[340/906] Fix cluttershare example.

It requires at least clutter 0.8.6 since lower clutter versions are
not compatible with GL_TEXTURE_RECTANGLE_ARB.
Remove use of ClutterEffectTemplace since it does not exist in
clutter 0.9.
This commit is contained in:
Julien Isorce 2009-05-08 21:43:56 +02:00 committed by Matthew Waters
parent 1aae908977
commit 36dd1c7505

View file

@ -34,6 +34,7 @@
/* This example shows how to use textures that come from a
* gst-plugins-gl pipeline, into the clutter framework
* It requires at least clutter 0.8.6
*/
/* hack */
@ -49,50 +50,58 @@ struct _GstGLBuffer
GLuint texture;
};
/* rotation */
void
on_new_frame (ClutterTimeline * timeline, gint frame_num, gpointer data)
{
ClutterActor *rect_actor = CLUTTER_ACTOR (data);
ClutterActor *texture_actor =
g_object_get_data (G_OBJECT (timeline), "texture_actor");
clutter_actor_set_rotation (rect_actor, CLUTTER_Z_AXIS, (gdouble) frame_num,
clutter_actor_get_width (rect_actor) / 2,
clutter_actor_get_height (rect_actor) / 2, 0);
clutter_actor_set_rotation (texture_actor, CLUTTER_Z_AXIS,
(gdouble) frame_num, clutter_actor_get_width (texture_actor) / 2,
clutter_actor_get_height (texture_actor) / 2, 0);
}
/* clutter scene */
ClutterActor *
setup_stage (ClutterStage * stage)
{
ClutterTimeline *timeline = NULL;
ClutterEffectTemplate *effect_template = NULL;
ClutterActor *texture_actor = NULL;
ClutterColor rect_color = { 125, 50, 200, 255 };
ClutterActor *actorRect = NULL;
/* timeline */
timeline = clutter_timeline_new (120, 50);
clutter_timeline_set_loop (timeline, TRUE);
clutter_timeline_start (timeline);
/* effect template */
effect_template =
clutter_effect_template_new (timeline, CLUTTER_ALPHA_SINE_INC);
ClutterActor *rect_actor = NULL;
/* texture actor */
texture_actor = clutter_texture_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture_actor);
clutter_actor_set_position (texture_actor, 300, 170);
clutter_actor_set_scale (texture_actor, 0.8, 0.8);
clutter_effect_rotate (effect_template, texture_actor,
CLUTTER_Z_AXIS, 180.0, 50, 50, 0, CLUTTER_ROTATE_CW, NULL, NULL);
clutter_actor_set_scale (texture_actor, 0.6, 0.6);
clutter_actor_show (texture_actor);
g_object_set_data (G_OBJECT (texture_actor), "stage", stage);
g_object_unref (effect_template);
g_object_unref (timeline);
/* rectangle actor */
actorRect = clutter_rectangle_new_with_color (&rect_color);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actorRect);
clutter_actor_set_size (actorRect, 50, 50);
clutter_actor_set_position (actorRect, 300, 300);
clutter_effect_rotate (effect_template, actorRect,
CLUTTER_Z_AXIS, 180.0, 25, 25, 0, CLUTTER_ROTATE_CW, NULL, NULL);
clutter_actor_show (actorRect);
rect_actor = clutter_rectangle_new_with_color (&rect_color);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect_actor);
clutter_actor_set_size (rect_actor, 50, 50);
clutter_actor_set_position (rect_actor, 300, 300);
clutter_actor_show (rect_actor);
/* timeline */
timeline = clutter_timeline_new (360, 60);
g_object_set_data (G_OBJECT (timeline), "texture_actor", texture_actor);
clutter_timeline_set_loop (timeline, TRUE);
clutter_timeline_start (timeline);
g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame),
rect_actor);
return texture_actor;
}
@ -102,24 +111,29 @@ gboolean
update_texture_actor (gpointer data)
{
ClutterTexture *texture_actor = (ClutterTexture *) data;
GQueue *queue_input_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
GQueue *queue_output_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
GQueue *queue_input_buf =
g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
GQueue *queue_output_buf =
g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
