109e576b1f
Cogl publicly exposes the depth buffer state so we might as well have a function to query the number of depth bits of a framebuffer. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 853143eb10387f50f8d32cf09af31b8829dc1e01)
1830 lines
66 KiB
C
1830 lines
66 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2011 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_FRAMEBUFFER_H
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#define __COGL_FRAMEBUFFER_H
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#ifdef COGL_HAS_WIN32_SUPPORT
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#include <windows.h>
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#endif /* COGL_HAS_WIN32_SUPPORT */
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#ifdef COGL_ENABLE_EXPERIMENTAL_2_0_API
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#include <cogl/cogl2-path.h>
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#else
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#include <cogl/cogl-path.h>
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#endif
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#include <cogl/cogl-pipeline.h>
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#include <cogl/cogl-indices.h>
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#include <cogl/cogl-bitmap.h>
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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#include <cogl/cogl-quaternion.h>
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#include <cogl/cogl-euler.h>
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#include <cogl/cogl-texture.h>
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#endif
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-framebuffer
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* @short_description: A common interface for manipulating framebuffers
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*
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* Framebuffers are a collection of buffers that can be rendered too.
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* A framebuffer may be comprised of one or more color buffers, an
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* optional depth buffer and an optional stencil buffer. Other
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* configuration parameters are associated with framebuffers too such
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* as whether the framebuffer supports multi-sampling (an anti-aliasing
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* technique) or dithering.
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*
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* There are two kinds of framebuffer in Cogl, #CoglOnscreen
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* framebuffers and #CoglOffscreen framebuffers. As the names imply
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* offscreen framebuffers are for rendering something offscreen
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* (perhaps to a texture which is bound as one of the color buffers).
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* The exact semantics of onscreen framebuffers depends on the window
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* system backend that you are using, but typically you can expect
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* rendering to a #CoglOnscreen framebuffer will be immediately
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* visible to the user.
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*
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* If you want to create a new framebuffer then you should start by
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* looking at the #CoglOnscreen and #CoglOffscreen constructor
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* functions, such as cogl_offscreen_new_to_texture() or
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* cogl_onscreen_new(). The #CoglFramebuffer interface deals with
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* all aspects that are common between those two types of framebuffer.
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*
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* Setup of a new CoglFramebuffer happens in two stages. There is a
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* configuration stage where you specify all the options and ancillary
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* buffers you want associated with your framebuffer and then when you
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* are happy with the configuration you can "allocate" the framebuffer
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* using cogl_framebuffer_allocate(). Technically explicitly calling
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* cogl_framebuffer_allocate() is optional for convenience and the
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* framebuffer will automatically be allocated when you first try to
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* draw to it, but if you do the allocation manually then you can
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* also catch any possible errors that may arise from your
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* configuration.
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*/
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typedef struct _CoglFramebuffer CoglFramebuffer;
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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#define COGL_FRAMEBUFFER(X) ((CoglFramebuffer *)(X))
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/**
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* cogl_framebuffer_allocate:
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* @framebuffer: A #CoglFramebuffer
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* @error: A pointer to a #CoglError for returning exceptions.
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*
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* Explicitly allocates a configured #CoglFramebuffer allowing developers to
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* check and handle any errors that might arise from an unsupported
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* configuration so that fallback configurations may be tried.
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*
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* <note>Many applications don't support any fallback options at least when
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* they are initially developed and in that case the don't need to use this API
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* since Cogl will automatically allocate a framebuffer when it first gets
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* used. The disadvantage of relying on automatic allocation is that the
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* program will abort with an error message if there is an error during
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* automatic allocation.</note>
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*
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* Return value: %TRUE if there were no error allocating the framebuffer, else %FALSE.
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* Since: 1.8
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* Stability: unstable
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*/
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CoglBool
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cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
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CoglError **error);
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/**
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* cogl_framebuffer_get_width:
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* @framebuffer: A #CoglFramebuffer
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*
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* Queries the current width of the given @framebuffer.
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*
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* Return value: The width of @framebuffer.
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* Since: 1.8
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* Stability: unstable
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*/
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int
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cogl_framebuffer_get_width (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_height:
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* @framebuffer: A #CoglFramebuffer
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*
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* Queries the current height of the given @framebuffer.
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*
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* Return value: The height of @framebuffer.
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* Since: 1.8
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* Stability: unstable
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*/
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int
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cogl_framebuffer_get_height (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_set_viewport:
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* @framebuffer: A #CoglFramebuffer
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* @x: The top-left x coordinate of the viewport origin (only integers
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* supported currently)
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* @y: The top-left y coordinate of the viewport origin (only integers
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* supported currently)
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* @width: The width of the viewport (only integers supported currently)
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* @height: The height of the viewport (only integers supported currently)
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*
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* Defines a scale and offset for everything rendered relative to the
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* top-left of the destination framebuffer.
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*
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* By default the viewport has an origin of (0,0) and width and height
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* that match the framebuffer's size. Assuming a default projection and
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* modelview matrix then you could translate the contents of a window
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* down and right by leaving the viewport size unchanged by moving the
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* offset to (10,10). The viewport coordinates are measured in pixels.
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* If you left the x and y origin as (0,0) you could scale the windows
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* contents down by specify and width and height that's half the real
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* size of the framebuffer.
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*
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* <note>Although the function takes floating point arguments, existing
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* drivers only allow the use of integer values. In the future floating
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* point values will be exposed via a checkable feature.</note>
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer,
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float x,
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float y,
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float width,
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float height);
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/**
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* cogl_framebuffer_get_viewport_x:
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* @framebuffer: A #CoglFramebuffer
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*
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* Queries the x coordinate of the viewport origin as set using cogl_framebuffer_set_viewport()
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* or the default value which is 0.
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*
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* Return value: The x coordinate of the viewport origin.
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* Since: 1.8
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* Stability: unstable
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*/
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float
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cogl_framebuffer_get_viewport_x (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_viewport_y:
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* @framebuffer: A #CoglFramebuffer
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*
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* Queries the y coordinate of the viewport origin as set using cogl_framebuffer_set_viewport()
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* or the default value which is 0.
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*
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* Return value: The y coordinate of the viewport origin.
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* Since: 1.8
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* Stability: unstable
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*/
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float
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cogl_framebuffer_get_viewport_y (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_viewport_width:
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* @framebuffer: A #CoglFramebuffer
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*
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* Queries the width of the viewport as set using cogl_framebuffer_set_viewport()
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* or the default value which is the width of the framebuffer.
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*
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* Return value: The width of the viewport.
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* Since: 1.8
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* Stability: unstable
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*/
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float
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cogl_framebuffer_get_viewport_width (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_viewport_height:
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* @framebuffer: A #CoglFramebuffer
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*
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* Queries the height of the viewport as set using cogl_framebuffer_set_viewport()
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* or the default value which is the height of the framebuffer.
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*
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* Return value: The height of the viewport.
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* Since: 1.8
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* Stability: unstable
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*/
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float
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cogl_framebuffer_get_viewport_height (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_viewport4fv:
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* @framebuffer: A #CoglFramebuffer
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* @viewport: (out caller-allocates) (array fixed-size=4): A pointer to an
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* array of 4 floats to receive the (x, y, width, height)
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* components of the current viewport.
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*
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* Queries the x, y, width and height components of the current viewport as set
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* using cogl_framebuffer_set_viewport() or the default values which are 0, 0,
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* framebuffer_width and framebuffer_height. The values are written into the
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* given @viewport array.
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_framebuffer_get_viewport4fv (CoglFramebuffer *framebuffer,
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float *viewport);
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/**
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* cogl_framebuffer_push_matrix:
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* @framebuffer: A #CoglFramebuffer pointer
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*
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* Copies the current model-view matrix onto the matrix stack. The matrix
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* can later be restored with cogl_framebuffer_pop_matrix().
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*
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* Since: 1.10
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*/
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void
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cogl_framebuffer_push_matrix (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_pop_matrix:
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* @framebuffer: A #CoglFramebuffer pointer
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*
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* Restores the model-view matrix on the top of the matrix stack.
