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<html><head><meta http-equiv="Content-Type" content="text/html; charset=utf-8"><title>7. Cross-fading between two images</title><link rel="stylesheet" type="text/css" href="style.css"><meta name="generator" content="DocBook XSL Stylesheets Vsnapshot"><link rel="home" href="index.html" title="The Clutter Cookbook"><link rel="up" href="textures.html" title="Chapter 4. Textures"><link rel="prev" href="textures-reflection.html" title="6. Creating a reflection of a texture"><link rel="next" href="animations.html" title="Chapter 5. Animations"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">7. Cross-fading between two images</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="textures-reflection.html">Prev</a> </td><th width="60%" align="center">Chapter 4. Textures</th><td width="20%" align="right"> <a accesskey="n" href="animations.html">Next</a></td></tr></table><hr></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="textures-crossfade"></a>7. Cross-fading between two images</h2></div></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idm140200508067360"></a>7.1. Problem</h3></div></div></div><p>You want to do a cross-fade animation (a.k.a. a dissolve
      transition) between two images.</p><p>An example use case would be creating a slideshow effect:
      load an image from a file, display it in the UI, then load a second
      image and cross-fade to it.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idm140200508065344"></a>7.2. Solutions</h3></div></div></div><p>There are two main approaches you could take:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Use two <span class="type">ClutterTextures</span>, one on top
          of the other.</p></li><li class="listitem"><p>Use a single <span class="type">ClutterTexture</span>
          with the two images in separate layers inside it.</p></li></ol></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idm140200508060448"></a>7.2.1. Solution 1: two textures</h4></div></div></div><p>This approach uses two <span class="type">ClutterTextures</span>,
        <code class="varname">bottom</code> and <code class="varname">top</code>. To begin
        with, the <code class="varname">bottom</code> texture shows the
        <span class="emphasis"><em>source</em></span> image and is opaque; the
        <code class="varname">top</code> texture is loaded with
        the <span class="emphasis"><em>target</em></span> image, but is not visible as
        it is fully transparent.</p><p>An animation is then used to fade in the
        <code class="varname">top</code> texture and fade out the
        <code class="varname">bottom</code> texture, leaving just <code class="varname">top</code>
        visible.</p><p>To implement this, first create the two textures inside a
        <span class="type">ClutterBinLayout</span>:</p><div class="informalexample"><pre class="programlisting">/* ... initialise Clutter, get default stage etc. ... */

/* Actors added to this layout are centered on both x and y axes */
ClutterLayoutManager *layout = clutter_bin_layout_new (CLUTTER_BIN_ALIGNMENT_CENTER,
                                                       CLUTTER_BIN_ALIGNMENT_CENTER);

ClutterActor *box = clutter_box_new (layout);

/* set the size of the box so it fills the stage (in this case 600x600) */
clutter_actor_set_size (box, 400, 400);

ClutterActor *bottom = clutter_texture_new ();
ClutterActor *top = clutter_texture_new ();

/*
 * Add the textures to the layout;
 * NB because top is added last, it will be "on top of" bottom
 */
clutter_container_add_actor (CLUTTER_CONTAINER (box), bottom);
clutter_container_add_actor (CLUTTER_CONTAINER (box), top);

/* stage is a ClutterStage instance */
clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);</pre></div><p>Load the <code class="varname">source</code> image into the bottom
        texture and the <code class="varname">target</code> image into the top one.
        As this is the same operation each time, it makes sense to write
        a function for loading an image into a texture and checking
        for errors, e.g.:</p><div class="informalexample"><pre class="programlisting">static gboolean
load_image (ClutterTexture *texture,
            gchar          *image_path)
{
  GError *error = NULL;

  gboolean success = clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
                                                    image_path,
                                                    &amp;error);

  if (error != NULL)
    {
      g_warning ("Error loading %s\n%s", image_path, error-&gt;message);
      g_error_free (error);
      exit (EXIT_FAILURE);
    }

  return success;
}</pre></div><p>The <code class="function">load_image()</code> function can then
        be called for each texture:</p><div class="informalexample"><pre class="programlisting">/* file path to the image visible when the UI is first displayed */
gchar *source = NULL;

