Пример #1
0
static CoglContext *
create_cogl_context (CoglandCompositor *compositor,
                     CoglBool use_egl_constraint,
                     CoglError **error)
{
  CoglRenderer *renderer = renderer = cogl_renderer_new ();
  CoglDisplay *display;
  CoglContext *context;

  if (use_egl_constraint)
    cogl_renderer_add_constraint (renderer, COGL_RENDERER_CONSTRAINT_USES_EGL);

  if (!cogl_renderer_connect (renderer, error))
    {
      cogl_object_unref (renderer);
      return NULL;
    }

  display = cogl_display_new (renderer, NULL);
  cogl_wayland_display_set_compositor_display (display,
                                               compositor->wayland_display);

  context = cogl_context_new (display, error);

  cogl_object_unref (renderer);
  cogl_object_unref (display);

  return context;
}
Пример #2
0
static CoglRenderer *
clutter_backend_x11_get_renderer (ClutterBackend  *backend,
                                  GError         **error)
{
  ClutterBackendX11 *backend_x11 = CLUTTER_BACKEND_X11 (backend);
  Display *xdisplay = backend_x11->xdpy;
  CoglRenderer *renderer;

  CLUTTER_NOTE (BACKEND, "Creating a new Xlib renderer");

  renderer = cogl_renderer_new ();

  cogl_renderer_add_constraint (renderer, COGL_RENDERER_CONSTRAINT_USES_X11);

  /* set the display object we're using */
  cogl_xlib_renderer_set_foreign_display (renderer, xdisplay);

  return renderer;
}
Пример #3
0
int
main (int argc, char **argv)
{
    Data data;
    CoglOnscreen *onscreen;
    GError *error = NULL;
    GSource *cogl_source;
    GMainLoop *loop;
    CoglRenderer *renderer;
    CoglDisplay *display;

    renderer = cogl_renderer_new ();
    cogl_renderer_add_constraint (renderer,
                                  COGL_RENDERER_CONSTRAINT_SUPPORTS_COGL_GLES2);
    display = cogl_display_new (renderer, NULL);
    data.ctx = cogl_context_new (display, NULL);

    onscreen = cogl_onscreen_new (data.ctx, 300, 300);
    cogl_onscreen_show (onscreen);
    data.fb = COGL_FRAMEBUFFER (onscreen);

    data.gles2_ctx = cogl_gles2_context_new (data.ctx, &error);
    if (!data.gles2_ctx)
        g_error ("Failed to create GLES2 context: %s\n", error->message);

    /* Draw scene with GLES2 */
    if (!cogl_push_gles2_context (data.ctx,
                                  data.gles2_ctx,
                                  data.fb,
                                  data.fb,
                                  &error))
    {
        g_error ("Failed to push gles2 context: %s\n", error->message);
    }

    gears_reshape (cogl_framebuffer_get_width (data.fb),
                   cogl_framebuffer_get_height (data.fb));

    /* Initialize the gears */
    gears_init();

    cogl_pop_gles2_context (data.ctx);

    cogl_source = cogl_glib_source_new (data.ctx, G_PRIORITY_DEFAULT);

    g_source_attach (cogl_source, NULL);

    if (cogl_has_feature (data.ctx, COGL_FEATURE_ID_SWAP_BUFFERS_EVENT))
        cogl_onscreen_add_swap_buffers_callback (COGL_ONSCREEN (data.fb),
                                                 swap_complete_cb, &data);

    g_idle_add (paint_cb, &data);

    data.timer = g_timer_new ();
    data.frames = 0;
    data.last_elapsed = 0;

    loop = g_main_loop_new (NULL, TRUE);
    g_main_loop_run (loop);

    return 0;
}
Пример #4
0
static gboolean
clutter_backend_real_create_context (ClutterBackend  *backend,
                                     GError         **error)
{
  ClutterBackendClass *klass;
  CoglSwapChain *swap_chain;
  GError *internal_error;

  if (backend->cogl_context != NULL)
    return TRUE;

  klass = CLUTTER_BACKEND_GET_CLASS (backend);

  swap_chain = NULL;
  internal_error = NULL;

  CLUTTER_NOTE (BACKEND, "Creating Cogl renderer");
  if (klass->get_renderer != NULL)
    backend->cogl_renderer = klass->get_renderer (backend, &internal_error);
  else
    backend->cogl_renderer = cogl_renderer_new ();

  if (backend->cogl_renderer == NULL)
    goto error;

#ifdef HAVE_CLUTTER_WAYLAND_COMPOSITOR
  /* If the application is trying to act as a Wayland compositor then
     it needs to have an EGL-based renderer backend */
  if (_wayland_compositor_display)
    cogl_renderer_add_constraint (backend->cogl_renderer,
                                  COGL_RENDERER_CONSTRAINT_USES_EGL);
#endif

  CLUTTER_NOTE (BACKEND, "Connecting the renderer");
  if (!cogl_renderer_connect (backend->cogl_renderer, &internal_error))
    goto error;

  CLUTTER_NOTE (BACKEND, "Creating Cogl swap chain");
  swap_chain = cogl_swap_chain_new ();