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*
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* Since: 1.10
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*/
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void
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cogl_framebuffer_pop_matrix (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_identity_matrix:
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* @framebuffer: A #CoglFramebuffer pointer
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*
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* Resets the current model-view matrix to the identity matrix.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_framebuffer_identity_matrix (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_scale:
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* @framebuffer: A #CoglFramebuffer pointer
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* @x: Amount to scale along the x-axis
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* @y: Amount to scale along the y-axis
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* @z: Amount to scale along the z-axis
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*
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* Multiplies the current model-view matrix by one that scales the x,
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* y and z axes by the given values.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_framebuffer_scale (CoglFramebuffer *framebuffer,
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float x,
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float y,
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float z);
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/**
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* cogl_framebuffer_translate:
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* @framebuffer: A #CoglFramebuffer pointer
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* @x: Distance to translate along the x-axis
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* @y: Distance to translate along the y-axis
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* @z: Distance to translate along the z-axis
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*
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* Multiplies the current model-view matrix by one that translates the
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* model along all three axes according to the given values.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_framebuffer_translate (CoglFramebuffer *framebuffer,
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float x,
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float y,
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float z);
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/**
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* cogl_framebuffer_rotate:
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* @framebuffer: A #CoglFramebuffer pointer
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* @angle: Angle in degrees to rotate.
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* @x: X-component of vertex to rotate around.
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* @y: Y-component of vertex to rotate around.
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* @z: Z-component of vertex to rotate around.
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*
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* Multiplies the current model-view matrix by one that rotates the
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* model around the axis-vector specified by @x, @y and @z. The
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* rotation follows the right-hand thumb rule so for example rotating
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* by 10 degrees about the axis-vector (0, 0, 1) causes a small
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* counter-clockwise rotation.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_framebuffer_rotate (CoglFramebuffer *framebuffer,
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float angle,
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float x,
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float y,
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float z);
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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/**
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* cogl_framebuffer_rotate_quaternion:
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* @framebuffer: A #CoglFramebuffer pointer
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* @quaternion: A #CoglQuaternion
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*
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* Multiplies the current model-view matrix by one that rotates
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* according to the rotation described by @quaternion.
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*
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* Since: 2.0
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* Stability: unstable
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*/
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void
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cogl_framebuffer_rotate_quaternion (CoglFramebuffer *framebuffer,
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const CoglQuaternion *quaternion);
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/**
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* cogl_framebuffer_rotate_euler:
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* @framebuffer: A #CoglFramebuffer pointer
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* @euler: A #CoglEuler
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*
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* Multiplies the current model-view matrix by one that rotates
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* according to the rotation described by @euler.
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*
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* Since: 2.0
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* Stability: unstable
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*/
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void
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cogl_framebuffer_rotate_euler (CoglFramebuffer *framebuffer,
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const CoglEuler *euler);
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#endif /* COGL_ENABLE_EXPERIMENTAL_API */
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/**
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* cogl_framebuffer_transform:
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* @framebuffer: A #CoglFramebuffer pointer
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* @matrix: the matrix to multiply with the current model-view
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*
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* Multiplies the current model-view matrix by the given matrix.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_framebuffer_transform (CoglFramebuffer *framebuffer,
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const CoglMatrix *matrix);
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/**
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* cogl_framebuffer_get_modelview_matrix:
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* @framebuffer: A #CoglFramebuffer pointer
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* @matrix: (out): return location for the model-view matrix
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*
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* Stores the current model-view matrix in @matrix.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_framebuffer_get_modelview_matrix (CoglFramebuffer *framebuffer,
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CoglMatrix *matrix);
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/**
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* cogl_framebuffer_set_modelview_matrix:
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* @framebuffer: A #CoglFramebuffer pointer
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* @matrix: the new model-view matrix
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*
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* Sets @matrix as the new model-view matrix.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_framebuffer_set_modelview_matrix (CoglFramebuffer *framebuffer,
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const CoglMatrix *matrix);
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/**
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* cogl_framebuffer_perspective:
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* @framebuffer: A #CoglFramebuffer pointer
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* @fov_y: Vertical field of view angle in degrees.
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* @aspect: The (width over height) aspect ratio for display
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* @z_near: The distance to the near clipping plane (Must be positive,
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* and must not be 0)
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* @z_far: The distance to the far clipping plane (Must be positive)
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*
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* Replaces the current projection matrix with a perspective matrix
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* based on the provided values.
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*
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* <note>You should be careful not to have to great a @z_far / @z_near
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* ratio since that will reduce the effectiveness of depth testing
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* since there wont be enough precision to identify the depth of
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* objects near to each other.</note>
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_framebuffer_perspective (CoglFramebuffer *framebuffer,
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float fov_y,
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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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* cogl_framebuffer_frustum:
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* @framebuffer: A #CoglFramebuffer pointer
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* @left: X position of the left clipping plane where it
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* intersects the near clipping plane
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* @right: X position of the right clipping plane where it
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* intersects the near clipping plane
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* @bottom: Y position of the bottom clipping plane where it
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* intersects the near clipping plane
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* @top: Y position of the top clipping plane where it intersects
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* the near clipping plane
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* @z_near: The distance to the near clipping plane (Must be positive)
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* @z_far: The distance to the far clipping plane (Must be positive)
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*
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* Replaces the current projection matrix with a perspective matrix
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* for a given viewing frustum defined by 4 side clip planes that
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* all cross through the origin and 2 near and far clip planes.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_framebuffer_frustum (CoglFramebuffer *framebuffer,
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float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far);
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/**
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* cogl_framebuffer_orthographic:
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* @framebuffer: A #CoglFramebuffer pointer
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* @x_1: The x coordinate for the first vertical clipping plane
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* @y_1: The y coordinate for the first horizontal clipping plane
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* @x_2: The x coordinate for the second vertical clipping plane
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* @y_2: The y coordinate for the second horizontal clipping plane
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* @near: The <emphasis>distance</emphasis> to the near clipping
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* plane (will be <emphasis>negative</emphasis> if the plane is
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* behind the viewer)
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* @far: The <emphasis>distance</emphasis> to the far clipping
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* plane (will be <emphasis>negative</emphasis> if the plane is
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* behind the viewer)
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*
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* Replaces the current projection matrix with an orthographic projection
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* matrix.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_framebuffer_orthographic (CoglFramebuffer *framebuffer,
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float x_1,
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float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float near,
|
|
float far);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_projection_matrix:
|
|
* @framebuffer: A #CoglFramebuffer pointer
|
|
* @matrix: (out): return location for the projection matrix
|
|
*
|
|
* Stores the current projection matrix in @matrix.
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_get_projection_matrix (CoglFramebuffer *framebuffer,
|
|
CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_framebuffer_set_projection_matrix:
|
|
* @framebuffer: A #CoglFramebuffer pointer
|
|
* @matrix: the new projection matrix
|
|
*
|
|
* Sets @matrix as the new projection matrix.
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_set_projection_matrix (CoglFramebuffer *framebuffer,
|
|
const CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_framebuffer_push_scissor_clip:
|
|
* @framebuffer: A #CoglFramebuffer pointer
|
|
* @x: left edge of the clip rectangle in window coordinates
|
|
* @y: top edge of the clip rectangle in window coordinates
|
|
* @width: width of the clip rectangle
|
|
* @height: height of the clip rectangle
|
|
*
|
|
* Specifies a rectangular clipping area for all subsequent drawing
|
|
* operations. Any drawing commands that extend outside the rectangle
|
|
* will be clipped so that only the portion inside the rectangle will
|
|
* be displayed. The rectangle dimensions are not transformed by the
|
|
* current model-view matrix.
|
|
*
|
|
* The rectangle is intersected with the current clip region. To undo
|
|
* the effect of this function, call cogl_framebuffer_pop_clip().