/* file path to the image we're going to cross-fade to */
gchar *target = NULL;

/* ...set image file paths, e.g. from command line or directory read... */

/* the bottom texture contains the source image */
load_image (CLUTTER_TEXTURE (bottom), source);

/* the top texture contains the target image */
load_image (CLUTTER_TEXTURE (top), target);</pre></div><p>For the animations, we use <span class="type">ClutterState</span> as we
        want to animate two actors at once (<code class="varname">top</code>
        and <code class="varname">bottom</code>):</p><div class="informalexample"><pre class="programlisting">ClutterState *transitions = clutter_state_new ();

/* start state, where bottom is opaque and top is transparent */
clutter_state_set (transitions, NULL, "show-bottom",
                   top, "opacity", CLUTTER_LINEAR, 0,
                   bottom, "opacity", CLUTTER_LINEAR, 255,
                   NULL);

/* end state, where top is opaque and bottom is transparent */
clutter_state_set (transitions, NULL, "show-top",
                   top, "opacity", CLUTTER_EASE_IN_CUBIC, 255,
                   bottom, "opacity", CLUTTER_EASE_IN_CUBIC, 0,
                   NULL);

/* set 1000ms duration for all transitions between states */
clutter_state_set_duration (transitions, NULL, NULL, 1000);</pre></div><p>Note that rather than set the start opacities manually
        on the actors (e.g. using
        <code class="function">clutter_actor_set_opacity()</code>),
        I've used a <span class="type">ClutterState</span> to define the start
        state (as well as the end state). This makes it easier to
        track transitions, as they are all kept in one data structure.</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>The easing modes used for the cross-fade animation
          (<code class="constant">CLUTTER_EASE_IN_CUBIC</code>)
          can be set to whatever you like. I personally think that
          ease-in modes look best for cross-fading.</p></div><p>"Warp" the two textures into the start state
        (<code class="varname">bottom</code> opaque, <code class="varname">top</code>
        transparent):</p><div class="informalexample"><pre class="programlisting">clutter_state_warp_to_state (transitions, "show-bottom");</pre></div><p>Using <code class="function">clutter_state_warp_to_state()</code>
        immediately transitions to a state without animating, which
        in this case sets up the initial state of the UI.</p><p>Finally, use the <span class="type">ClutterState</span> to animate
        the two textures, so <code class="varname">top</code> fades in and
        <code class="varname">bottom</code> fades out:</p><div class="informalexample"><pre class="programlisting">clutter_state_set_state (transitions, "show-top");</pre></div><p>Here's what it looks like:</p><p><video controls="controls" src="videos/textures-crossfade-two-textures.ogv"><a href="videos/textures-crossfade-two-textures.ogv">
            <p>Video showing a cross-fade between two textures</p>
          </a></video></p><p>The full code for this example
        <a class="link" href="textures-crossfade.html#textures-crossfade-example-1" title="Example 4.4. Cross-fading between two images using two ClutterTextures">is in the
        appendix</a>.</p></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idm140200508027424"></a>7.2.2. Solution 2: one texture with two layers</h4></div></div></div><p>The alternative solution is to use a single texture
        and the low-level COGL API to set up two different layers
        inside it, one for each image.</p><p>Then, rather than fade between two textures,
        progressively combine the two layers together using an
        alpha value which changes over the course of an animation
        (from 0.0 at the start of the animation to 1.0 at its end).</p><p>At any point in the cross-fade animation, you are
        actually seeing a combination of the color
        values in the two images (modified by an alpha component), rather
        than seeing one image through the other. This can give a smoother
        cross-fade effect than the two texture approach.</p><p>As this solution is more complex
        and relies on the lower-level (and more difficult to follow)
        COGL API, the next section is just a short summary of how it
        works; see <a class="link" href="textures-crossfade.html#textures-crossfade-example-2" title="Example 4.5. Cross-fading between two images using one ClutterTexture and the COGL API">the
        sample code, which has liberal comments</a> for more details.</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>For more about texture combining, refer to the COGL
          API documentation (particularly the section about material
          blend strings). You may also find it useful to get hold of
          a decent OpenGL reference. (So you can look it up, what we're
          doing in this solution is using a texture combiner with
          interpolation as the texture combiner function.)</p></div><div class="section"><div class="titlepage"><div><div><h5 class="title"><a name="idm140200508022080"></a>7.2.2.1. Cross-fading using a texture combiner with interpolation</h5></div></div></div><p>The cross-fade is implemented by combining the two layers,
          computing a color value for each pixel in the resulting texture.
          The value for each pixel at a given point in the animation
          is based on three things:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>The color value of the <span class="emphasis"><em>source</em></span>
              pixel</p></li><li class="listitem"><p>The color value of the <span class="emphasis"><em>target</em></span>
              pixel</p></li><li class="listitem"><p>The alpha value of a third colour at the given point
