (shader);

  /* Draw something using the material */
  cogl_set_source (material);
  cogl_rectangle (0, 0, 50, 50);

  /* Draw it again using the program. It should look exactly the same */
  cogl_program_use (program);
  cogl_rectangle (50, 0, 100, 50);
  cogl_program_use (COGL_INVALID_HANDLE);

  cogl_handle_unref (material);
  cogl_handle_unref (program);
}