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_push_scissor_clip (CoglFramebuffer *framebuffer,
|
|
int x,
|
|
int y,
|
|
int width,
|
|
int height);
|
|
|
|
/**
|
|
* cogl_framebuffer_push_rectangle_clip:
|
|
* @framebuffer: A #CoglFramebuffer pointer
|
|
* @x_1: x coordinate for top left corner of the clip rectangle
|
|
* @y_1: y coordinate for top left corner of the clip rectangle
|
|
* @x_2: x coordinate for bottom right corner of the clip rectangle
|
|
* @y_2: y coordinate for bottom right corner of the clip rectangle
|
|
*
|
|
* Specifies a modelview transformed rectangular clipping area for all
|
|
* subsequent drawing operations. Any drawing commands that extend
|
|
* outside the rectangle will be clipped so that only the portion
|
|
* inside the rectangle will be displayed. The rectangle dimensions
|
|
* are transformed by the current model-view matrix.
|
|
*
|
|
* The rectangle is intersected with the current clip region. To undo
|
|
* the effect of this function, call cogl_framebuffer_pop_clip().
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_push_rectangle_clip (CoglFramebuffer *framebuffer,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2);
|
|
|
|
/**
|
|
* cogl_framebuffer_push_path_clip:
|
|
* @framebuffer: A #CoglFramebuffer pointer
|
|
* @path: The path to clip with.
|
|
*
|
|
* Sets a new clipping area using the silhouette of the specified,
|
|
* filled @path. The clipping area is intersected with the previous
|
|
* clipping area. To restore the previous clipping area, call
|
|
* cogl_framebuffer_pop_clip().
|
|
*
|
|
* Since: 1.0
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_push_path_clip (CoglFramebuffer *framebuffer,
|
|
CoglPath *path);
|
|
|
|
/**
|
|
* cogl_framebuffer_push_primitive_clip:
|
|
* @framebuffer: A #CoglFramebuffer pointer
|
|
* @primitive: A #CoglPrimitive describing a flat 2D shape
|
|
* @bounds_x1: x coordinate for the top-left corner of the primitives
|
|
* bounds
|
|
* @bounds_y1: y coordinate for the top-left corner of the primitives
|
|
* bounds
|
|
* @bounds_x2: x coordinate for the bottom-right corner of the
|
|
* primitives bounds.
|
|
* @bounds_y2: y coordinate for the bottom-right corner of the
|
|
* primitives bounds.
|
|
*
|
|
* Sets a new clipping area using a 2D shaped described with a
|
|
* #CoglPrimitive. The shape must not contain self overlapping
|
|
* geometry and must lie on a single 2D plane. A bounding box of the
|
|
* 2D shape in local coordinates (the same coordinates used to
|
|
* describe the shape) must be given. It is acceptable for the bounds
|
|
* to be larger than the true bounds but behaviour is undefined if the
|
|
* bounds are smaller than the true bounds.
|
|
*
|
|
* The primitive is transformed by the current model-view matrix and
|
|
* the silhouette is intersected with the previous clipping area. To
|
|
* restore the previous clipping area, call
|
|
* cogl_framebuffer_pop_clip().
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_push_primitive_clip (CoglFramebuffer *framebuffer,
|
|
CoglPrimitive *primitive,
|
|
float bounds_x1,
|
|
float bounds_y1,
|
|
float bounds_x2,
|
|
float bounds_y2);
|
|
|
|
/**
|
|
* cogl_framebuffer_pop_clip:
|
|
* @framebuffer: A #CoglFramebuffer pointer
|
|
*
|
|
* Reverts the clipping region to the state before the last call to
|
|
* cogl_framebuffer_push_scissor_clip(), cogl_framebuffer_push_rectangle_clip()
|
|
* cogl_framebuffer_push_path_clip(), or cogl_framebuffer_push_primitive_clip().
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_pop_clip (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_red_bits:
|
|
* @framebuffer: a pointer to a #CoglFramebuffer
|
|
*
|
|
* Retrieves the number of red bits of @framebuffer
|
|
*
|
|
* Return value: the number of bits
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
int
|
|
cogl_framebuffer_get_red_bits (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_green_bits:
|
|
* @framebuffer: a pointer to a #CoglFramebuffer
|
|
*
|
|
* Retrieves the number of green bits of @framebuffer
|
|
*
|
|
* Return value: the number of bits
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
int
|
|
cogl_framebuffer_get_green_bits (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_blue_bits:
|
|
* @framebuffer: a pointer to a #CoglFramebuffer
|
|
*
|
|
* Retrieves the number of blue bits of @framebuffer
|
|
*
|
|
* Return value: the number of bits
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
int
|
|
cogl_framebuffer_get_blue_bits (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_alpha_bits:
|
|
* @framebuffer: a pointer to a #CoglFramebuffer
|
|
*
|
|
* Retrieves the number of alpha bits of @framebuffer
|
|
*
|
|
* Return value: the number of bits
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
int
|
|
cogl_framebuffer_get_alpha_bits (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_depth_bits:
|
|
* @framebuffer: a pointer to a #CoglFramebuffer
|
|
*
|
|
* Retrieves the number of depth bits of @framebuffer
|
|
*
|
|
* Return value: the number of bits
|
|
*
|
|
* Since: 2.0
|
|
* Stability: unstable
|
|
*/
|
|
int
|
|
cogl_framebuffer_get_depth_bits (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_dither_enabled:
|
|
* @framebuffer: a pointer to a #CoglFramebuffer
|
|
*
|
|
* Returns whether dithering has been requested for the given @framebuffer.
|
|
* See cogl_framebuffer_set_dither_enabled() for more details about dithering.
|
|
*
|
|
* <note>This may return %TRUE even when the underlying @framebuffer
|
|
* display pipeline does not support dithering. This value only represents
|
|
* the user's request for dithering.</note>
|
|
*
|
|
* Return value: %TRUE if dithering has been requested or %FALSE if not.
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
CoglBool
|
|
cogl_framebuffer_get_dither_enabled (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_set_dither_enabled:
|
|
* @framebuffer: a pointer to a #CoglFramebuffer
|
|
* @dither_enabled: %TRUE to enable dithering or %FALSE to disable
|
|
*
|
|
* Enables or disabled dithering if supported by the hardware.
|
|
*
|
|
* Dithering is a hardware dependent technique to increase the visible
|
|
* color resolution beyond what the underlying hardware supports by playing
|
|
* tricks with the colors placed into the framebuffer to give the illusion
|
|
* of other colors. (For example this can be compared to half-toning used
|
|
* by some news papers to show varying levels of grey even though their may
|
|
* only be black and white are available).
|
|
*
|
|
* If the current display pipeline for @framebuffer does not support dithering
|
|
* then this has no affect.
|
|
*
|
|
* Dithering is enabled by default.
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_set_dither_enabled (CoglFramebuffer *framebuffer,
|
|
CoglBool dither_enabled);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_color_mask:
|
|
* @framebuffer: a pointer to a #CoglFramebuffer
|
|
*
|
|
* Gets the current #CoglColorMask of which channels would be written to the
|
|
* current framebuffer. Each bit set in the mask means that the
|
|
* corresponding color would be written.
|
|
*
|
|
* Returns: A #CoglColorMask
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
CoglColorMask
|
|
cogl_framebuffer_get_color_mask (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_set_color_mask:
|
|
* @framebuffer: a pointer to a #CoglFramebuffer
|
|
* @color_mask: A #CoglColorMask of which color channels to write to
|
|
* the current framebuffer.
|
|
*
|
|
* Defines a bit mask of which color channels should be written to the
|
|
* given @framebuffer. If a bit is set in @color_mask that means that
|
|
* color will be written.
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_set_color_mask (CoglFramebuffer *framebuffer,
|
|
CoglColorMask color_mask);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_color_format:
|
|
* @framebuffer: A #CoglFramebuffer framebuffer
|
|
*
|
|
* Queries the common #CoglPixelFormat of all color buffers attached
|
|
* to this framebuffer. For an offscreen framebuffer created with
|
|
* cogl_offscreen_new_to_texture() this will correspond to the format
|
|
* of the texture.