              in the animation's timeline</p></li></ol></div><p>The resulting value for each RGBA color component in each pixel
          is computed using an interpolation function. In pseudo-code, it
          looks like this:</p><div class="informalexample"><pre class="programlisting">  color component value = (target pixel value * alpha) + (source pixel value * (1 - alpha))</pre></div><p>The effect is that as the alpha increases towards 1.0,
          progressively more of the <span class="emphasis"><em>target</em></span> pixel's
          color is used, and progressively less of the <span class="emphasis"><em>source</em></span>
          pixel's: so the <span class="emphasis"><em>target</em></span> fades in, while
          the <span class="emphasis"><em>source</em></span> fades out.</p><p>The advantage of this approach is that color and
          brightness transitions only occur where pixels differ between
          the two images. This means that you transitions are smoother
          where you are cross-fading between images with similar color ranges
          and brightness levels.</p><p>A special case is where you're cross-fading
          from an image to itself: the two texture approach can cause some
          dimming during this kind of transition; but the single texture
          approach results in no color or brightness changes (it's not even
          a transition as such, as all the pixels are identical in
          the two layers).</p></div></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="textures-crossfade-discussion"></a>7.3. Discussion</h3></div></div></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idm140200508008576"></a>7.3.1. Cross-fades between images of different sizes</h4></div></div></div><p>The code examples
        (<a class="link" href="textures-crossfade.html#textures-crossfade-example-1" title="Example 4.4. Cross-fading between two images using two ClutterTextures">two textures</a>,
        <a class="link" href="textures-crossfade.html#textures-crossfade-example-2" title="Example 4.5. Cross-fading between two images using one ClutterTexture and the COGL API">one texture with
        COGL</a>) don't take account of the size of the images being
        loaded.</p><p>In the two texture example, this isn't so much of a problem,
        as you can resize the textures individually to the images:
        providing you use
        <code class="function">clutter_texture_set_keep_aspect_ratio()</code>,
        different image sizes shouldn't be a problem. See
        <a class="link" href="textures-crossfade.html#textures-crossfade-example-3" title="Example 4.6. A simple slideshow application using two ClutterTextures">the slideshow
        example</a>, for a demonstration of how to cycle through
        different sized images.</p><p>In the case of the single texture approach, you will get
        problems when cross-fading between two images with
        different sizes. There is no easy way to maintain the aspect
        ratio (as you have two layers, potentially with different sizes,
        in the same texture). The last layer added to the
        <span class="type">CoglMaterial</span> determines the size of the texture;
        so if the previous layer has different dimensions, it will
        appear distorted in the UI. In the
        <a class="link" href="textures-crossfade.html#textures-crossfade-example-2" title="Example 4.5. Cross-fading between two images using one ClutterTexture and the COGL API">single texture
        code example</a>, the <span class="emphasis"><em>source</em></span> layer
        is added first; so, if the <span class="emphasis"><em>target</em></span> layer has
        different dimensions, the <span class="emphasis"><em>source</em></span> will
        appear distorted.</p><p>There are a couple of ways you can remedy this:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>As you load each image into its own
            <span class="type">CoglTexture</span>, get its size with
            <code class="function">cogl_texture_get_width()</code> and
            <code class="function">cogl_texture_get_height()</code>. Then set the
            <span class="type">ClutterTexture's</span> size to the
            size of the source layer. Next, as
            you cross-fade, simultaneously animate a
            size change in the <span class="type">ClutterTexture</span> to
            the target image's size.</p><p>This could work with non-realistic images where
            some distortion of the image is acceptable (the target image
            may be the wrong size to start with, but transition to the
            correct size by the time it's fully faded in). But it can
            look a bit odd for transitions between photos.</p></li><li class="listitem"><p>Use GdkPixbuf (or similar) to load the images into a temporary
            data structure. (GdkPixbuf works well for this as it can resize
            the image while retaining its aspect ratio.) Then load the data from
            the pixbuf into a <span class="emphasis"><em>region</em></span> of a
            <span class="type">CoglTexture</span> which has the same dimensions as
            the <span class="type">ClutterTexture</span>.</p><p>Here's an example of how you can rewrite the
            <code class="function">load_cogl_texture()</code> function of
            the <a class="link" href="textures-crossfade.html#textures-crossfade-example-2" title="Example 4.5. Cross-fading between two images using one ClutterTexture and the COGL API">single
            texture example</a> to do this:</p><div class="informalexample"><pre class="programlisting">/* requires this extra include */
#include &lt;gdk-pixbuf/gdk-pixbuf.h&gt;

