Main Page CompizSharp

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[[Image:PhysModel.png|thumb]] [[Image:PhysModel.png|thumb]]
-During development, compiz-sharp got its own physics model.+During development, compiz-sharp got its own physics model. This is based on [http://people.freedesktop.org/~krh/akamaru.git/ Akamaru], which is a generalised version of the model used in compiz, with a different numerical integration technique. Similar algorithms were previously implemented by [http://live.gnome.org/Luminocity Luminocity] and the sproing prototype in cairo-demo.
=== Download === === Download ===
-TODO+git://git.ndesk.org/pub/scm/compiz-sharp

Revision as of 02:06, 21 August 2006

Contents

compiz-sharp: OpenGL desktop compositing framework for .NET

compiz-sharp was written as part of the Google Summer of Code 2006 for the Mono project.

compiz-sharp provides a means of driving OpenGL compositing in the X Window System using the Mono framework. Effects can be provided concurrently by individual effect plugins with their logic written purely in a CLS-compliant language supported by Mono, such as C#. The infrastructure itself is implemented with a combination of C "glue" code and C#.

Sample effect plugins are included to demonstrate a subset of functionality avaiable to plugin authors.

NOTE: The rest of this section still needs rephrasing from the original spec.

The project should achieve its goals by extending compiz non-invasively, ideally as a a regular compiz module which hosts the Mono runtime. In the case that this is infeasible or highly inelegant, the project mentor may be consulted as to whether it would be a better solution to extend compiz itself to allow more flexible extensions by working with the author of compiz and contributing to that project directly.

David Reveman's description of compiz:

compiz - OpenGL window and compositing manager

  Compiz is an OpenGL compositing manager that uses
  GLX_EXT_texture_from_pixmap for binding redirected top-level windows
  to texture objects. It has a flexible plug-in system and it is
  designed to run well on most graphics hardware.

The API exposed by the project must cover the subset of entry points needed to create functional effect plugins, and should provide complete coverage of all relevant public API. The managed (C#) API may deviate in terminology from that used in compiz in order to follow the naming standards and style of the CLR and existing Mono libraries.

The project should allow plugins to implement effects using Mono's Tao OpenGL library. This library has not been widely distributed and is not yet in a deliverable form, so some work towards making it shippable might be made but productisation of dependent libraries will generally be outwith the scope of the project.

Code will be written foremost with maintainability, correctness and stability in mind, followed by completeness and performance concerns. Progress should be made such that there is demonstrable integration of Mono with the compositing manager for the mid-program evaluation, and a complete workable framework that meets the requirements set out in this specification by the time of the final evaluation.

Xgl

Design

TODO

Building

The build system currently has two stages.

The glue part of the binding is implemented as a compiz plugin and can be built with ./configure and make etc.

The managed part of the binding exists in src/. It can be built by entering that directory and running make.

Physics model

During development, compiz-sharp got its own physics model. This is based on Akamaru, which is a generalised version of the model used in compiz, with a different numerical integration technique. Similar algorithms were previously implemented by Luminocity and the sproing prototype in cairo-demo.

Download

git://git.ndesk.org/pub/scm/compiz-sharp