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
CoglPixelFormat
|
|
cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_set_depth_texture_enabled:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
* @enabled: TRUE or FALSE
|
|
*
|
|
* If @enabled is #TRUE, the depth buffer used when rendering to @framebuffer
|
|
* is available as a texture. You can retrieve the texture with
|
|
* cogl_framebuffer_get_depth_texture().
|
|
*
|
|
* <note>It's possible that your GPU does not support depth textures. You
|
|
* should check the %COGL_FEATURE_ID_DEPTH_TEXTURE feature before using this
|
|
* function.</note>
|
|
* <note>It's not valid to call this function after the framebuffer has been
|
|
* allocated as the creation of the depth texture is done at allocation time.
|
|
* </note>
|
|
*
|
|
* Since: 1.14
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_set_depth_texture_enabled (CoglFramebuffer *framebuffer,
|
|
CoglBool enabled);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_depth_texture_enabled:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
*
|
|
* Queries whether texture based depth buffer has been enabled via
|
|
* cogl_framebuffer_set_depth_texture_enabled().
|
|
*
|
|
* Return value: %TRUE if a depth texture has been enabled, else
|
|
* %FALSE.
|
|
*
|
|
* Since: 1.14
|
|
* Stability: unstable
|
|
*/
|
|
CoglBool
|
|
cogl_framebuffer_get_depth_texture_enabled (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_depth_texture:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
*
|
|
* Retrieves the depth buffer of @framebuffer as a #CoglTexture. You need to
|
|
* call cogl_framebuffer_get_depth_texture(fb, TRUE); before using this
|
|
* function.
|
|
*
|
|
* <note>Calling this function implicitely allocates the framebuffer.</note>
|
|
* <note>The texture returned stays valid as long as the framebuffer stays
|
|
* valid.</note>
|
|
*
|
|
* Returns: (transfer none): the depth texture
|
|
*
|
|
* Since: 1.14
|
|
* Stability: unstable
|
|
*/
|
|
CoglTexture *
|
|
cogl_framebuffer_get_depth_texture (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_set_samples_per_pixel:
|
|
* @framebuffer: A #CoglFramebuffer framebuffer
|
|
* @samples_per_pixel: The minimum number of samples per pixel
|
|
*
|
|
* Requires that when rendering to @framebuffer then @n point samples
|
|
* should be made per pixel which will all contribute to the final
|
|
* resolved color for that pixel. The idea is that the hardware aims
|
|
* to get quality similar to what you would get if you rendered
|
|
* everything twice as big (for 4 samples per pixel) and then scaled
|
|
* that image back down with filtering. It can effectively remove the
|
|
* jagged edges of polygons and should be more efficient than if you
|
|
* were to manually render at a higher resolution and downscale
|
|
* because the hardware is often able to take some shortcuts. For
|
|
* example the GPU may only calculate a single texture sample for all
|
|
* points of a single pixel, and for tile based architectures all the
|
|
* extra sample data (such as depth and stencil samples) may be
|
|
* handled on-chip and so avoid increased demand on system memory
|
|
* bandwidth.
|
|
*
|
|
* By default this value is usually set to 0 and that is referred to
|
|
* as "single-sample" rendering. A value of 1 or greater is referred
|
|
* to as "multisample" rendering.
|
|
*
|
|
* <note>There are some semantic differences between single-sample
|
|
* rendering and multisampling with just 1 point sample such as it
|
|
* being redundant to use the cogl_framebuffer_resolve_samples() and
|
|
* cogl_framebuffer_resolve_samples_region() apis with single-sample
|
|
* rendering.</note>
|
|
*
|
|
* <note>It's recommended that
|
|
* cogl_framebuffer_resolve_samples_region() be explicitly used at the
|
|
* end of rendering to a point sample buffer to minimize the number of
|
|
* samples that get resolved. By default Cogl will implicitly resolve
|
|
* all framebuffer samples but if only a small region of a
|
|
* framebuffer has changed this can lead to redundant work being
|
|
* done.</note>
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_set_samples_per_pixel (CoglFramebuffer *framebuffer,
|
|
int samples_per_pixel);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_samples_per_pixel:
|
|
* @framebuffer: A #CoglFramebuffer framebuffer
|
|
*
|
|
* Gets the number of points that are sampled per-pixel when
|
|
* rasterizing geometry. Usually by default this will return 0 which
|
|
* means that single-sample not multisample rendering has been chosen.
|
|
* When using a GPU supporting multisample rendering it's possible to
|
|
* increase the number of samples per pixel using
|
|
* cogl_framebuffer_set_samples_per_pixel().
|
|
*
|
|
* Calling cogl_framebuffer_get_samples_per_pixel() before the
|
|
* framebuffer has been allocated will simply return the value set
|
|
* using cogl_framebuffer_set_samples_per_pixel(). After the
|
|
* framebuffer has been allocated the value will reflect the actual
|
|
* number of samples that will be made by the GPU.
|
|
*
|
|
* Returns: The number of point samples made per pixel when
|
|
* rasterizing geometry or 0 if single-sample rendering
|
|
* has been chosen.
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
int
|
|
cogl_framebuffer_get_samples_per_pixel (CoglFramebuffer *framebuffer);
|
|
|
|
|
|
/**
|
|
* cogl_framebuffer_resolve_samples:
|
|
* @framebuffer: A #CoglFramebuffer framebuffer
|
|
*
|
|
* When point sample rendering (also known as multisample rendering)
|
|
* has been enabled via cogl_framebuffer_set_samples_per_pixel()
|
|
* then you can optionally call this function (or
|
|
* cogl_framebuffer_resolve_samples_region()) to explicitly resolve
|
|
* the point samples into values for the final color buffer.
|
|
*
|
|
* Some GPUs will implicitly resolve the point samples during
|
|
* rendering and so this function is effectively a nop, but with other
|
|
* architectures it is desirable to defer the resolve step until the
|
|
* end of the frame.
|
|
*
|
|
* Since Cogl will automatically ensure samples are resolved if the
|
|
* target color buffer is used as a source this API only needs to be
|
|
* used if explicit control is desired - perhaps because you want to
|
|
* ensure that the resolve is completed in advance to avoid later
|
|
* having to wait for the resolve to complete.
|
|
*
|
|
* If you are performing incremental updates to a framebuffer you
|
|
* should consider using cogl_framebuffer_resolve_samples_region()
|
|
* instead to avoid resolving redundant pixels.
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_resolve_samples (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_resolve_samples_region:
|
|
* @framebuffer: A #CoglFramebuffer framebuffer
|
|
* @x: top-left x coordinate of region to resolve
|
|
* @y: top-left y coordinate of region to resolve
|
|
* @width: width of region to resolve
|
|
* @height: height of region to resolve
|
|
*
|
|
* When point sample rendering (also known as multisample rendering)
|
|
* has been enabled via cogl_framebuffer_set_samples_per_pixel()
|
|
* then you can optionally call this function (or
|
|
* cogl_framebuffer_resolve_samples()) to explicitly resolve the point
|
|
* samples into values for the final color buffer.
|
|
*
|
|
* Some GPUs will implicitly resolve the point samples during
|
|
* rendering and so this function is effectively a nop, but with other
|
|
* architectures it is desirable to defer the resolve step until the
|
|
* end of the frame.
|
|
*
|
|
* Use of this API is recommended if incremental, small updates to
|
|
* a framebuffer are being made because by default Cogl will
|
|
* implicitly resolve all the point samples of the framebuffer which
|
|
* can result in redundant work if only a small number of samples have
|
|
* changed.
|
|
*
|
|
* Because some GPUs implicitly resolve point samples this function
|
|
* only guarantees that at-least the region specified will be resolved
|
|
* and if you have rendered to a larger region then it's possible that
|
|
* other samples may be implicitly resolved.