static CoglHandle
load_cogl_texture (const char  *type,
                   const char  *file,
                   const guint texture_width,
                   const guint texture_height)
{
  GError *error = NULL;

  /*
   * Load image data from a file into a GdkPixbuf,
   * but constrained to the size of the target ClutterTexture;
   * aspect ratio is maintained
   *
   * texture_width and texture_height are set elsewhere to
   * the width and height of the ClutterTexture
   */
  GdkPixbuf *pixbuf = gdk_pixbuf_new_from_file_at_size (file,
                                                        texture_width,
                                                        texture_height,
                                                        &amp;error);

  if (error != NULL)
    {
      g_print ("Unable to load %s image: %s\n", type, error-&gt;message);
      g_error_free (error);
      exit (EXIT_FAILURE);
    }

  guint rowstride = gdk_pixbuf_get_rowstride (pixbuf);
  guint width = gdk_pixbuf_get_width (pixbuf);
  guint height = gdk_pixbuf_get_height (pixbuf);
  guchar *data = gdk_pixbuf_get_pixels (pixbuf);

  CoglPixelFormat format = COGL_PIXEL_FORMAT_RGB_888;
  if (gdk_pixbuf_get_has_alpha (pixbuf) == TRUE)
    format = COGL_PIXEL_FORMAT_RGBA_8888;

  /* CoglTexture with the same dimensions as the ClutterTexture */
  CoglHandle *tex = cogl_texture_new_with_size (texture_width,
                                                texture_height,
                                                COGL_TEXTURE_NO_SLICING,
                                                format);

  /*
   * load the texture data into a region of the full-sized texture;
   * the size of the region is set from the size of the image data
   * (as resized by GdkPixbuf)
   */
  cogl_texture_set_region (tex,
                           0, 0,                          /* from top-left corner of the pixbuf */
                           (texture_width - width) / 2,   /* center on the CoglTexture */
                           (texture_height - height) / 2, /* center on the CoglTexture */
                           width, height,
                           width, height,
                           format,
                           rowstride,
                           data);

