mutter/examples/crate.c
Robert Bragg 4c3dadd35e Add a strong CoglTexture type to replace CoglHandle
As part of the on going, incremental effort to purge the non type safe
CoglHandle type from the Cogl API this patch tackles most of the
CoglHandle uses relating to textures.

We'd postponed making this change for quite a while because we wanted to
have a clearer understanding of how we wanted to evolve the texture APIs
towards Cogl 2.0 before exposing type safety here which would be
difficult to change later since it would imply breaking APIs.

The basic idea that we are steering towards now is that CoglTexture
can be considered to be the most primitive interface we have for any
object representing a texture. The texture interface would provide
roughly these methods:

  cogl_texture_get_width
  cogl_texture_get_height
  cogl_texture_can_repeat
  cogl_texture_can_mipmap
  cogl_texture_generate_mipmap;
  cogl_texture_get_format
  cogl_texture_set_region
  cogl_texture_get_region

Besides the texture interface we will then start to expose types
corresponding to specific texture types: CoglTexture2D,
CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and
CoglTexturePixmapX11.

We will then also expose an interface for the high-level texture types
we have (such as CoglTexture2DSlice, CoglSubTexture and
CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an
additional interface that lets you iterate a virtual region of a meta
texture and get mappings of primitive textures to sub-regions of that
virtual region. Internally we already have this kind of abstraction for
dealing with sliced texture, sub-textures and atlas textures in a
consistent way, so this will just make that abstraction public. The aim
here is to clarify that there is a difference between primitive textures
(CoglTexture2D/3D) and some of the other high-level textures, and also
enable developers to implement primitives that can support meta textures
since they can only be used with the cogl_rectangle API currently.

The thing that's not so clean-cut with this are the texture constructors
we have currently; such as cogl_texture_new_from_file which no longer
make sense when CoglTexture is considered to be an interface.  These
will basically just become convenient factory functions and it's just a
bit unusual that they are within the cogl_texture namespace.  It's worth
noting here that all the texture type APIs will also have their own type
specific constructors so these functions will only be used for the
convenience of being able to create a texture without really wanting to
know the details of what type of texture you need.  Longer term for 2.0
we may come up with replacement names for these factory functions or the
other thing we are considering is designing some asynchronous factory
functions instead since it's so often detrimental to application
performance to be blocked waiting for a texture to be uploaded to the
GPU.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-09-21 15:27:03 +01:00

276 lines
10 KiB
C

#include <cogl/cogl.h>
#include <cogl-pango/cogl-pango.h>
/* The state for this example... */
typedef struct _Data
{
int framebuffer_width;
int framebuffer_height;
CoglMatrix view;
CoglPrimitive *prim;
CoglTexture *texture;
CoglPipeline *crate_pipeline;
/* The cube continually rotates around each axis. */
float rotate_x;
float rotate_y;
float rotate_z;
CoglPangoFontMap *pango_font_map;
PangoContext *pango_context;
PangoFontDescription *pango_font_desc;
PangoLayout *hello_label;
int hello_label_width;
int hello_label_height;
} 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)
{
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);
/* 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 (data->rotate_x++, 0, 0, 1);
cogl_rotate (data->rotate_y++, 0, 1, 0);
cogl_rotate (data->rotate_z++, 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;
}
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;
}