static CoglBool cogl_glib_source_dispatch (GSource *source, GSourceFunc callback, void *user_data) { CoglGLibSource *cogl_source = (CoglGLibSource *) source; CoglPollFD *poll_fds = (CoglPollFD *) &g_array_index (cogl_source->poll_fds, GPollFD, 0); cogl_poll_renderer_dispatch (cogl_source->renderer, poll_fds, cogl_source->poll_fds->len); return TRUE; }
void cogl_sdl_idle (CoglContext *context) { CoglRenderer *renderer = context->display->renderer; cogl_poll_renderer_dispatch (renderer, NULL, 0); /* It is expected that this will be called from the application * immediately before blocking in SDL_WaitEvent. However, * dispatching cause more work to be queued. If that happens we need * to make sure the blocking returns immediately. We'll post our * dummy event to make sure that happens */ if (!_cogl_list_empty (&renderer->idle_closures)) _cogl_sdl_push_wakeup_event (context); }
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 (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; 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; }