mirror of
https://github.com/brl/mutter.git
synced 2024-12-24 12:02:04 +00:00
e9f721216e
When splitting out the CoglPath api we saw that we would be left with inconsistent drawing apis if the drawing apis in core Cogl were lumped into the cogl_framebuffer_ api considering other Cogl sub-libraries or that others will want to create higher level drawing apis outside of Cogl but can't use the same namespace. So that we can aim for a more consistent style this adds a cogl_primitive_draw() api, comparable to cogl_path_fill() or cogl_pango_show_layout() that's intended to replace cogl_framebuffer_draw_primitive() Note: the attribute and rectangle drawing apis are still in the cogl_framebuffer_ namespace and this might potentially change but in these cases there is no single object representing the thing being drawn so it seems a more reasonable they they live in the framebuffer namespace for now. Note: the cogl_framebuffer_draw_primitive() api isn't removed by this patch so it can more conveniently be cherry picked to the 1.16 branch so we can mark it deprecated for a short while. Even though it's marked as experimental api we know that there are people using the api so we'd like to give them a chance to switch to the new api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 418912b93ff81a47f9b38114d05335ab76277c48) Conflicts: cogl-pango/cogl-pango-display-list.c cogl/Makefile.am cogl/cogl-framebuffer.c cogl/cogl-pipeline-layer-state.h cogl/cogl2-path.c cogl/driver/gl/cogl-clip-stack-gl.c
304 lines
10 KiB
C
304 lines
10 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;
|
|
|
|
CoglBool 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_primitive_draw (data->prim, fb, data->crate_pipeline);
|
|
|
|
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
|
|
frame_event_cb (CoglOnscreen *onscreen,
|
|
CoglFrameEvent event,
|
|
CoglFrameInfo *info,
|
|
void *user_data)
|
|
{
|
|
Data *data = user_data;
|
|
|
|
if (event == COGL_FRAME_EVENT_SYNC)
|
|
data->swap_ready = TRUE;
|
|
}
|
|
|
|
int
|
|
main (int argc, char **argv)
|
|
{
|
|
CoglContext *ctx;
|
|
CoglOnscreen *onscreen;
|
|
CoglFramebuffer *fb;
|
|
CoglError *error = NULL;
|
|
Data data;
|
|
PangoRectangle hello_label_size;
|
|
float fovy, aspect, z_near, z_2d, z_far;
|
|
CoglDepthState depth_state;
|
|
|
|
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_framebuffer_set_viewport (fb, 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_framebuffer_perspective (fb, 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_framebuffer_set_modelview_matrix (fb, &data.view);
|
|
|
|
/* Initialize some convenient constants */
|
|
cogl_matrix_init_identity (&identity);
|
|
cogl_color_init_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 (ctx, 6 /* n_rectangles */);
|
|
data.prim = cogl_primitive_new_p3t2 (ctx, 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 (
|
|
cogl_texture_2d_new_from_file (ctx,
|
|
COGL_EXAMPLES_DATA "crate.jpg",
|
|
COGL_PIXEL_FORMAT_ANY,
|
|
&error));
|
|
if (!data.texture)
|
|
g_error ("Failed to load texture: %s", error->message);
|
|
|
|
/* 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 (ctx);
|
|
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;
|
|
|
|
cogl_onscreen_add_frame_callback (COGL_ONSCREEN (fb),
|
|
frame_event_cb,
|
|
&data,
|
|
NULL); /* destroy notify */
|
|
|
|
|
|
while (1)
|
|
{
|
|
CoglPollFD *poll_fds;
|
|
int n_poll_fds;
|
|
int64_t timeout;
|
|
|
|
if (data.swap_ready)
|
|
{
|
|
paint (&data);
|
|
cogl_onscreen_swap_buffers (COGL_ONSCREEN (fb));
|
|
}
|
|
|
|
cogl_poll_renderer_get_info (cogl_context_get_renderer (ctx),
|
|
&poll_fds, &n_poll_fds, &timeout);
|
|
|
|
g_poll ((GPollFD *) poll_fds, n_poll_fds,
|
|
timeout == -1 ? -1 : timeout / 1000);
|
|
|
|
cogl_poll_renderer_dispatch (cogl_context_get_renderer (ctx),
|
|
poll_fds, n_poll_fds);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|