  return tex;
}</pre></div><p>Because you're copying the image data from the
            file into a region of the <span class="type">CoglTexture</span>
            that's the same size as the image data in the pixbuf, it isn't
            distorted.</p></li></ol></div></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="textures-crossfade-discussion-slideshows"></a>7.3.2. Slideshows</h4></div></div></div><p>The two texture solution can be easily extended
        to cycle through multiple images. To begin with, the first
        image is loaded into the <code class="varname">top</code> texture. Then,
        the basic pattern for transitioning to the next image is as follows:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p>Copy the data from the <code class="varname">top</code> texture
            to the <code class="varname">bottom</code> texture.</p></li><li class="listitem"><p>Make the <code class="varname">top</code> texture transparent
            and the <code class="varname">bottom</code> texture opaque (using
            <code class="function">clutter_state_warp_to_state()</code>). At this
            point, it appears as though the textures haven't changed.</p></li><li class="listitem"><p>Load the next image into <code class="varname">top</code>.</p></li><li class="listitem"><p>When <code class="varname">top</code> has finished loading,
            fade it in while simultaneously fading out
            <code class="varname">bottom</code> (using
            <code class="function">clutter_state_set_state()</code>).</p></li></ul></div><p>The <a class="link" href="textures-crossfade.html#textures-crossfade-example-3" title="Example 4.6. A simple slideshow application using two ClutterTextures">sample
        code in the appendix</a> implements this as part of
        a simple slideshow application.</p></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idm140200507973056"></a>7.4. Full examples</h3></div></div></div><div class="example"><a name="textures-crossfade-example-1"></a><p class="title"><b>Example 4.4. Cross-fading between two images using two
        <span class="type">ClutterTextures</span></b></p><div class="example-contents"><pre class="programlisting">#include &lt;stdlib.h&gt;
#include &lt;clutter/clutter.h&gt;

static gchar *source   = NULL;
static gchar *target   = NULL;
static guint  duration = 1000;

static GOptionEntry entries[] = {
  {
    "source", 's',
    0,
    G_OPTION_ARG_FILENAME, &amp;source,
    "The source image of the cross-fade", "FILE"
  },
  {
    "target", 't',
    0,
    G_OPTION_ARG_FILENAME, &amp;target,
    "The target image of the cross-fade", "FILE"
  },
  {
    "duration", 'd',
    0,
    G_OPTION_ARG_INT, &amp;duration,
    "The duration of the cross-fade, in milliseconds", "MSECS"
  },

  { NULL }
};

static gboolean
start_animation (ClutterActor *actor,
                 ClutterEvent *event,
                 gpointer      user_data)
{
  ClutterState *transitions = CLUTTER_STATE (user_data);
  clutter_state_set_state (transitions, "show-top");
  return TRUE;
}

static gboolean
load_image (ClutterTexture *texture,
            gchar          *image_path)
{
  GError *error = NULL;

  gboolean success = clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
                                                    image_path,
                                                    &amp;error);

  if (error != NULL)
    {
      g_warning ("Error loading %s\n%s", image_path, error-&gt;message);
      g_error_free (error);
      exit (EXIT_FAILURE);
    }

  return success;
}

int
main (int argc, char *argv[])
{
  GError *error = NULL;

  /* UI */
  ClutterActor *stage;
  ClutterLayoutManager *layout;
  ClutterActor *box;
  ClutterActor *top, *bottom;
  ClutterState *transitions;

  if (clutter_init_with_args (&amp;argc, &amp;argv,
                              " - cross-fade", entries,
                              NULL,
                              NULL) != CLUTTER_INIT_SUCCESS)
    return 1;

  if (source == NULL || target == NULL)
    {
      g_print ("Usage: %s -s &lt;source&gt; -t &lt;target&gt; [-d &lt;duration&gt;]\n", argv[0]);
      exit (EXIT_FAILURE);
    }

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

  stage = clutter_stage_new ();
  clutter_stage_set_title (CLUTTER_STAGE (stage), "cross-fade");
  clutter_actor_set_size (stage, 400, 300);
  clutter_actor_show (stage);
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  layout = clutter_bin_layout_new (CLUTTER_BIN_ALIGNMENT_CENTER,
                                   CLUTTER_BIN_ALIGNMENT_CENTER);

  box = clutter_box_new (layout);
  clutter_actor_set_size (box, 400, 300);

  bottom = clutter_texture_new ();
  top = clutter_texture_new ();

  clutter_container_add_actor (CLUTTER_CONTAINER (box), bottom);
  clutter_container_add_actor (CLUTTER_CONTAINER (box), top);
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);

  /* load the first image into the bottom */
  load_image (CLUTTER_TEXTURE (bottom), source);

  /* load the second image into the top */
  load_image (CLUTTER_TEXTURE (top), target);

