#include #include /* The state for this example... */ typedef struct _Data { int framebuffer_width; int framebuffer_height; CoglMatrix view; CoglPrimitive *prim; CoglTexture *texture; CoglPipeline *crate_pipeline; CoglPangoFontMap *pango_font_map; PangoContext *pango_context; PangoFontDescription *pango_font_desc; PangoLayout *hello_label; int hello_label_width; int hello_label_height; GTimer *timer; } Data; /* A static identity matrix initialized for convenience. */ static CoglMatrix identity; /* static colors initialized for convenience. */ static CoglColor black; static CoglColor white; /* A cube modelled as a list of triangles. Potentially this could be * done more efficiently as a triangle strip or using a separate index * array, but this way is pretty simple, if a little verbose. */ CoglVertexP3T2 vertices[] = { /* Front face */ { /* pos = */ -1.0f, -1.0f, 1.0f, /* tex coords = */ 0.0f, 1.0f}, { /* pos = */ 1.0f, -1.0f, 1.0f, /* tex coords = */ 1.0f, 1.0f}, { /* pos = */ 1.0f, 1.0f, 1.0f, /* tex coords = */ 1.0f, 0.0f}, { /* pos = */ -1.0f, -1.0f, 1.0f, /* tex coords = */ 0.0f, 1.0f}, { /* pos = */ 1.0f, 1.0f, 1.0f, /* tex coords = */ 1.0f, 0.0f}, { /* pos = */ -1.0f, 1.0f, 1.0f, /* tex coords = */ 0.0f, 0.0f}, /* Back face */ { /* pos = */ -1.0f, -1.0f, -1.0f, /* tex coords = */ 1.0f, 0.0f}, { /* pos = */ -1.0f, 1.0f, -1.0f, /* tex coords = */ 1.0f, 1.0f}, { /* pos = */ 1.0f, 1.0f, -1.0f, /* tex coords = */ 0.0f, 1.0f}, { /* pos = */ -1.0f, -1.0f, -1.0f, /* tex coords = */ 1.0f, 0.0f}, { /* pos = */ 1.0f, 1.0f, -1.0f, /* tex coords = */ 0.0f, 1.0f}, { /* pos = */ 1.0f, -1.0f, -1.0f, /* tex coords = */ 0.0f, 0.0f}, /* Top face */ { /* pos = */ -1.0f, 1.0f, -1.0f, /* tex coords = */ 0.0f, 1.0f}, { /* pos = */ -1.0f, 1.0f, 1.0f, /* tex coords = */ 0.0f, 0.0f}, { /* pos = */ 1.0f, 1.0f, 1.0f, /* tex coords = */ 1.0f, 0.0f}, { /* pos = */ -1.0f, 1.0f, -1.0f, /* tex coords = */ 0.0f, 1.0f}, { /* pos = */ 1.0f, 1.0f, 1.0f, /* tex coords = */ 1.0f, 0.0f}, { /* pos = */ 1.0f, 1.0f, -1.0f, /* tex coords = */ 1.0f, 1.0f}, /* Bottom face */ { /* pos = */ -1.0f, -1.0f, -1.0f, /* tex coords = */ 1.0f, 1.0f}, { /* pos = */ 1.0f, -1.0f, -1.0f, /* tex coords = */ 0.0f, 1.0f}, { /* pos = */ 1.0f, -1.0f, 1.0f, /* tex coords = */ 0.0f, 0.0f}, { /* pos = */ -1.0f, -1.0f, -1.0f, /* tex coords = */ 1.0f, 1.0f}, { /* pos = */ 1.0f, -1.0f, 1.0f, /* tex coords = */ 0.0f, 0.0f}, { /* pos = */ -1.0f, -1.0f, 1.0f, /* tex coords = */ 1.0f, 0.0f}, /* Right face */ { /* pos = */ 1.0f, -1.0f, -1.0f, /* tex coords = */ 1.0f, 0.0f}, { /* pos = */ 1.0f, 1.0f, -1.0f, /* tex coords = */ 1.0f, 1.0f}, { /* pos = */ 1.0f, 1.0f, 1.0f, /* tex coords = */ 0.0f, 1.0f}, { /* pos = */ 1.0f, -1.0f, -1.0f, /* tex coords = */ 1.0f, 0.0f}, { /* pos = */ 1.0f, 1.0f, 1.0f, /* tex coords = */ 0.0f, 1.0f}, { /* pos = */ 1.0f, -1.0f, 1.0f, /* tex coords = */ 0.0f, 0.0f}, /* Left face */ { /* pos = */ -1.0f, -1.0f, -1.0f, /* tex coords = */ 0.0f, 0.0f}, { /* pos = */ -1.0f, -1.0f, 1.0f, /* tex coords = */ 1.0f, 0.0f}, { /* pos = */ -1.0f, 1.0f, 1.0f, /* tex coords = */ 1.0f, 1.0f}, { /* pos = */ -1.0f, -1.0f, -1.0f, /* tex coords = */ 0.0f, 0.0f}, { /* pos = */ -1.0f, 1.0f, 1.0f, /* tex coords = */ 1.0f, 1.0f}, { /* pos = */ -1.0f, 1.0f, -1.0f, /* tex coords = */ 0.0f, 1.0f} }; static void paint (Data *data) { float rotation; cogl_clear (&black, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_DEPTH); cogl_push_matrix (); cogl_translate (data->framebuffer_width / 2, data->framebuffer_height / 2, 0); cogl_scale (75, 75, 75); /* Update the rotation based on the time the application has been running so that we get a linear animation regardless of the frame rate */ rotation = g_timer_elapsed (data->timer, NULL) * 60.0f; /* Rotate the cube separately around each axis. * * Note: Cogl matrix manipulation follows the same rules as for * OpenGL. We use column-major matrices and - if you consider the * transformations happening to the model - then they are combined * in reverse order which is why the rotation is done last, since * we want it to be a rotation around the origin, before it is * scaled and translated. */ cogl_rotate (rotation, 0, 0, 1); cogl_rotate (rotation, 0, 1, 0); cogl_rotate (rotation, 1, 0, 0); /* Whenever you draw something with Cogl using geometry defined by * one of cogl_rectangle, cogl_polygon, cogl_path or * cogl_vertex_buffer then you have a current pipeline that defines * how that geometry should be processed. * * Here we are making our crate pipeline current which will sample * the crate texture when fragment processing. */ cogl_set_source (data->crate_pipeline); /* Give Cogl some geometry to draw. */ cogl_primitive_draw (data->prim); cogl_set_depth_test_enabled (FALSE); cogl_pop_matrix (); /* And finally render our Pango layouts... */ cogl_pango_render_layout (data->hello_label, (data->framebuffer_width / 2) - (data->hello_label_width / 2), (data->framebuffer_height / 2) - (data->hello_label_height / 2), &white, 0); } int main (int argc, char **argv) { CoglContext *ctx; CoglOnscreen *onscreen; CoglFramebuffer *fb; GError *error = NULL; Data data; PangoRectangle hello_label_size; float fovy, aspect, z_near, z_2d, z_far; CoglDepthState depth_state; g_type_init (); ctx = cogl_context_new (NULL, &error); if (!ctx) { fprintf (stderr, "Failed to create context: %s\n", error->message); return 1; } data.framebuffer_width = 640; data.framebuffer_height = 480; onscreen = cogl_onscreen_new (ctx, data.framebuffer_width, data.framebuffer_height); /* Eventually there will be an implicit allocate on first use so this * will become optional... */ fb = COGL_FRAMEBUFFER (onscreen); if (!cogl_framebuffer_allocate (fb, &error)) { fprintf (stderr, "Failed to allocate framebuffer: %s\n", error->message); return 1; } data.timer = g_timer_new (); cogl_onscreen_show (onscreen); cogl_push_framebuffer (fb); cogl_set_viewport (0, 0, data.framebuffer_width, data.framebuffer_height); fovy = 60; /* y-axis field of view */ aspect = (float)data.framebuffer_width/(float)data.framebuffer_height; z_near = 0.1; /* distance to near clipping plane */ z_2d = 1000; /* position to 2d plane */ z_far = 2000; /* distance to far clipping plane */ cogl_perspective (fovy, aspect, z_near, z_far); /* Since the pango renderer