This file is indexed.

/usr/share/clutter-1.0/cookbook/examples/textures-crossfade-cogl.c is in libclutter-1.0-doc 1.20.0-1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
#include <stdlib.h>
#include <clutter/clutter.h>

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

static GOptionEntry entries[] = {
  {
    "source", 's',
    0,
    G_OPTION_ARG_FILENAME, &source,
    "The source image of the cross-fade", "FILE"
  },
  {
    "target", 't',
    0,
    G_OPTION_ARG_FILENAME, &target,
    "The target image of the cross-fade", "FILE"
  },
  {
    "duration", 'd',
    0,
    G_OPTION_ARG_INT, &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 (&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, &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,
                                                  &error);
  if (error != NULL)
    {
      g_print ("Unable to load %s image: %s\n", type, error->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 <source> -t <target> [-d <duration>]\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 (&argc, &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;
}