  /* animations */
  transitions = clutter_state_new ();
  clutter_state_set (transitions, NULL, "show-bottom",
                     top, "opacity", CLUTTER_LINEAR, 0,
                     bottom, "opacity", CLUTTER_LINEAR, 255,
                     NULL);
  clutter_state_set (transitions, NULL, "show-top",
                     top, "opacity", CLUTTER_EASE_IN_CUBIC, 255,
                     bottom, "opacity", CLUTTER_EASE_IN_CUBIC, 0,
                     NULL);
  clutter_state_set_duration (transitions, NULL, NULL, duration);

  /* make the bottom opaque and top transparent */
  clutter_state_warp_to_state (transitions, "show-bottom");

  /* on key press, fade in the top texture and fade out the bottom texture */
  g_signal_connect (stage,
                    "key-press-event",
                    G_CALLBACK (start_animation),
                    transitions);

  clutter_actor_show (stage);

  clutter_main ();

  g_object_unref (transitions);

  if (error != NULL)
    g_error_free (error);

  return EXIT_SUCCESS;
}
</pre></div></div><br class="example-break"><div class="example"><a name="textures-crossfade-example-2"></a><p class="title"><b>Example 4.5. Cross-fading between two images using one
        <span class="type">ClutterTexture</span> and the COGL API</b></p><div class="example-contents"><pre class="programlisting">#include &lt;stdlib.h&gt;
#include &lt;clutter/clutter.h&gt;

static gchar *source   = NULL;
static gchar *target   = NULL;
static guint  duration = 1000;

static GOptionEntry entries[] = {
  {
    "source", 's',
    0,
    G_OPTION_ARG_FILENAME, &amp;source,
    "The source image of the cross-fade", "FILE"
  },
  {
    "target", 't',
    0,
    G_OPTION_ARG_FILENAME, &amp;target,
    "The target image of the cross-fade", "FILE"
  },
  {
    "duration", 'd',
    0,
    G_OPTION_ARG_INT, &amp;duration,
    "The duration of the cross-fade, in milliseconds", "MSECS"
  },

  { NULL }
};

static void
_update_progress_cb (ClutterTimeline *timeline,
                     guint            elapsed_msecs,
                     ClutterTexture  *texture)
{
  CoglHandle copy;
  gdouble progress;
  CoglColor constant;

  CoglHandle material = clutter_texture_get_cogl_material (texture);

  if (material == COGL_INVALID_HANDLE)
    return;

  /* You should assume that a material can only be modified once, after
   * its creation; if you need to modify it later you should use a copy
   * instead. Cogl makes copying materials reasonably cheap
   */
  copy = cogl_material_copy (material);

  progress = clutter_timeline_get_progress (timeline);

  /* Create the constant color to be used when combining the two
   * material layers; we use a black color with an alpha component
   * depending on the current progress of the timeline
   */
  cogl_color_init_from_4ub (&amp;constant, 0x00, 0x00, 0x00, 0xff * progress);

  /* This sets the value of the constant color we use when combining
   * the two layers
   */
  cogl_material_set_layer_combine_constant (copy, 1, &amp;constant);

  /* The Texture now owns the material */
  clutter_texture_set_cogl_material (texture, copy);
  cogl_handle_unref (copy);

  clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));
}

static CoglHandle
load_cogl_texture (const char *type,
                   const char *file)
{
  GError *error = NULL;

  CoglHandle retval = cogl_texture_new_from_file (file,
                                                  COGL_TEXTURE_NO_SLICING,
                                                  COGL_PIXEL_FORMAT_ANY,
                                                  &amp;error);
  if (error != NULL)
    {
      g_print ("Unable to load %s image: %s\n", type, error-&gt;message);
      g_error_free (error);
      exit (EXIT_FAILURE);
    }

  return retval;
}

static int
print_usage_and_exit (const char *exec_name,
                      int         exit_code)
{
  g_print ("Usage: %s -s &lt;source&gt; -t &lt;target&gt; [-d &lt;duration&gt;]\n", exec_name);
  return exit_code;
}

int
main (int argc, char *argv[])
{
  CoglHandle texture_1;
  CoglHandle texture_2;
  CoglHandle material;
  ClutterActor *stage;
  ClutterActor *texture;
  ClutterTimeline *timeline;

  if (clutter_init_with_args (&amp;argc, &amp;argv,
                              " - Crossfade", entries,
                              NULL,
                              NULL) != CLUTTER_INIT_SUCCESS)
    return 1;

  if (source == NULL || target == NULL)
    return print_usage_and_exit (argv[0], EXIT_FAILURE);