emits geometry in pixel/device coordinates * and the anti aliasing is implemented with the assumption that the * geometry *really* does end up pixel aligned, we setup a modelview * matrix so that for geometry in the plane z = 0 we exactly map x * coordinates in the range [0,stage_width] and y coordinates in the * range [0,stage_height] to the framebuffer extents with (0,0) being * the top left. * * This is roughly what Clutter does for a ClutterStage, but this * demonstrates how it is done manually using Cogl. */ cogl_matrix_init_identity (&data.view); cogl_matrix_view_2d_in_perspective (&data.view, fovy, aspect, z_near, z_2d, data.framebuffer_width, data.framebuffer_height); cogl_set_modelview_matrix (&data.view); cogl_pop_framebuffer (); /* Initialize some convenient constants */ cogl_matrix_init_identity (&identity); cogl_color_set_from_4ub (&black, 0x00, 0x00, 0x00, 0xff); cogl_color_set_from_4ub (&white, 0xff, 0xff, 0xff, 0xff); data.prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLES, G_N_ELEMENTS (vertices), vertices); /* Load a jpeg crate texture from a file */ printf ("crate.jpg (CC by-nc-nd http://bit.ly/9kP45T) ShadowRunner27 http://bit.ly/m1YXLh\n"); data.texture = cogl_texture_new_from_file (COGL_EXAMPLES_DATA "crate.jpg", COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_ANY, NULL); if (!data.texture) g_error ("Failed to load texture"); /* a CoglPipeline conceptually describes all the state for vertex * processing, fragment processing and blending geometry. When * drawing the geometry for the crate this pipeline says to sample a * single texture during fragment processing... */ data.crate_pipeline = cogl_pipeline_new (); cogl_pipeline_set_layer_texture (data.crate_pipeline, 0, data.texture); /* Since the box is made of multiple triangles that will overlap * when drawn and we don't control the order they are drawn in, we * enable depth testing to make sure that triangles that shouldn't * be visible get culled by the GPU. */ cogl_depth_state_init (&depth_state); cogl_depth_state_set_test_enabled (&depth_state, TRUE); cogl_pipeline_set_depth_state (data.crate_pipeline, &depth_state, NULL); /* Setup a Pango font map and context */ data.pango_font_map = COGL_PANGO_FONT_MAP (cogl_pango_font_map_new()); cogl_pango_font_map_set_use_mipmapping (data.pango_font_map, TRUE); data.pango_context = cogl_pango_font_map_create_context (data.pango_font_map); data.pango_font_desc = pango_font_description_new (); pango_font_description_set_family (data.pango_font_desc, "Sans"); pango_font_description_set_size (data.pango_font_desc, 30 * PANGO_SCALE); /* Setup the "Hello Cogl" text */ data.hello_label = pango_layout_new (data.pango_context); pango_layout_set_font_description (data.hello_label, data.pango_font_desc); pango_layout_set_text (data.hello_label, "Hello Cogl", -1); pango_layout_get_extents (data.hello_label, NULL, &hello_label_size); data.hello_label_width = PANGO_PIXELS (hello_label_size.width); data.hello_label_height = PANGO_PIXELS (hello_label_size.height); cogl_push_framebuffer (fb); while (1) { paint (&data); cogl_framebuffer_swap_buffers (fb); } return 0; }