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authorRobert Bragg <robert@linux.intel.com>2011-05-11 16:37:09 +0100
committerRobert Bragg <robert@linux.intel.com>2011-06-27 21:13:51 +0100
commit98709062fd6fbf03c6a34cbbadcd97a5f9961c96 (patch)
tree8ef73c3841bcfada7284f585dea8e2b860510536
parent8b3f73f1b056e32f4cba894ea733d4eee945fd98 (diff)
downloadcogl-98709062fd6fbf03c6a34cbbadcd97a5f9961c96.tar.gz
Adds another example that draws a 3D crate
Based on the Cogl example we had on wiki.clutter-project.org this shows how to use the primitive API to draw a simple spinning crate.
-rw-r--r--examples/Makefile.am9
-rw-r--r--examples/crate.c276
-rw-r--r--examples/crate.jpgbin0 -> 171588 bytes
3 files changed, 284 insertions, 1 deletions
diff --git a/examples/Makefile.am b/examples/Makefile.am
index ea69bc83..67128a98 100644
--- a/examples/Makefile.am
+++ b/examples/Makefile.am
@@ -8,7 +8,8 @@ INCLUDES = \
AM_CFLAGS = \
$(COGL_DEP_CFLAGS) \
$(COGL_EXTRA_CFLAGS) \
- -DCOGL_ENABLE_EXPERIMENTAL_2_0_API
+ -DCOGL_ENABLE_EXPERIMENTAL_2_0_API \
+ -DCOGL_EXAMPLES_DATA=\""$(abs_top_srcdir)/examples/"\"
AM_CPPFLAGS = \
-DG_DISABLE_SINGLE_INCLUDES \
@@ -24,6 +25,12 @@ noinst_PROGRAMS = hello
hello_SOURCES = hello.c
hello_LDADD = $(common_ldadd)
+if BUILD_COGL_PANGO
+noinst_PROGRAMS += crate
+crate_SOURCES = crate.c
+crate_LDADD = $(common_ldadd) $(top_builddir)/cogl-pango/libcogl-pango.la
+endif
+
if X11_TESTS
noinst_PROGRAMS += x11-foreign
x11_foreign_SOURCES = x11-foreign.c
diff --git a/examples/crate.c b/examples/crate.c
new file mode 100644
index 00000000..46ea7d96
--- /dev/null
+++ b/examples/crate.c
@@ -0,0 +1,276 @@
+#include <cogl/cogl.h>
+#include <cogl-pango/cogl-pango.h>
+
+/* The state for this example... */
+typedef struct _Data
+{
+ int framebuffer_width;
+ int framebuffer_height;
+
+ CoglMatrix view;
+
+ CoglPrimitive *prim;
+ CoglHandle texture;
+ CoglPipeline *crate_pipeline;
+
+ /* The cube continually rotates around each axis. */
+ float rotate_x;
+ float rotate_y;
+ float rotate_z;
+
+ CoglPangoFontMap *pango_font_map;
+ PangoContext *pango_context;
+ PangoFontDescription *pango_font_desc;
+
+ PangoLayout *hello_label;
+ int hello_label_width;
+ int hello_label_height;
+
+} Data;
+
+/* A static identity matrix initialized for convenience. */
+static CoglMatrix identity;
+/* static colors initialized for convenience. */
+static CoglColor black;
+static CoglColor white;
+
+/* A cube modelled as a list of triangles. Potentially this could be
+ * done more efficiently as a triangle strip or using a separate index
+ * array, but this way is pretty simple, if a little verbose. */
+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, 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 = */ 1.0f, 0.0f},
+ { /* 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 = */ 0.0f, 1.0f},
+ { /* pos = */ 1.0f, 1.0f, 1.0f, /* tex coords = */ 1.0f, 0.0f},
+ { /* pos = */ 1.0f, 1.0f, -1.0f, /* tex coords = */ 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, 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 = */ 1.0f, 0.0f},
+ { /* 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, 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)
+{
+ cogl_clear (&black, COGL_BUFFER_BIT_COLOR|COGL_BUFFER_BIT_DEPTH);
+
+ cogl_push_matrix ();
+
+ cogl_translate (data->framebuffer_width / 2, data->framebuffer_height / 2, 0);
+
+ cogl_scale (75, 75, 75);
+
+ /* 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_rotate (data->rotate_x++, 0, 0, 1);
+ cogl_rotate (data->rotate_y++, 0, 1, 0);
+ cogl_rotate (data->rotate_z++, 1, 0, 0);
+
+ /* 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.
+ *
+ * Note: we are planning to deprecate this API and instead depth
+ * state would be set on a CoglMaterial, something like:
+ * cogl_pipeline_set_depth_test_enabled (pipeline, TRUE);
+ * but for now this is how depth testing can be enabled... */
+ cogl_set_depth_test_enabled (TRUE);
+
+ /* Whenever you draw something with Cogl using geometry defined by
+ * one of cogl_rectangle, cogl_polygon, cogl_path or
+ * cogl_vertex_buffer then you have a current pipeline that defines
+ * how that geometry should be processed.
+ *
+ * Here we are making our crate pipeline current which will sample
+ * the crate texture when fragment processing. */
+ cogl_set_source (data->crate_pipeline);
+
+ /* Give Cogl some geometry to draw. */
+ cogl_primitive_draw (data->prim);
+
+ cogl_set_depth_test_enabled (FALSE);
+
+ cogl_pop_matrix ();
+
+ /* 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);
+}
+
+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;
+
+ g_type_init ();
+
+ ctx = cogl_context_new (NULL, &error);
+ if (!ctx) {
+ fprintf (stderr, "Failed to create context: %s\n", error->message);
+ return 1;
+ }
+
+ data.framebuffer_width = 640;
+ data.framebuffer_height = 480;
+ onscreen = cogl_onscreen_new (ctx, data.framebuffer_width, data.framebuffer_height);
+ /* Eventually there will be an implicit allocate on first use so this
+ * will become optional... */
+ fb = COGL_FRAMEBUFFER (onscreen);
+ if (!cogl_framebuffer_allocate (fb, &error)) {
+ fprintf (stderr, "Failed to allocate framebuffer: %s\n", error->message);
+ return 1;
+ }
+
+ cogl_onscreen_show (onscreen);
+
+ cogl_push_framebuffer (fb);
+ cogl_set_viewport (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_perspective (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_set_modelview_matrix (&data.view);
+ cogl_pop_framebuffer ();
+
+ /* Initialize some convenient constants */
+ cogl_matrix_init_identity (&identity);
+ cogl_color_set_from_4ub (&black, 0x00, 0x00, 0x00, 0xff);
+ cogl_color_set_from_4ub (&white, 0xff, 0xff, 0xff, 0xff);
+
+ data.prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLES,
+ G_N_ELEMENTS (vertices),
+ vertices);
+
+ /* 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,
+ NULL);
+ if (!data.texture)
+ g_error ("Failed to load texture");
+
+ /* a CoglMaterial 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 ();
+ cogl_pipeline_set_layer_texture (data.crate_pipeline, 0, data.texture);
+
+ /* 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);
+
+ while (1)
+ {
+ paint (&data);
+ cogl_framebuffer_swap_buffers (fb);
+ }
+
+ return 0;
+}
+
diff --git a/examples/crate.jpg b/examples/crate.jpg
new file mode 100644
index 00000000..2807459f
--- /dev/null
+++ b/examples/crate.jpg
Binary files differ