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_resolve_samples_region (CoglFramebuffer *framebuffer,
|
|
int x,
|
|
int y,
|
|
int width,
|
|
int height);
|
|
|
|
/**
|
|
* cogl_framebuffer_get_context:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
*
|
|
* Can be used to query the #CoglContext a given @framebuffer was
|
|
* instantiated within. This is the #CoglContext that was passed to
|
|
* cogl_onscreen_new() for example.
|
|
*
|
|
* Return value: The #CoglContext that the given @framebuffer was
|
|
* instantiated within.
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
CoglContext *
|
|
cogl_framebuffer_get_context (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_clear:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
* @buffers: A mask of #CoglBufferBit<!-- -->'s identifying which auxiliary
|
|
* buffers to clear
|
|
* @color: The color to clear the color buffer too if specified in
|
|
* @buffers.
|
|
*
|
|
* Clears all the auxiliary buffers identified in the @buffers mask, and if
|
|
* that includes the color buffer then the specified @color is used.
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_clear (CoglFramebuffer *framebuffer,
|
|
unsigned long buffers,
|
|
const CoglColor *color);
|
|
|
|
/**
|
|
* cogl_framebuffer_clear4f:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
* @buffers: A mask of #CoglBufferBit<!-- -->'s identifying which auxiliary
|
|
* buffers to clear
|
|
* @red: The red component of color to clear the color buffer too if
|
|
* specified in @buffers.
|
|
* @green: The green component of color to clear the color buffer too if
|
|
* specified in @buffers.
|
|
* @blue: The blue component of color to clear the color buffer too if
|
|
* specified in @buffers.
|
|
* @alpha: The alpha component of color to clear the color buffer too if
|
|
* specified in @buffers.
|
|
*
|
|
* Clears all the auxiliary buffers identified in the @buffers mask, and if
|
|
* that includes the color buffer then the specified @color is used.
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer,
|
|
unsigned long buffers,
|
|
float red,
|
|
float green,
|
|
float blue,
|
|
float alpha);
|
|
|
|
/**
|
|
* cogl_framebuffer_draw_primitive:
|
|
* @framebuffer: A destination #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline state object
|
|
* @primitive: A #CoglPrimitive geometry object
|
|
*
|
|
* Draws the given @primitive geometry to the specified destination
|
|
* @framebuffer using the graphics processing state described by @pipeline.
|
|
*
|
|
* This drawing api doesn't support high-level meta texture types such
|
|
* as #CoglTexture2DSliced so it is the user's responsibility to
|
|
* ensure that only low-level textures that can be directly sampled by
|
|
* a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D
|
|
* are associated with layers of the given @pipeline.
|
|
*
|
|
* <note>This api doesn't support any of the legacy global state options such
|
|
* as cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or
|
|
* cogl_program_use()</note>
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_framebuffer_draw_primitive (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglPrimitive *primitive);
|
|
|
|
/**
|
|
* cogl_framebuffer_vdraw_attributes:
|
|
* @framebuffer: A destination #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline state object
|
|
* @mode: The #CoglVerticesMode defining the topology of vertices
|
|
* @first_vertex: The vertex offset within the given attributes to draw from
|
|
* @n_vertices: The number of vertices to draw from the given attributes
|
|
* @...: A set of vertex #CoglAttribute<!-- -->s defining vertex geometry
|
|
*
|
|
* First defines a geometry primitive by grouping a set of vertex attributes;
|
|
* specifying a @first_vertex; a number of vertices (@n_vertices) and
|
|
* specifying what kind of topology the vertices have via @mode.
|
|
*
|
|
* Then the function draws the given @primitive geometry to the specified
|
|
* destination @framebuffer using the graphics processing pipeline described by
|
|
* @pipeline.
|
|
*
|
|
* The list of #CoglAttribute<!-- -->s define the attributes of the vertices to
|
|
* be drawn, such as positions, colors and normals and should be %NULL
|
|
* terminated.
|
|
*
|
|
* This drawing api doesn't support high-level meta texture types such
|
|
* as #CoglTexture2DSliced so it is the user's responsibility to
|
|
* ensure that only low-level textures that can be directly sampled by
|
|
* a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D
|
|
* are associated with layers of the given @pipeline.
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_framebuffer_vdraw_attributes (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
...) COGL_GNUC_NULL_TERMINATED;
|
|
|
|
/**
|
|
* cogl_framebuffer_draw_attributes:
|
|
* @framebuffer: A destination #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline state object
|
|
* @mode: The #CoglVerticesMode defining the topology of vertices
|
|
* @first_vertex: The vertex offset within the given attributes to draw from
|
|
* @n_vertices: The number of vertices to draw from the given attributes
|
|
* @attributes: An array of pointers to #CoglAttribute<-- -->s defining vertex
|
|
* geometry
|
|
* @n_attributes: The number of attributes in the @attributes array.
|
|
*
|
|
* First defines a geometry primitive by grouping a set of vertex @attributes;
|
|
* specifying a @first_vertex; a number of vertices (@n_vertices) and
|
|
* specifying what kind of topology the vertices have via @mode.
|
|
*
|
|
* Then the function draws the given @primitive geometry to the specified
|
|
* destination @framebuffer using the graphics processing pipeline described by
|
|
* @pipeline.
|
|
*
|
|
* The list of #CoglAttribute<!-- -->s define the attributes of the vertices to
|
|
* be drawn, such as positions, colors and normals and the number of attributes
|
|
* is given as @n_attributes.
|
|
*
|
|
* This drawing api doesn't support high-level meta texture types such
|
|
* as #CoglTexture2DSliced so it is the user's responsibility to
|
|
* ensure that only low-level textures that can be directly sampled by
|
|
* a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D
|
|
* are associated with layers of the given @pipeline.
|
|
*
|
|
* <note>This api doesn't support any of the legacy global state options such
|
|
* as cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or
|
|
* cogl_program_use()</note>
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_framebuffer_draw_attributes (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
CoglAttribute **attributes,
|
|
int n_attributes);
|
|
|
|
/**
|
|
* cogl_framebuffer_vdraw_indexed_attributes:
|
|
* @framebuffer: A destination #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline state object
|
|
* @mode: The #CoglVerticesMode defining the topology of vertices
|
|
* @first_vertex: The vertex offset within the given attributes to draw from
|
|
* @n_vertices: The number of vertices to draw from the given attributes
|
|
* @indices: The array of indices used by the GPU to lookup attribute
|
|
* data for each vertex.
|
|
* @...: A set of vertex #CoglAttribute<!-- -->s defining vertex geometry
|
|
*
|
|
* Behaves the same as cogl_framebuffer_vdraw_attributes() except that
|
|
* instead of reading vertex data sequentially from the specified
|
|
* attributes the @indices provide an indirection for how the data
|
|
* should be indexed allowing a random access order to be
|
|
* specified.
|
|
*
|
|
* For example an indices array of [0, 1, 2, 0, 2, 3] could be used
|
|
* used to draw two triangles (@mode = %COGL_VERTICES_MODE_TRIANGLES +
|
|
* @n_vertices = 6) but only provide attribute data for the 4 corners
|
|
* of a rectangle. When the GPU needs to read in each of the 6
|
|
* vertices it will read the @indices array for each vertex in
|
|
* sequence and use the index to look up the vertex attribute data. So
|
|
* here you can see that first and fourth vertex will point to the
|
|
* same data and third and fifth vertex will also point to shared
|
|
* data.
|
|
*
|
|
* Drawing with indices can be a good way of minimizing the size of a
|
|
* mesh by allowing you to avoid data for duplicate vertices because
|
|
* multiple entries in the index array can refer back to a single
|
|
* shared vertex.
|
|
*
|
|
* <note>The @indices array must be at least as long as @first_vertex
|
|
* + @n_vertices otherwise the GPU will overrun the indices array when
|
|
* looking up vertex data.</note>
|
|
*
|
|
* Since it's very common to want to draw a run of rectangles using
|
|
* indices to avoid duplicating vertex data you can use
|
|
* cogl_get_rectangle_indices() to get a set of indices that can be
|
|
* shared.
