mutter/examples/cogl-crate.c
Robert Bragg 92c3063014 framebuffer: Add cogl_framebuffer draw methods
This adds cogl_framebuffer_ apis for drawing attributes and primitives
that replace corresponding apis that depend on the default CoglContext.
This is part of the on going effort to adapt the Cogl api so it no
longer depends on a global context variable.

All the new drawing functions also take an explicit pipeline argument
since we are also aiming to avoid being a stateful api like Cairo and
OpenGL. Being stateless makes it easier for orthogonal components to
share access to the GPU. Being stateless should also minimize any
impedance miss-match for those wanting to build higher level stateless
apis on top of Cogl.

Note: none of the legacy, global state options such as
cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or
cogl_program_use() are supported by these new drawing apis and if set
will simply be silently ignored.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2012-02-09 13:09:15 +00:00

313 lines
11 KiB
C

#include <cogl/cogl.h>
#include <cogl-pango/cogl-pango.h>
/* The state for this example... */
typedef struct _Data
{
CoglFramebuffer *fb;
int framebuffer_width;
int framebuffer_height;
CoglMatrix view;
CoglIndices *indices;
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;
gboolean swap_ready;
} Data;
/* A static identity matrix initialized for convenience. */
static CoglMatrix identity;
/* static colors initialized for convenience. */
static CoglColor white;
/* A cube modelled using 4 vertices for each face.
*
* We use an index buffer when drawing the cube later so the GPU will
* actually read each face as 2 separate triangles.
*/
static 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, 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 = */ 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 = */ 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, 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 = */ 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, 1.0f}
};
static void
paint (Data *data)
{
CoglFramebuffer *fb = data->fb;
float rotation;
cogl_framebuffer_clear4f (fb,
COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_DEPTH,
0, 0, 0, 1);
cogl_framebuffer_push_matrix (fb);
cogl_framebuffer_translate (fb,
data->framebuffer_width / 2,
data->framebuffer_height / 2,
0);
cogl_framebuffer_scale (fb, 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_framebuffer_rotate (fb, rotation, 0, 0, 1);
cogl_framebuffer_rotate (fb, rotation, 0, 1, 0);
cogl_framebuffer_rotate (fb, rotation, 1, 0, 0);
cogl_framebuffer_draw_primitive (fb, data->crate_pipeline, data->prim);
cogl_set_depth_test_enabled (FALSE);
cogl_framebuffer_pop_matrix (fb);
/* 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);
}
static void
swap_notify_cb (CoglFramebuffer *framebuffer,
void *user_data)
{
Data *data = user_data;
data->swap_ready = TRUE;
}
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;
gboolean has_swap_notify;
g_type_init ();
ctx = cogl_context_new (NULL, &error);
if (!ctx) {
fprintf (stderr, "Failed to create context: %s\n", error->message);
return 1;
}
onscreen = cogl_onscreen_new (ctx, 640, 480);
fb = COGL_FRAMEBUFFER (onscreen);
data.fb = fb;
data.framebuffer_width = cogl_framebuffer_get_width (fb);
data.framebuffer_height = cogl_framebuffer_get_height (fb);
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 (&white, 0xff, 0xff, 0xff, 0xff);
/* rectangle indices allow the GPU to interpret a list of quads (the
* faces of our cube) as a list of triangles.
*
* Since this is a very common thing to do
* cogl_get_rectangle_indices() is a convenience function for
* accessing internal index buffers that can be shared.
*/
data.indices = cogl_get_rectangle_indices (6 /* n_rectangles */);
data.prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLES,
G_N_ELEMENTS (vertices),
vertices);
/* Each face will have 6 indices so we have 6 * 6 indices in total... */
cogl_primitive_set_indices (data.prim,
data.indices,
6 * 6);
/* 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);
data.swap_ready = TRUE;
has_swap_notify =
cogl_has_feature (ctx, COGL_FEATURE_ID_SWAP_BUFFERS_EVENT);
if (has_swap_notify)
cogl_framebuffer_add_swap_buffers_callback (fb,
swap_notify_cb,
&data);
while (1)
{
CoglPollFD *poll_fds;
int n_poll_fds;
gint64 timeout;
if (data.swap_ready)
{
paint (&data);
cogl_framebuffer_swap_buffers (fb);
}
cogl_poll_get_info (ctx, &poll_fds, &n_poll_fds, &timeout);
if (!has_swap_notify)
{
/* If the winsys doesn't support swap event notification
then we'll just redraw constantly */
data.swap_ready = TRUE;
timeout = 0;
}
g_poll ((GPollFD *) poll_fds, n_poll_fds,
timeout == -1 ? -1 : timeout / 1000);
cogl_poll_dispatch (ctx, poll_fds, n_poll_fds);
}
return 0;
}