CoglHandle _st_create_shadow_material_from_actor (StShadow *shadow_spec, ClutterActor *actor) { CoglHandle shadow_material = COGL_INVALID_HANDLE; if (CLUTTER_IS_TEXTURE (actor)) { CoglHandle texture; texture = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (actor)); shadow_material = _st_create_shadow_material (shadow_spec, texture); } else { CoglHandle buffer, offscreen; ClutterActorBox box; CoglColor clear_color; float width, height; clutter_actor_get_allocation_box (actor, &box); clutter_actor_box_get_size (&box, &width, &height); if (width == 0 || height == 0) return COGL_INVALID_HANDLE; buffer = st_cogl_texture_new_with_size_wrapper (width, height, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_ANY); if (buffer == COGL_INVALID_HANDLE) return COGL_INVALID_HANDLE; offscreen = cogl_offscreen_new_to_texture (buffer); if (offscreen == COGL_INVALID_HANDLE) { cogl_handle_unref (buffer); return COGL_INVALID_HANDLE; } cogl_color_set_from_4ub (&clear_color, 0, 0, 0, 0); cogl_push_framebuffer (offscreen); cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR); cogl_translate (-box.x1, -box.y1, 0); cogl_ortho (0, width, height, 0, 0, 1.0); clutter_actor_paint (actor); cogl_pop_framebuffer (); cogl_handle_unref (offscreen); shadow_material = _st_create_shadow_material (shadow_spec, buffer); cogl_handle_unref (buffer); } return shadow_material; }
static void paint (TestState *state) { CoglColor color; cogl_color_init_from_4ub (&color, 0, 0, 0, 255); cogl_clear (&color, COGL_BUFFER_BIT_COLOR); paint_color_pipelines (state); paint_matrix_pipeline (state->matrix_pipeline); paint_vector_pipeline (state->vector_pipeline); paint_int_pipeline (state->int_pipeline); }
static void paint (TestState *state) { CoglColor bg; int i; cogl_set_source_color4ub (255, 255, 255, 255); /* We push the third framebuffer first so that later we can switch back to it by popping to test that that works */ cogl_push_framebuffer (state->fbo[2]); cogl_push_framebuffer (state->fbo[0]); cogl_rectangle (-1.0, -1.0, 1.0, 1.0); cogl_pop_framebuffer (); cogl_push_framebuffer (state->fbo[1]); cogl_rectangle (-1.0, -1.0, 1.0, 1.0); cogl_pop_framebuffer (); /* We should now be back on the third framebuffer */ cogl_rectangle (-1.0, -1.0, 1.0, 1.0); cogl_pop_framebuffer (); cogl_color_init_from_4ub (&bg, 128, 128, 128, 255); cogl_clear (&bg, COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_DEPTH); /* Render all of the textures to the screen */ for (i = 0; i < NUM_FBOS; i++) { cogl_set_source_texture (state->tex[i]); cogl_rectangle (2.0f / NUM_FBOS * i - 1.0f, -1.0f, 2.0f / NUM_FBOS * (i + 1) - 1.0f, 1.0f); } /* Verify all of the fbos drew the right color */ for (i = 0; i < NUM_FBOS; i++) { guint8 expected_colors[NUM_FBOS][4] = { { 0xff, 0x00, 0x00, 0xff }, { 0x00, 0xff, 0x00, 0xff }, { 0x00, 0x00, 0xff, 0xff } }; test_utils_check_pixel_rgb (state->width * (i + 0.5f) / NUM_FBOS, state->height / 2, expected_colors[i][0], expected_colors[i][1], expected_colors[i][2]); } }