  /* Load the source and target images using Cogl, because we need
   * to combine them into the same ClutterTexture.
   */
  texture_1 = load_cogl_texture ("source", source);
  texture_2 = load_cogl_texture ("target", target);

  /* Create a new Cogl material holding the two textures inside two
   * separate layers.
   */
  material = cogl_material_new ();
  cogl_material_set_layer (material, 1, texture_1);
  cogl_material_set_layer (material, 0, texture_2);

  /* Set the layer combination description for the second layer; the
   * default for Cogl is to simply multiply the layer with the
   * precendent one. In this case we interpolate the color for each
   * pixel between the pixel value of the previous layer and the
   * current one, using the alpha component of a constant color as
   * the interpolation factor.
   */
  cogl_material_set_layer_combine (material, 1,
                                   "RGBA = INTERPOLATE (PREVIOUS, "
                                                       "TEXTURE, "
                                                       "CONSTANT[A])",
                                   NULL);

  /* The material now owns the two textures */
  cogl_handle_unref (texture_1);
  cogl_handle_unref (texture_2);

  /* Create a Texture and place it in the middle of the stage; then
   * assign the material we created earlier to the Texture for painting
   * it
   */
  stage = clutter_stage_new ();
  clutter_stage_set_title (CLUTTER_STAGE (stage), "cross-fade");
  clutter_actor_set_size (stage, 400, 300);
  clutter_actor_show (stage);
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  texture = clutter_texture_new ();
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture);
  clutter_texture_set_cogl_material (CLUTTER_TEXTURE (texture), material);
  clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
  clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
  cogl_handle_unref (material);

  /* The timeline will drive the cross-fading */
  timeline = clutter_timeline_new (duration);
  g_signal_connect (timeline, "new-frame", G_CALLBACK (_update_progress_cb), texture);
  clutter_timeline_start (timeline);

  clutter_main ();

  g_object_unref (timeline);

  return EXIT_SUCCESS;
}
</pre></div></div><br class="example-break"><div class="example"><a name="textures-crossfade-example-3"></a><p class="title"><b>Example 4.6. A simple slideshow application using two
        <span class="type">ClutterTextures</span></b></p><div class="example-contents"><pre class="programlisting">/*
 * Simple slideshow application, cycling images between
 * two ClutterTextures
 *
 * Run by passing one or more image paths or directory globs
 * which will pick up image files
 *
 * When running, press any key to go to the next image
 */
#include &lt;stdlib.h&gt;
#include &lt;clutter/clutter.h&gt;

static guint stage_side = 600;
static guint animation_duration_ms = 1500;

static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };

typedef struct {
  ClutterActor *top;
  ClutterActor *bottom;
  ClutterState *transitions;
  GSList       *image_paths;
  guint         next_image_index;
} State;

static gboolean
load_next_image (State *app)
{
  gpointer next;
  gchar *image_path;
  CoglHandle *cogl_texture;
  GError *error = NULL;

  /* don't do anything if already animating */
  ClutterTimeline *timeline = clutter_state_get_timeline (app-&gt;transitions);

  if (clutter_timeline_is_playing (timeline) == 1)
    {
      g_debug ("Animation is running already");
      return FALSE;
    }

  if (!app-&gt;next_image_index)
      app-&gt;next_image_index = 0;

  next = g_slist_nth_data (app-&gt;image_paths, app-&gt;next_image_index);

  if (next == NULL)
    return FALSE;

  image_path = (gchar *)next;

  g_debug ("Loading %s", image_path);

  cogl_texture = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (app-&gt;top));

  if (cogl_texture != NULL)
    {
      /* copy the current texture into the background */
      clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (app-&gt;bottom), cogl_texture);

