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_framebuffer_pop_matrix (fb); /* And finally render our Pango layouts... */ cogl_pango_show_layout (fb, data->hello_label, (data->framebuffer_width / 2) - (data->hello_label_width / 2), (data->framebuffer_height / 2) - (data->hello_label_height / 2), &white); }
int main (int argc, char **argv) { CoglOnscreenTemplate *onscreen_template; CoglDisplay *display; CoglContext *ctx; CoglOnscreen *onscreen; CoglFramebuffer *fb; CoglError *error = NULL; CoglVertexP2C4 triangle_vertices[] = { {0, 0.7, 0xff, 0x00, 0x00, 0x80}, {-0.7, -0.7, 0x00, 0xff, 0x00, 0xff}, {0.7, -0.7, 0x00, 0x00, 0xff, 0xff} }; CoglPrimitive *triangle; CoglTexture *tex; CoglOffscreen *offscreen; CoglFramebuffer *offscreen_fb; CoglPipeline *pipeline; onscreen_template = cogl_onscreen_template_new (NULL); cogl_onscreen_template_set_samples_per_pixel (onscreen_template, 4); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) { fprintf (stderr, "Platform doesn't support onscreen 4x msaa rendering: %s\n", error->message); return 1; } ctx = cogl_context_new (display, &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); cogl_framebuffer_set_samples_per_pixel (fb, 4); if (!cogl_framebuffer_allocate (fb, &error)) { fprintf (stderr, "Failed to allocate 4x msaa offscreen framebuffer, " "disabling msaa for onscreen rendering: %s\n", error->message); cogl_error_free (error); cogl_framebuffer_set_samples_per_pixel (fb, 0); error = NULL; if (!cogl_framebuffer_allocate (fb, &error)) { fprintf (stderr, "Failed to allocate framebuffer: %s\n", error->message); return 1; } } cogl_onscreen_show (onscreen); tex = cogl_texture_new_with_size (ctx, 320, 480, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_ANY); offscreen = cogl_offscreen_new_to_texture (tex); offscreen_fb = COGL_FRAMEBUFFER (offscreen); cogl_framebuffer_set_samples_per_pixel (offscreen_fb, 4); if (!cogl_framebuffer_allocate (offscreen_fb, &error)) { cogl_error_free (error); error = NULL; fprintf (stderr, "Failed to allocate 4x msaa offscreen framebuffer, " "disabling msaa for offscreen rendering"); cogl_framebuffer_set_samples_per_pixel (offscreen_fb, 0); } triangle = cogl_primitive_new_p2c4 (ctx, COGL_VERTICES_MODE_TRIANGLES, 3, triangle_vertices); pipeline = cogl_pipeline_new (ctx); for (;;) { CoglPollFD *poll_fds; int n_poll_fds; int64_t timeout; CoglPipeline *texture_pipeline; cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1); cogl_framebuffer_push_matrix (fb); cogl_framebuffer_scale (fb, 0.5, 1, 1); cogl_framebuffer_translate (fb, -1, 0, 0); cogl_framebuffer_draw_primitive (fb, pipeline, triangle); cogl_framebuffer_pop_matrix (fb); cogl_framebuffer_draw_primitive (fb, pipeline, triangle); cogl_framebuffer_resolve_samples (offscreen_fb); texture_pipeline = cogl_pipeline_new (ctx); cogl_pipeline_set_layer_texture (texture_pipeline, 0, tex); cogl_framebuffer_draw_rectangle (fb, texture_pipeline, 0, 1, 1, -1); cogl_object_unref (texture_pipeline); cogl_onscreen_swap_buffers (onscreen); cogl_poll_get_info (ctx, &poll_fds, &n_poll_fds, &timeout); g_poll ((GPollFD *) poll_fds, n_poll_fds, 0); cogl_poll_dispatch (ctx, poll_fds, n_poll_fds); } return 0; }
void cogl_scale (float x, float y, float z) { cogl_framebuffer_scale (cogl_get_draw_framebuffer (), x, y, z); }