static CoglHandle data_to_cogl_handle (const guchar *data, gboolean has_alpha, int width, int height, int rowstride, gboolean add_padding) { CoglHandle texture, offscreen; CoglColor clear_color; guint size; size = MAX (width, height); if (!add_padding || width == height) return cogl_texture_new_from_data (width, height, COGL_TEXTURE_NONE, has_alpha ? COGL_PIXEL_FORMAT_RGBA_8888 : COGL_PIXEL_FORMAT_RGB_888, COGL_PIXEL_FORMAT_ANY, rowstride, data); texture = cogl_texture_new_with_size (size, size, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_ANY); offscreen = cogl_offscreen_new_to_texture (texture); cogl_color_set_from_4ub (&clear_color, 0, 0, 0, 0); cogl_push_framebuffer (offscreen); cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR); cogl_pop_framebuffer (); cogl_handle_unref (offscreen); cogl_texture_set_region (texture, 0, 0, (size - width) / 2, (size - height) / 2, width, height, width, height, has_alpha ? COGL_PIXEL_FORMAT_RGBA_8888 : COGL_PIXEL_FORMAT_RGB_888, rowstride, data); return texture; }
static CoglHandle pixbuf_to_cogl_handle (GdkPixbuf *pixbuf, gboolean add_padding) { CoglHandle texture, offscreen; CoglColor clear_color; int width, height; guint size; width = gdk_pixbuf_get_width (pixbuf); height = gdk_pixbuf_get_height (pixbuf); size = MAX (width, height); if (!add_padding || width == height) return cogl_texture_new_from_data (width, height, COGL_TEXTURE_NONE, gdk_pixbuf_get_has_alpha (pixbuf) ? COGL_PIXEL_FORMAT_RGBA_8888 : COGL_PIXEL_FORMAT_RGB_888, COGL_PIXEL_FORMAT_ANY, gdk_pixbuf_get_rowstride (pixbuf), gdk_pixbuf_get_pixels (pixbuf)); texture = cogl_texture_new_with_size (size, size, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_ANY); offscreen = cogl_offscreen_new_to_texture (texture); cogl_color_set_from_4ub (&clear_color, 0, 0, 0, 0); cogl_push_framebuffer (offscreen); cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR); cogl_pop_framebuffer (); cogl_handle_unref (offscreen); cogl_texture_set_region (texture, 0, 0, (size - width) / 2, (size - height) / 2, width, height, width, height, gdk_pixbuf_get_has_alpha (pixbuf) ? COGL_PIXEL_FORMAT_RGBA_8888 : COGL_PIXEL_FORMAT_RGB_888, gdk_pixbuf_get_rowstride (pixbuf), gdk_pixbuf_get_pixels (pixbuf)); return texture; }
static gboolean paint_cb (void *user_data) { CoglandCompositor *compositor = user_data; GList *l; for (l = compositor->outputs; l; l = l->next) { CoglandOutput *output = l->data; CoglFramebuffer *fb = COGL_FRAMEBUFFER (output->onscreen); GList *l2; cogl_push_framebuffer (fb); #if 0 cogl_framebuffer_clear (fb, COGL_BUFFER_BIT_COLOR); #else cogl_clear (&black, COGL_BUFFER_BIT_COLOR); #endif cogl_primitive_draw (compositor->triangle); for (l2 = compositor->surfaces; l2; l2 = l2->next) { CoglandSurface *surface = l2->data; if (surface->buffer) { CoglTexture2D *texture = surface->buffer->texture; cogl_set_source_texture (texture); cogl_rectangle (-1, 1, 1, -1); } wl_display_post_frame (compositor->wayland_display, &surface->wayland_surface, get_time ()); } cogl_framebuffer_swap_buffers (fb); cogl_pop_framebuffer (); } return TRUE; }
void _display_loop (void) { context_switch_allegro (); ALLEGRO_BITMAP *bmp; bmp = al_create_bitmap (640, 480); int blah; for (blah=0; blah < 64; ++blah) { struct fbstate_data fbd; context_switch_cogl (); fbd = fbstate_get_data (); context_switch_allegro (); ALLEGRO_LOCKED_REGION *rgn; rgn = al_lock_bitmap (bmp, ALLEGRO_PIXEL_FORMAT_BGR_888, ALLEGRO_LOCK_READWRITE); int cnt; char *data; for (cnt=0,data=rgn->data; cnt < 480; ++cnt,data+=rgn->pitch) { memcpy (data, &fbd.data[cnt*640*3], 640*3); } al_unlock_bitmap (bmp); context_switch_cogl (); CoglColor clear_color; cogl_color_set_from_4ub (&clear_color, '0', '0', '0', 255); cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR); _example_draw_at (blah, blah); context_switch_allegro (); al_set_target_backbuffer (fbd.display); al_draw_bitmap (bmp, 0, 0, 0); al_flip_display (); al_rest (0.1f); } al_rest (2.0f); }