      /* make the bottom opaque and top transparent */
      clutter_state_warp_to_state (app-&gt;transitions, "show-bottom");
    }

  /* load the next image into the top */
  clutter_texture_set_from_file (CLUTTER_TEXTURE (app-&gt;top),
                                 image_path,
                                 &amp;error);

  if (error != NULL)
    {
      g_warning ("Error loading %s\n%s", image_path, error-&gt;message);
      g_error_free (error);
      return FALSE;
    }

  /* fade in the top texture and fade out the bottom texture */
  clutter_state_set_state (app-&gt;transitions, "show-top");

  app-&gt;next_image_index++;

  return TRUE;
}

static gboolean
_key_pressed_cb (ClutterActor *actor,
                 ClutterEvent *event,
                 gpointer      user_data)
{
  State *app = (State *)user_data;

  load_next_image (app);

  return TRUE;
}

int
main (int argc, char *argv[])
{
  State *app = g_new0 (State, 1);
  guint i;
  GError *error = NULL;

  /* UI */
  ClutterActor *stage;
  ClutterLayoutManager *layout;
  ClutterActor *box;

  if (argc &lt; 2)
    {
      g_print ("Usage: %s &lt;image paths to load&gt;\n", argv[0]);
      exit (EXIT_FAILURE);
    }

  app-&gt;image_paths = NULL;

  /*
   * NB if your shell globs arguments to this program so argv
   * includes non-image files, they will fail to load and throw errors
   */
  for (i = 1; i &lt; argc; i++)
    app-&gt;image_paths = g_slist_append (app-&gt;image_paths, argv[i]);

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

  stage = clutter_stage_new ();
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
  clutter_stage_set_title (CLUTTER_STAGE (stage), "cross-fade");
  clutter_actor_set_size (stage, stage_side, stage_side);
  clutter_stage_set_color (CLUTTER_STAGE (stage), &amp;stage_color);

  layout = clutter_bin_layout_new (CLUTTER_BIN_ALIGNMENT_CENTER,
                                   CLUTTER_BIN_ALIGNMENT_CENTER);

  box = clutter_box_new (layout);
  clutter_actor_set_size (box, stage_side, stage_side);

  app-&gt;bottom = clutter_texture_new ();
  clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (app-&gt;bottom), TRUE);

  app-&gt;top = clutter_texture_new ();
  clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (app-&gt;top), TRUE);

  clutter_container_add_actor (CLUTTER_CONTAINER (box), app-&gt;bottom);
  clutter_container_add_actor (CLUTTER_CONTAINER (box), app-&gt;top);
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);

  /* animations */
  app-&gt;transitions = clutter_state_new ();
  clutter_state_set (app-&gt;transitions, NULL, "show-top",
                     app-&gt;top, "opacity", CLUTTER_EASE_IN_CUBIC, 255,
                     app-&gt;bottom, "opacity", CLUTTER_EASE_IN_CUBIC, 0,
                     NULL);
  clutter_state_set (app-&gt;transitions, NULL, "show-bottom",
                     app-&gt;top, "opacity", CLUTTER_LINEAR, 0,
                     app-&gt;bottom, "opacity", CLUTTER_LINEAR, 255,
                     NULL);
  clutter_state_set_duration (app-&gt;transitions,
                              NULL,
                              NULL,
                              animation_duration_ms);

  /* display the next (first) image */
  load_next_image (app);

  /* key press displays the next image */
  g_signal_connect (stage,
                    "key-press-event",
                    G_CALLBACK (_key_pressed_cb),
                    app);

  clutter_actor_show (stage);

  clutter_main ();

  g_slist_free (app-&gt;image_paths);
  g_object_unref (app-&gt;transitions);
  g_free (app);

  if (error != NULL)
    g_error_free (error);

  return EXIT_SUCCESS;
}
</pre></div></div><br class="example-break"></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="textures-reflection.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="textures.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="animations.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">6. Creating a reflection of a texture </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Chapter 5. Animations</td></tr></table></div></body></html>