Exemplo n.º 1
0
int
main (int argc, char **argv)
{
    CoglContext *ctx;
    CoglOnscreen *onscreen;
    CoglFramebuffer *fb;
    CoglPipeline *pipeline;
    GError *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;

    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);
    cogl_onscreen_show (onscreen);
    fb = COGL_FRAMEBUFFER (onscreen);

    triangle = cogl_primitive_new_p2c4 (ctx, COGL_VERTICES_MODE_TRIANGLES,
                                        3, triangle_vertices);

    pipeline = cogl_pipeline_new ();

    for (;;) {
        CoglPollFD *poll_fds;
        int n_poll_fds;
        gint64 timeout;

        cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1);
        cogl_framebuffer_draw_primitive (fb, pipeline, triangle);
        cogl_framebuffer_swap_buffers (fb);

        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;
}
Exemplo n.º 2
0
Arquivo: msaa.c Projeto: jsdir/_
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;
}
Exemplo n.º 3
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;
  CoglBool has_swap_notify;

  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_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 (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_new_from_file (COGL_EXAMPLES_DATA "crate.jpg",
                                             COGL_TEXTURE_NO_SLICING,
                                             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 (ctx));

  cogl_pango_font_map_set_use_mipmapping (data.pango_font_map, TRUE);

  data.pango_context =
    pango_font_map_create_context (PANGO_FONT_MAP (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);

  data.swap_ready = TRUE;

  has_swap_notify =
    cogl_has_feature (ctx, COGL_FEATURE_ID_SWAP_BUFFERS_EVENT);

  if (has_swap_notify)
    cogl_onscreen_add_swap_buffers_callback (COGL_ONSCREEN (fb),
                                             swap_notify_cb,
                                             &data);

  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_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;
}