void test_cogl_color_mask (TestUtilsGTestFixture *fixture, void *data) { TestUtilsSharedState *shared_state = data; TestState state; CoglColor bg; int i; state.width = cogl_framebuffer_get_width (shared_state->fb); state.height = cogl_framebuffer_get_height (shared_state->fb); cogl_color_init_from_4ub (&bg, 0, 0, 0, 255); for (i = 0; i < NUM_FBOS; i++) { state.tex[i] = cogl_texture_new_with_size (128, 128, COGL_TEXTURE_NO_ATLAS, COGL_PIXEL_FORMAT_RGB_888); state.fbo[i] = cogl_offscreen_new_to_texture (state.tex[i]); /* Clear the texture color bits */ cogl_push_framebuffer (state.fbo[i]); cogl_clear (&bg, COGL_BUFFER_BIT_COLOR); cogl_pop_framebuffer (); cogl_framebuffer_set_color_mask (state.fbo[i], i == 0 ? COGL_COLOR_MASK_RED : i == 1 ? COGL_COLOR_MASK_GREEN : COGL_COLOR_MASK_BLUE); } paint (&state); if (g_test_verbose ()) g_print ("OK\n"); }
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; }
static CoglHandle data_to_cogl_handle (const guchar *data, gboolean has_alpha, int width, int height, int rowstride, gboolean add_padding) { CoglHandle texture, offscreen; CoglColor clear_color; guint size; GError *error; size = MAX (width, height); if (!add_padding || width == height) return cogl_texture_new_from_data (width, height, COGL_TEXTURE_NONE, has_alpha ? COGL_PIXEL_FORMAT_RGBA_8888 : COGL_PIXEL_FORMAT_RGB_888, COGL_PIXEL_FORMAT_ANY, rowstride, data); texture = cogl_texture_new_with_size (size, size, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_ANY); offscreen = cogl_offscreen_new_with_texture (texture); error = NULL; if (!cogl_framebuffer_allocate (offscreen, &error)) { g_warning ("Failed to allocate FBO (sized %d): %s", size, error->message); cogl_object_unref (texture); cogl_object_unref (offscreen); g_clear_error (&error); return cogl_texture_new_from_data (width, height, COGL_TEXTURE_NONE, has_alpha ? COGL_PIXEL_FORMAT_RGBA_8888 : COGL_PIXEL_FORMAT_RGB_888, COGL_PIXEL_FORMAT_ANY, rowstride, data); } cogl_color_set_from_4ub (&clear_color, 0, 0, 0, 0); cogl_push_framebuffer (offscreen); cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR); cogl_pop_framebuffer (); cogl_handle_unref (offscreen); cogl_texture_set_region (texture, 0, 0, (size - width) / 2, (size - height) / 2, width, height, width, height, has_alpha ? COGL_PIXEL_FORMAT_RGBA_8888 : COGL_PIXEL_FORMAT_RGB_888, rowstride, data); return texture; }
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); }
static void paint (TestState *state) { CoglPipeline *pipeline = cogl_pipeline_new (test_ctx); 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_pipeline_set_color (pipeline, &color); /* Override the vertex color in the texture environment with a constant green color provided by a texture */ tex = create_dummy_texture (); cogl_pipeline_set_layer_texture (pipeline, 0, tex); cogl_object_unref (tex); if (!cogl_pipeline_set_layer_combine (pipeline, 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 without the program */ cogl_set_source (pipeline); cogl_rectangle (0, 0, 50, 50); /* Draw it again using the program. It should look exactly the same */ cogl_pipeline_set_user_program (pipeline, program); cogl_handle_unref (program); cogl_rectangle (50, 0, 100, 50); cogl_pipeline_set_user_program (pipeline, COGL_INVALID_HANDLE); cogl_object_unref (pipeline); }
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 (); }