|
|
*
|
|
* This drawing api doesn't support high-level meta texture types such
|
|
* as #CoglTexture2DSliced so it is the user's responsibility to
|
|
* ensure that only low-level textures that can be directly sampled by
|
|
* a GPU such as #CoglTexture2D, #CoglTextureRectangle or
|
|
* #CoglTexture3D are associated with layers of the given @pipeline.
|
|
*
|
|
* <note>This api doesn't support any of the legacy global state
|
|
* options such as cogl_set_depth_test_enabled(),
|
|
* cogl_set_backface_culling_enabled() or cogl_program_use()</note>
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_framebuffer_vdraw_indexed_attributes (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
CoglIndices *indices,
|
|
...) COGL_GNUC_NULL_TERMINATED;
|
|
|
|
/**
|
|
* cogl_framebuffer_draw_indexed_attributes:
|
|
* @framebuffer: A destination #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline state object
|
|
* @mode: The #CoglVerticesMode defining the topology of vertices
|
|
* @first_vertex: The vertex offset within the given attributes to draw from
|
|
* @n_vertices: The number of vertices to draw from the given attributes
|
|
* @indices: The array of indices used by the GPU to lookup attribute
|
|
* data for each vertex.
|
|
* @attributes: An array of pointers to #CoglAttribute<-- -->s defining vertex
|
|
* geometry
|
|
* @n_attributes: The number of attributes in the @attributes array.
|
|
*
|
|
* Behaves the same as cogl_framebuffer_draw_attributes() except that
|
|
* instead of reading vertex data sequentially from the specified
|
|
* @attributes the @indices provide an indirection for how the data
|
|
* should be indexed allowing a random access order to be
|
|
* specified.
|
|
*
|
|
* For example an indices array of [0, 1, 2, 0, 2, 3] could be used
|
|
* used to draw two triangles (@mode = %COGL_VERTICES_MODE_TRIANGLES +
|
|
* @n_vertices = 6) but only provide attribute data for the 4 corners
|
|
* of a rectangle. When the GPU needs to read in each of the 6
|
|
* vertices it will read the @indices array for each vertex in
|
|
* sequence and use the index to look up the vertex attribute data. So
|
|
* here you can see that first and fourth vertex will point to the
|
|
* same data and third and fifth vertex will also point to shared
|
|
* data.
|
|
*
|
|
* Drawing with indices can be a good way of minimizing the size of a
|
|
* mesh by allowing you to avoid data for duplicate vertices because
|
|
* multiple entries in the index array can refer back to a single
|
|
* shared vertex.
|
|
*
|
|
* <note>The @indices array must be at least as long as @first_vertex
|
|
* + @n_vertices otherwise the GPU will overrun the indices array when
|
|
* looking up vertex data.</note>
|
|
*
|
|
* Since it's very common to want to draw a run of rectangles using
|
|
* indices to avoid duplicating vertex data you can use
|
|
* cogl_get_rectangle_indices() to get a set of indices that can be
|
|
* shared.
|
|
*
|
|
* This drawing api doesn't support high-level meta texture types such
|
|
* as #CoglTexture2DSliced so it is the user's responsibility to
|
|
* ensure that only low-level textures that can be directly sampled by
|
|
* a GPU such as #CoglTexture2D, #CoglTextureRectangle or
|
|
* #CoglTexture3D are associated with layers of the given @pipeline.
|
|
*
|
|
* <note>This api doesn't support any of the legacy global state
|
|
* options such as cogl_set_depth_test_enabled(),
|
|
* cogl_set_backface_culling_enabled() or cogl_program_use()</note>
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_framebuffer_draw_indexed_attributes (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
CoglIndices *indices,
|
|
CoglAttribute **attributes,
|
|
int n_attributes);
|
|
|
|
/**
|
|
* cogl_framebuffer_draw_rectangle:
|
|
* @framebuffer: A destination #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline state object
|
|
* @x_1: X coordinate of the top-left corner
|
|
* @y_1: Y coordinate of the top-left corner
|
|
* @x_2: X coordinate of the bottom-right corner
|
|
* @y_2: Y coordinate of the bottom-right corner
|
|
*
|
|
* Draws a rectangle to @framebuffer with the given @pipeline state
|
|
* and with the top left corner positioned at (@x_1, @y_1) and the
|
|
* bottom right corner positioned at (@x_2, @y_2).
|
|
*
|
|
* <note>The position is the position before the rectangle has been
|
|
* transformed by the model-view matrix and the projection
|
|
* matrix.</note>
|
|
*
|
|
* <note>If you want to describe a rectangle with a texture mapped on
|
|
* it then you can use
|
|
* cogl_framebuffer_draw_textured_rectangle().</note>
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_draw_rectangle (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2);
|
|
|
|
/**
|
|
* cogl_framebuffer_draw_textured_rectangle:
|
|
* @framebuffer: A destination #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline state object
|
|
* @x_1: x coordinate upper left on screen.
|
|
* @y_1: y coordinate upper left on screen.
|
|
* @x_2: x coordinate lower right on screen.
|
|
* @y_2: y coordinate lower right on screen.
|
|
* @s_1: S texture coordinate of the top-left coorner
|
|
* @t_1: T texture coordinate of the top-left coorner
|
|
* @s_2: S texture coordinate of the bottom-right coorner
|
|
* @t_2: T texture coordinate of the bottom-right coorner
|
|
*
|
|
* Draws a textured rectangle to @framebuffer using the given
|
|
* @pipeline state with the top left corner positioned at (@x_1, @y_1)
|
|
* and the bottom right corner positioned at (@x_2, @y_2). The top
|
|
* left corner will have texture coordinates of (@s_1, @t_1) and the
|
|
* bottom right corner will have texture coordinates of (@s_2, @t_2).
|
|
*
|
|
* <note>The position is the position before the rectangle has been
|
|
* transformed by the model-view matrix and the projection
|
|
* matrix.</note>
|
|
*
|
|
* This is a high level drawing api that can handle any kind of
|
|
* #CoglMetaTexture texture such as #CoglTexture2DSliced textures
|
|
* which may internally be comprised of multiple low-level textures.
|
|
* This is unlike low-level drawing apis such as
|
|
* cogl_framebuffer_draw_primitive() or
|
|
* cogl_framebuffer_draw_attributes() which only support low level
|
|
* texture types that are directly supported by GPUs such as
|
|
* #CoglTexture2D.
|
|
*
|
|
* <note>The given texture coordinates will only be used for the first
|
|
* texture layer of the pipeline and if your pipeline has more than
|
|
* one layer then all other layers will have default texture
|
|
* coordinates of @s_1=0.0 @t_1=0.0 @s_2=1.0 @t_2=1.0 </note>
|
|
*
|
|
* The given texture coordinates should always be normalized such that
|
|
* (0, 0) corresponds to the top left and (1, 1) corresponds to the
|
|
* bottom right. To map an entire texture across the rectangle pass
|
|
* in @s_1=0, @t_1=0, @s_2=1, @t_2=1.
|
|
*
|
|
* <note>Even if you have associated a #CoglTextureRectangle texture
|
|
* with one of your @pipeline layers which normally implies working
|
|
* with non-normalized texture coordinates this api should still be
|
|
* passed normalized texture coordinates.</note>
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_draw_textured_rectangle (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float s_1,
|
|
float t_1,
|
|
float s_2,
|
|
float t_2);
|
|
|
|
/**
|
|
* cogl_framebuffer_draw_multitextured_rectangle:
|
|
* @framebuffer: A destination #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline state object
|
|
* @x_1: x coordinate upper left on screen.
|
|
* @y_1: y coordinate upper left on screen.
|
|
* @x_2: x coordinate lower right on screen.
|
|
* @y_2: y coordinate lower right on screen.
