docs: This improves the documentation for cogl_push_framebuffer
This adds an example of how to setup a Clutter style 2D coordinate space and clarifies what state is owned by a framebuffer. (projection, modelview, viewport and clip stack) When we expose more cogl_framebuffer API this example will hopefully be migrated into a more extensive introduction to using framebuffers.
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cogl/cogl.h
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cogl/cogl.h
@ -840,10 +840,9 @@ cogl_clip_stack_restore (void) G_GNUC_DEPRECATED;
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* @buffer: The #CoglHandle of a Cogl framebuffer; either onscreen or
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* offscreen.
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*
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* This redirects all subsequent drawing to the specified framebuffer. This
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* can either be an offscreen buffer created with
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* cogl_offscreen_new_to_texture () or you can revert to your original
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* onscreen window buffer.
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* This redirects all subsequent drawing to the specified framebuffer. This can
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* either be an offscreen buffer created with cogl_offscreen_new_to_texture ()
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* or in the future it may be an onscreen framebuffers too.
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*
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* Since: 1.2
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*/
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@ -855,10 +854,76 @@ cogl_set_framebuffer (CoglHandle buffer);
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* @buffer: The #CoglHandle of a Cogl framebuffer; either onscreen or
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* offscreen.
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*
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* Redirects all subsequent drawing to the specified framebuffer. This
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* can either be an offscreen buffer created with
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* cogl_offscreen_new_to_texture () or you can revert to your original
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* onscreen window buffer.
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* Redirects all subsequent drawing to the specified framebuffer. This can
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* either be an offscreen buffer created with cogl_offscreen_new_to_texture ()
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* or in the future it may be an onscreen framebuffer too.
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*
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* You should understand that a framebuffer owns the following state:
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* <itemizedlist>
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* <li>The projection matrix</li>
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* <li>The modelview matrix stack</li>
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* <li>The viewport</li>
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* <li>The clip stack</li>
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* </itemizedlist>
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* So these items will automatically be saved and restored when you
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* push and pop between different framebuffers.
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*
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* Also remember a newly allocated framebuffer will have an identity matrix for
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* the projection and modelview matrices which gives you a coordinate space
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* like OpenGL with (-1, -1) corresponding to the top left of the viewport,
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* (1, 1) corresponding to the bottom right and +z coming out towards the
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* viewer.
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*
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* If you want to set up a coordinate space like Clutter does with (0, 0)
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* corresponding to the top left and (framebuffer_width, framebuffer_height)
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* corresponding to the bottom right you can do so like this:
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*
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* |[
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* static void
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* setup_viewport (unsigned int width,
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* unsigned int height,
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* float fovy,
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* float aspect,
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* float z_near,
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* float z_far)
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* {
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* float z_camera;
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* CoglMatrix projection_matrix;
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* CoglMatrix mv_matrix;
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*
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* cogl_set_viewport (0, 0, width, height);
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* cogl_perspective (fovy, aspect, z_near, z_far);
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*
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* cogl_get_projection_matrix (&projection_matrix);
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* z_camera = 0.5 * projection_matrix.xx;
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*
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* cogl_matrix_init_identity (&mv_matrix);
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* cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera);
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* cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
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* cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f);
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* cogl_set_modelview_matrix (&mv_matrix);
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* }
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*
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* static void
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* my_init_framebuffer (CoglHandle framebuffer,
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* unsigned int framebuffer_width,
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* unsigned int framebuffer_height)
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* {
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* ClutterActor *stage = clutter_stage_get_default ();
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* ClutterPerspective perspective;
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*
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* clutter_stage_get_perspective (CLUTTER_STAGE (stage), &perspective);
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*
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* cogl_push_framebuffer (framebuffer);
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* setup_viewport (framebuffer_width,
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* framebuffer_height,
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* perspective->fovy,
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* perspective.aspect,
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* perspective.z_near,
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* perspective.z_far);
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* cogl_pop_framebuffer ();
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* }
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* ]|
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*
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* The previous framebuffer can be restored by calling cogl_pop_framebuffer()
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*
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