  CLUTTER_NOTE (BACKEND, "Creating Cogl display");
  if (klass->get_display != NULL)
    {
      backend->cogl_display = klass->get_display (backend,
                                                  backend->cogl_renderer,
                                                  swap_chain,
                                                  &internal_error);
    }
  else
    {
      CoglOnscreenTemplate *tmpl;
      gboolean res;

      tmpl = cogl_onscreen_template_new (swap_chain);

      /* XXX: I have some doubts that this is a good design.
       *
       * Conceptually should we be able to check an onscreen_template
       * without more details about the CoglDisplay configuration?
       */
      res = cogl_renderer_check_onscreen_template (backend->cogl_renderer,
                                                   tmpl,
                                                   &internal_error);

      if (!res)
        goto error;

      backend->cogl_display = cogl_display_new (backend->cogl_renderer, tmpl);

      /* the display owns the template */
      cogl_object_unref (tmpl);
    }

  if (backend->cogl_display == NULL)
    goto error;

#ifdef HAVE_CLUTTER_WAYLAND_COMPOSITOR
  cogl_wayland_display_set_compositor_display (backend->cogl_display,
                                               _wayland_compositor_display);
#endif

  CLUTTER_NOTE (BACKEND, "Setting up the display");
  if (!cogl_display_setup (backend->cogl_display, &internal_error))
    goto error;

  CLUTTER_NOTE (BACKEND, "Creating the Cogl context");
  backend->cogl_context = cogl_context_new (backend->cogl_display, &internal_error);
  if (backend->cogl_context == NULL)
    goto error;

  backend->cogl_source = cogl_glib_source_new (backend->cogl_context,
                                               G_PRIORITY_DEFAULT);
  g_source_attach (backend->cogl_source, NULL);

  /* the display owns the renderer and the swap chain */
  cogl_object_unref (backend->cogl_renderer);
  cogl_object_unref (swap_chain);

  return TRUE;

error:
  if (backend->cogl_display != NULL)
    {
      cogl_object_unref (backend->cogl_display);
      backend->cogl_display = NULL;
    }

  if (backend->cogl_renderer != NULL)
    {
      cogl_object_unref (backend->cogl_renderer);
      backend->cogl_renderer = NULL;
    }

  if (swap_chain != NULL)
    cogl_object_unref (swap_chain);

  if (internal_error != NULL)
    g_propagate_error (error, internal_error);
  else
    g_set_error_literal (error, CLUTTER_INIT_ERROR,
                         CLUTTER_INIT_ERROR_BACKEND,
                         _("Unable to initialize the Clutter backend"));

  return FALSE;
}
Пример #5
0
int
main (int argc, char **argv)
{
    Data data;
    CoglOnscreen *onscreen;
    CoglError *error = NULL;
    CoglVertexP2C4 triangle_vertices[] = {
        {0, 0.7, 0xff, 0x00, 0x00, 0xff},
        {-0.7, -0.7, 0x00, 0xff, 0x00, 0xff},
        {0.7, -0.7, 0x00, 0x00, 0xff, 0xff}
    };
    GSource *cogl_source;
    GMainLoop *loop;
    CoglRenderer *renderer;
    CoglDisplay *display;

    renderer = cogl_renderer_new ();
    cogl_renderer_add_constraint (renderer,
                                  COGL_RENDERER_CONSTRAINT_SUPPORTS_COGL_GLES2);
    display = cogl_display_new (renderer, NULL);
    data.ctx = cogl_context_new (display, NULL);

    onscreen = cogl_onscreen_new (data.ctx, 640, 480);
    cogl_onscreen_show (onscreen);
    data.fb = COGL_FRAMEBUFFER (onscreen);

    /* Prepare onscreen primitive */
    data.triangle = cogl_primitive_new_p2c4 (data.ctx,
                                             COGL_VERTICES_MODE_TRIANGLES,
                                             3, triangle_vertices);
    data.pipeline = cogl_pipeline_new (data.ctx);

    data.offscreen_texture = COGL_TEXTURE (
      cogl_texture_2d_new_with_size (data.ctx,
                                     OFFSCREEN_WIDTH,
                                     OFFSCREEN_HEIGHT,
                                     COGL_PIXEL_FORMAT_ANY));
    data.offscreen = cogl_offscreen_new_to_texture (data.offscreen_texture);

    data.gles2_ctx = cogl_gles2_context_new (data.ctx, &error);
    if (!data.gles2_ctx) {
        g_error ("Failed to create GLES2 context: %s\n", error->message);
    }

    data.gles2_vtable = cogl_gles2_context_get_vtable (data.gles2_ctx);

    /* Draw scene with GLES2 */
    if (!cogl_push_gles2_context (data.ctx,
                                  data.gles2_ctx,
                                  data.fb,
                                  data.fb,
                                  &error))
    {
        g_error ("Failed to push gles2 context: %s\n", error->message);
    }

    cogl_pop_gles2_context (data.ctx);

    cogl_source = cogl_glib_source_new (data.ctx, G_PRIORITY_DEFAULT);

    g_source_attach (cogl_source, NULL);

    cogl_onscreen_add_frame_callback (COGL_ONSCREEN (data.fb),
                                      frame_event_cb,
                                      &data,
                                      NULL); /* destroy notify */

    g_idle_add (paint_cb, &data);

    loop = g_main_loop_new (NULL, TRUE);
    g_main_loop_run (loop);

    return 0;
}