|
|
* @tex_coords: (in) (array) (transfer none): An array containing groups of
|
|
* 4 float values: [s_1, t_1, s_2, t_2] that are interpreted as two texture
|
|
* coordinates; one for the top left texel, and one for the bottom right
|
|
* texel. Each value should be between 0.0 and 1.0, where the coordinate
|
|
* (0.0, 0.0) represents the top left of the texture, and (1.0, 1.0) the
|
|
* bottom right.
|
|
* @tex_coords_len: The length of the @tex_coords array. (For one layer
|
|
* and one group of texture coordinates, this would be 4)
|
|
*
|
|
* Draws a textured rectangle to @framebuffer with the given @pipeline
|
|
* state with the top left corner positioned at (@x_1, @y_1) and the
|
|
* bottom right corner positioned at (@x_2, @y_2). As a pipeline may
|
|
* contain multiple texture layers this interface lets you supply
|
|
* texture coordinates for each layer of the pipeline.
|
|
*
|
|
* <note>The position is the position before the rectangle has been
|
|
* transformed by the model-view matrix and the projection
|
|
* matrix.</note>
|
|
*
|
|
* This is a high level drawing api that can handle any kind of
|
|
* #CoglMetaTexture texture for the first layer such as
|
|
* #CoglTexture2DSliced textures which may internally be comprised of
|
|
* multiple low-level textures. This is unlike low-level drawing apis
|
|
* such as cogl_framebuffer_draw_primitive() or
|
|
* cogl_framebuffer_draw_attributes() which only support low level
|
|
* texture types that are directly supported by GPUs such as
|
|
* #CoglTexture2D.
|
|
*
|
|
* <note>This api can not currently handle multiple high-level meta
|
|
* texture layers. The first layer may be a high level meta texture
|
|
* such as #CoglTexture2DSliced but all other layers much be low
|
|
* level textures such as #CoglTexture2D and additionally they
|
|
* should be textures that can be sampled using normalized coordinates
|
|
* (so not #CoglTextureRectangle textures).</note>
|
|
*
|
|
* The top left texture coordinate for layer 0 of any pipeline will be
|
|
* (tex_coords[0], tex_coords[1]) and the bottom right coordinate will
|
|
* be (tex_coords[2], tex_coords[3]). The coordinates for layer 1
|
|
* would be (tex_coords[4], tex_coords[5]) (tex_coords[6],
|
|
* tex_coords[7]) and so on...
|
|
*
|
|
* The given texture coordinates should always be normalized such that
|
|
* (0, 0) corresponds to the top left and (1, 1) corresponds to the
|
|
* bottom right. To map an entire texture across the rectangle pass
|
|
* in tex_coords[0]=0, tex_coords[1]=0, tex_coords[2]=1,
|
|
* tex_coords[3]=1.
|
|
*
|
|
* <note>Even if you have associated a #CoglTextureRectangle texture
|
|
* which normally implies working with non-normalized texture
|
|
* coordinates this api should still be passed normalized texture
|
|
* coordinates.</note>
|
|
*
|
|
* The first pair of coordinates are for the first layer (with the
|
|
* smallest layer index) and if you supply less texture coordinates
|
|
* than there are layers in the current source material then default
|
|
* texture coordinates (0.0, 0.0, 1.0, 1.0) are generated.
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_draw_multitextured_rectangle (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
const float *tex_coords,
|
|
int tex_coords_len);
|
|
|
|
/**
|
|
* cogl_framebuffer_draw_rectangles:
|
|
* @framebuffer: A destination #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline state object
|
|
* @coordinates: (in) (array) (transfer none): an array of coordinates
|
|
* containing groups of 4 float values: [x_1, y_1, x_2, y_2] that are
|
|
* interpreted as two position coordinates; one for the top left of
|
|
* the rectangle (x1, y1), and one for the bottom right of the
|
|
* rectangle (x2, y2).
|
|
* @n_rectangles: number of rectangles defined in @coordinates.
|
|
*
|
|
* Draws a series of rectangles to @framebuffer with the given
|
|
* @pipeline state in the same way that
|
|
* cogl_framebuffer_draw_rectangle() does.
|
|
*
|
|
* The top left corner of the first rectangle is positioned at
|
|
* (coordinates[0], coordinates[1]) and the bottom right corner is
|
|
* positioned at (coordinates[2], coordinates[3]). The positions for
|
|
* the second rectangle are (coordinates[4], coordinates[5]) and
|
|
* (coordinates[6], coordinates[7]) and so on...
|
|
*
|
|
* <note>The position is the position before the rectangle has been
|
|
* transformed by the model-view matrix and the projection
|
|
* matrix.</note>
|
|
*
|
|
* As a general rule for better performance its recommended to use
|
|
* this this API instead of calling
|
|
* cogl_framebuffer_draw_textured_rectangle() separately for multiple
|
|
* rectangles if all of the rectangles will be drawn together with the
|
|
* same @pipeline state.
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_draw_rectangles (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
const float *coordinates,
|
|
unsigned int n_rectangles);
|
|
|
|
/**
|
|
* cogl_framebuffer_draw_textured_rectangles:
|
|
* @framebuffer: A destination #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline state object
|
|
* @coordinates: (in) (array) (transfer none): an array containing
|
|
* groups of 8 float values: [x_1, y_1, x_2, y_2, s_1, t_1, s_2, t_2]
|
|
* that have the same meaning as the arguments for
|
|
* cogl_framebuffer_draw_textured_rectangle().
|
|
* @n_rectangles: number of rectangles to @coordinates to draw
|
|
*
|
|
* Draws a series of rectangles to @framebuffer with the given
|
|
* @pipeline state in the same way that
|
|
* cogl_framebuffer_draw_textured_rectangle() does.
|
|
*
|
|
* <note>The position is the position before the rectangle has been
|
|
* transformed by the model-view matrix and the projection
|
|
* matrix.</note>
|
|
*
|
|
* This is a high level drawing api that can handle any kind of
|
|
* #CoglMetaTexture texture such as #CoglTexture2DSliced textures
|
|
* which may internally be comprised of multiple low-level textures.
|
|
* This is unlike low-level drawing apis such as
|
|
* cogl_framebuffer_draw_primitive() or
|
|
* cogl_framebuffer_draw_attributes() which only support low level
|
|
* texture types that are directly supported by GPUs such as
|
|
* #CoglTexture2D.
|
|
*
|
|
* The top left corner of the first rectangle is positioned at
|
|
* (coordinates[0], coordinates[1]) and the bottom right corner is
|
|
* positioned at (coordinates[2], coordinates[3]). The top left
|
|
* texture coordinate is (coordinates[4], coordinates[5]) and the
|
|
* bottom right texture coordinate is (coordinates[6],
|
|
* coordinates[7]). The coordinates for subsequent rectangles
|
|
* are defined similarly by the subsequent coordinates.
|
|
*
|
|
* As a general rule for better performance its recommended to use
|
|
* this this API instead of calling
|
|
* cogl_framebuffer_draw_textured_rectangle() separately for multiple
|
|
* rectangles if all of the rectangles will be drawn together with the
|
|
* same @pipeline state.
|
|
*
|
|
* The given texture coordinates should always be normalized such that
|
|
* (0, 0) corresponds to the top left and (1, 1) corresponds to the
|
|
* bottom right. To map an entire texture across the rectangle pass
|
|
* in tex_coords[0]=0, tex_coords[1]=0, tex_coords[2]=1,
|
|
* tex_coords[3]=1.
|
|
*
|
|
* <note>Even if you have associated a #CoglTextureRectangle texture
|
|
* which normally implies working with non-normalized texture
|
|
* coordinates this api should still be passed normalized texture
|
|
* coordinates.</note>
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_draw_textured_rectangles (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
const float *coordinates,
|
|
unsigned int n_rectangles);
|
|
|
|
/**
|
|
* cogl_framebuffer_fill_path:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline to render with
|
|
* @path: The #CoglPath to fill
|
|
*
|
|
* Fills the interior of the path using the fragment operations
|
|
* defined by the pipeline.
|
|
*
|
|
* The interior of the shape is determined using the fill rule of the
|
|
* path. See %CoglPathFillRule for details.