GstGLBuffer *gst_gl_buf = g_queue_pop_head (queue_input_buf);
ClutterActor *stage = g_object_get_data (G_OBJECT (texture_actor), "stage");
CoglHandle cogl_texture = 0;
/* Create a cogl texture from the gst gl texture */
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, gst_gl_buf->texture);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gst_gl_buf->texture);
if (glGetError () != GL_NO_ERROR)
g_debug ("failed to bind texture that comes from gst-gl\n");
cogl_texture = cogl_texture_new_from_foreign (gst_gl_buf->texture,
GL_TEXTURE_2D, gst_gl_buf->width, gst_gl_buf->height, 0, 0,
CGL_TEXTURE_RECTANGLE_ARB, gst_gl_buf->width, gst_gl_buf->height, 0, 0,
COGL_PIXEL_FORMAT_RGBA_8888);
glBindTexture (GL_TEXTURE_2D, 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
/* Previous cogl texture is replaced and so its ref counter discreases to 0.
* According to the source code, glDeleteTexture is not called when the previous
* ref counter of the previous cogl texture is reaching 0 because is_foreign is TRUE */
clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (texture_actor), cogl_texture);
clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (texture_actor),
cogl_texture);
cogl_texture_unref (cogl_texture);
/* we can now show the clutter scene if not yet visible */
@ -138,28 +152,30 @@ void
on_gst_buffer (GstElement * element, GstBuffer * buf, GstPad * pad,
ClutterActor * texture_actor)
{
GQueue *queue_input_buf = NULL;
GQueue *queue_output_buf = NULL;
GQueue *queue_input_buf = NULL;
GQueue *queue_output_buf = NULL;
/* hold clutter lock */
clutter_threads_enter ();
/* hold clutter lock */
clutter_threads_enter ();
/* ref then push buffer to use it in clutter */
gst_buffer_ref (buf);
queue_input_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
queue_input_buf =
g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
g_queue_push_tail (queue_input_buf, buf);
if (g_queue_get_length (queue_input_buf) > 2)
clutter_threads_add_idle (update_texture_actor, texture_actor);
clutter_threads_add_idle (update_texture_actor, texture_actor);
/* pop then unref buffer we have finished to use in clutter */
queue_output_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
queue_output_buf =
g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
if (g_queue_get_length (queue_output_buf) > 2) {
GstGLBuffer *gst_gl_buf_old = g_queue_pop_head (queue_output_buf);
gst_buffer_unref (GST_BUFFER_CAST (gst_gl_buf_old));
}
GstGLBuffer *gst_gl_buf_old = g_queue_pop_head (queue_output_buf);
gst_buffer_unref (GST_BUFFER_CAST (gst_gl_buf_old));
}
/* release clutter lock */
clutter_threads_leave ();
clutter_threads_leave ();
}
int
@ -179,16 +195,17 @@ main (int argc, char *argv[])
GstState state = 0;
ClutterActor *stage = NULL;
ClutterActor *clutter_texture = NULL;
GQueue* queue_input_buf = NULL;
GQueue* queue_output_buf = NULL;
GQueue *queue_input_buf = NULL;
GQueue *queue_output_buf = NULL;
GstElement *fakesink = NULL;
/* init gstreamer then clutter */
gst_init (&argc, &argv);
clutter_threads_init ();
gst_init (&argc, &argv);
clutter_threads_init ();
clutter_init (&argc, &argv);
clutter_threads_enter ();
g_print ("clutter version: %s\n", CLUTTER_VERSION_S);
/* init glew */
@ -262,8 +279,10 @@ main (int argc, char *argv[])
queue_input_buf = g_queue_new ();
queue_output_buf = g_queue_new ();
g_object_set_data (G_OBJECT (clutter_texture), "queue_input_buf", queue_input_buf);
g_object_set_data (G_OBJECT (clutter_texture), "queue_output_buf", queue_output_buf);
g_object_set_data (G_OBJECT (clutter_texture), "queue_input_buf",
queue_input_buf);
g_object_set_data (G_OBJECT (clutter_texture), "queue_output_buf",
queue_output_buf);
/* set a callback to retrieve the gst gl textures */