|
|
*
|
|
* <note>The result of referencing sliced textures in your current
|
|
* pipeline when filling a path are undefined. You should pass
|
|
* the %COGL_TEXTURE_NO_SLICING flag when loading any texture you will
|
|
* use while filling a path.</note>
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_framebuffer_fill_path (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglPath *path);
|
|
|
|
/**
|
|
* cogl_framebuffer_stroke_path:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline to render with
|
|
* @path: The #CoglPath to stroke
|
|
*
|
|
* Strokes the edge of the path using the fragment operations defined
|
|
* by the pipeline. The stroke line will have a width of 1 pixel
|
|
* regardless of the current transformation matrix.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_framebuffer_stroke_path (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglPath *path);
|
|
|
|
/* XXX: Should we take an n_buffers + buffer id array instead of using
|
|
* the CoglBufferBits type which doesn't seem future proof? */
|
|
/**
|
|
* cogl_framebuffer_discard_buffers:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
* @buffers: A #CoglBufferBit mask of which ancillary buffers you want
|
|
* to discard.
|
|
*
|
|
* Declares that the specified @buffers no longer need to be referenced
|
|
* by any further rendering commands. This can be an important
|
|
* optimization to avoid subsequent frames of rendering depending on
|
|
* the results of a previous frame.
|
|
*
|
|
* For example; some tile-based rendering GPUs are able to avoid allocating and
|
|
* accessing system memory for the depth and stencil buffer so long as these
|
|
* buffers are not required as input for subsequent frames and that can save a
|
|
* significant amount of memory bandwidth used to save and restore their
|
|
* contents to system memory between frames.
|
|
*
|
|
* It is currently considered an error to try and explicitly discard the color
|
|
* buffer by passing %COGL_BUFFER_BIT_COLOR. This is because the color buffer is
|
|
* already implicitly discard when you finish rendering to a #CoglOnscreen
|
|
* framebuffer, and it's not meaningful to try and discard the color buffer of
|
|
* a #CoglOffscreen framebuffer since they are single-buffered.
|
|
*
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_discard_buffers (CoglFramebuffer *framebuffer,
|
|
unsigned long buffers);
|
|
|
|
/**
|
|
* cogl_framebuffer_finish:
|
|
* @framebuffer: A #CoglFramebuffer pointer
|
|
*
|
|
* This blocks the CPU until all pending rendering associated with the
|
|
* specified framebuffer has completed. It's very rare that developers should
|
|
* ever need this level of synchronization with the GPU and should never be
|
|
* used unless you clearly understand why you need to explicitly force
|
|
* synchronization.
|
|
*
|
|
* One example might be for benchmarking purposes to be sure timing
|
|
* measurements reflect the time that the GPU is busy for not just the time it
|
|
* takes to queue rendering commands.
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_framebuffer_finish (CoglFramebuffer *framebuffer);
|
|
|
|
/**
|
|
* cogl_framebuffer_read_pixels_into_bitmap:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
* @x: The x position to read from
|
|
* @y: The y position to read from
|
|
* @source: Identifies which auxillary buffer you want to read
|
|
* (only COGL_READ_PIXELS_COLOR_BUFFER supported currently)
|
|
* @bitmap: The bitmap to store the results in.
|
|
*
|
|
* This reads a rectangle of pixels from the given framebuffer where
|
|
* position (0, 0) is the top left. The pixel at (x, y) is the first
|
|
* read, and a rectangle of pixels with the same size as the bitmap is
|
|
* read right and downwards from that point.
|
|
*
|
|
* Currently Cogl assumes that the framebuffer is in a premultiplied
|
|
* format so if the format of @bitmap is non-premultiplied it will
|
|
* convert it. To read the pixel values without any conversion you
|
|
* should either specify a format that doesn't use an alpha channel or
|
|
* use one of the formats ending in PRE.
|
|
*
|
|
* Return value: %TRUE if the read succeeded or %FALSE otherwise. The
|
|
* function is only likely to fail if the bitmap points to a pixel
|
|
* buffer and it could not be mapped.
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
CoglBool
|
|
cogl_framebuffer_read_pixels_into_bitmap (CoglFramebuffer *framebuffer,
|
|
int x,
|
|
int y,
|
|
CoglReadPixelsFlags source,
|
|
CoglBitmap *bitmap);
|
|
|
|
/**
|
|
* cogl_framebuffer_read_pixels:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
* @x: The x position to read from
|
|
* @y: The y position to read from
|
|
* @width: The width of the region of rectangles to read
|
|
* @height: The height of the region of rectangles to read
|
|
* @format: The pixel format to store the data in
|
|
* @pixels: The address of the buffer to store the data in
|
|
*
|
|
* This is a convenience wrapper around
|
|
* cogl_framebuffer_read_pixels_into_bitmap() which allocates a
|
|
* temporary #CoglBitmap to read pixel data directly into the given
|
|
* buffer. The rowstride of the buffer is assumed to be the width of
|
|
* the region times the bytes per pixel of the format. The source for
|
|
* the data is always taken from the color buffer. If you want to use
|
|
* any other rowstride or source, please use the
|
|
* cogl_framebuffer_read_pixels_into_bitmap() function directly.
|
|
*
|
|
* The implementation of the function looks like this:
|
|
*
|
|
* |[
|
|
* bitmap = cogl_bitmap_new_for_data (context,
|
|
* width, height,
|
|
* format,
|
|
* /<!-- -->* rowstride *<!-- -->/
|
|
* bpp * width,
|
|
* pixels);
|
|
* cogl_framebuffer_read_pixels_into_bitmap (framebuffer,
|
|
* x, y,
|
|
* COGL_READ_PIXELS_COLOR_BUFFER,
|
|
* bitmap);
|
|
* cogl_object_unref (bitmap);
|
|
* ]|
|
|
*
|
|
* Return value: %TRUE if the read succeeded or %FALSE otherwise.
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
CoglBool
|
|
cogl_framebuffer_read_pixels (CoglFramebuffer *framebuffer,
|
|
int x,
|
|
int y,
|
|
int width,
|
|
int height,
|
|
CoglPixelFormat format,
|
|
uint8_t *pixels);
|
|
|
|
/**
|
|
* cogl_get_draw_framebuffer:
|
|
*
|
|
* Gets the current #CoglFramebuffer as set using
|
|
* cogl_push_framebuffer()
|
|
*
|
|
* Return value: The current #CoglFramebuffer
|
|
* Stability: unstable
|
|
* Since: 1.8
|
|
*/
|
|
CoglFramebuffer *
|
|
cogl_get_draw_framebuffer (void);
|
|
|
|
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
|
|
|
|
/* XXX: Note these are defined outside the COGL_ENABLE_EXPERIMENTAL_API guard since
|
|
* otherwise the glib-mkenums stuff will get upset. */
|
|
|
|
uint32_t
|
|
cogl_framebuffer_error_quark (void);
|
|
|
|
/**
|
|
* COGL_FRAMEBUFFER_ERROR:
|
|
*
|
|
* An error domain for reporting #CoglFramebuffer exceptions
|
|
*/
|
|
#define COGL_FRAMEBUFFER_ERROR (cogl_framebuffer_error_quark ())
|
|
|
|
typedef enum { /*< prefix=COGL_FRAMEBUFFER_ERROR >*/
|
|
COGL_FRAMEBUFFER_ERROR_ALLOCATE
|
|
} CoglFramebufferError;
|
|
|
|
/**
|
|
* cogl_is_framebuffer:
|
|
* @object: A #CoglObject pointer
|
|
*
|
|
* Gets whether the given object references a #CoglFramebuffer.
|
|
*
|
|
* Return value: %TRUE if the object references a #CoglFramebuffer
|
|
* and %FALSE otherwise.
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
CoglBool
|
|
cogl_is_framebuffer (void *object);
|
|
|
|
COGL_END_DECLS
|
|
|
|
#endif /* __COGL_FRAMEBUFFER_H */
|
|
|