e9f721216e
When splitting out the CoglPath api we saw that we would be left with inconsistent drawing apis if the drawing apis in core Cogl were lumped into the cogl_framebuffer_ api considering other Cogl sub-libraries or that others will want to create higher level drawing apis outside of Cogl but can't use the same namespace. So that we can aim for a more consistent style this adds a cogl_primitive_draw() api, comparable to cogl_path_fill() or cogl_pango_show_layout() that's intended to replace cogl_framebuffer_draw_primitive() Note: the attribute and rectangle drawing apis are still in the cogl_framebuffer_ namespace and this might potentially change but in these cases there is no single object representing the thing being drawn so it seems a more reasonable they they live in the framebuffer namespace for now. Note: the cogl_framebuffer_draw_primitive() api isn't removed by this patch so it can more conveniently be cherry picked to the 1.16 branch so we can mark it deprecated for a short while. Even though it's marked as experimental api we know that there are people using the api so we'd like to give them a chance to switch to the new api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 418912b93ff81a47f9b38114d05335ab76277c48) Conflicts: cogl-pango/cogl-pango-display-list.c cogl/Makefile.am cogl/cogl-framebuffer.c cogl/cogl-pipeline-layer-state.h cogl/cogl2-path.c cogl/driver/gl/cogl-clip-stack-gl.c
892 lines
31 KiB
C
892 lines
31 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) 2010 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 License
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* along with this library. If not, see <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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#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_PRIMITIVE_H__
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#define __COGL_PRIMITIVE_H__
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/* We forward declare the CoglPrimitive type here to avoid some circular
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* dependency issues with the following headers.
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*/
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typedef struct _CoglPrimitive CoglPrimitive;
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#include <cogl/cogl-vertex-buffer.h> /* for CoglVerticesMode */
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#include <cogl/cogl-attribute.h>
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#include <cogl/cogl-framebuffer.h>
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-primitive
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* @short_description: Functions for creating, manipulating and drawing
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* primitives
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*
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* FIXME
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*/
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/**
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* CoglVertexP2:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_p2().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct {
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float x, y;
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} CoglVertexP2;
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/**
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* CoglVertexP3:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @z: The z component of a position attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_p3().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct {
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float x, y, z;
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} CoglVertexP3;
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/**
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* CoglVertexP2C4:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @r: The red component of a color attribute
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* @b: The green component of a color attribute
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* @g: The blue component of a color attribute
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* @a: The alpha component of a color attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_p2c4().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct {
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float x, y;
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uint8_t r, g, b, a;
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} CoglVertexP2C4;
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/**
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* CoglVertexP3C4:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @z: The z component of a position attribute
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* @r: The red component of a color attribute
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* @b: The green component of a color attribute
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* @g: The blue component of a color attribute
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* @a: The alpha component of a color attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_p3c4().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct {
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float x, y, z;
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uint8_t r, g, b, a;
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} CoglVertexP3C4;
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/**
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* CoglVertexP2T2:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @s: The s component of a texture coordinate attribute
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* @t: The t component of a texture coordinate attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_p2t2().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct {
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float x, y;
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float s, t;
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} CoglVertexP2T2;
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/**
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* CoglVertexP3T2:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @z: The z component of a position attribute
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* @s: The s component of a texture coordinate attribute
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* @t: The t component of a texture coordinate attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_p3t2().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct {
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float x, y, z;
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float s, t;
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} CoglVertexP3T2;
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/**
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* CoglVertexP2T2C4:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @s: The s component of a texture coordinate attribute
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* @t: The t component of a texture coordinate attribute
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* @r: The red component of a color attribute
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* @b: The green component of a color attribute
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* @g: The blue component of a color attribute
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* @a: The alpha component of a color attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_p3t2c4().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct {
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float x, y;
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float s, t;
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uint8_t r, g, b, a;
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} CoglVertexP2T2C4;
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/**
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* CoglVertexP3T2C4:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @z: The z component of a position attribute
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* @s: The s component of a texture coordinate attribute
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* @t: The t component of a texture coordinate attribute
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* @r: The red component of a color attribute
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* @b: The green component of a color attribute
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* @g: The blue component of a color attribute
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* @a: The alpha component of a color attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_p3t2c4().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct {
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float x, y, z;
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float s, t;
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uint8_t r, g, b, a;
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} CoglVertexP3T2C4;
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/**
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* cogl_primitive_new:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @...: A %NULL terminated list of attributes
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*
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* Combines a set of #CoglAttribute<!-- -->s with a specific draw @mode
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* and defines a vertex count so a #CoglPrimitive object can be retained and
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* drawn later with no addition information required.
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*
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* The value passed as @n_vertices will simply update the
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* #CoglPrimitive <structfield>n_vertices</structfield> property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
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*
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* Returns: A newly allocated #CoglPrimitive object
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new (CoglVerticesMode mode,
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int n_vertices,
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...);
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CoglPrimitive *
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cogl_primitive_new_with_attributes (CoglVerticesMode mode,
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int n_vertices,
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CoglAttribute **attributes,
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int n_attributes);
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/**
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* cogl_primitive_new_p2:
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* @context: A #CoglContext
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to read from @data and also
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* the number of vertices to read when later drawing.
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* @data: An array of #CoglVertexP2 vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglAttributeBuffer storage, describe the position
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* attribute with a #CoglAttribute and upload your data.
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*
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* For example to draw a convex polygon you can do:
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* |[
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* CoglVertexP2 triangle[] =
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* {
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* { 0, 300 },
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* { 150, 0, },
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* { 300, 300 }
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* };
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* prim = cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* The value passed as @n_vertices is initially used to determine how
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* much can be read from @data but it will also be used to update the
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* #CoglPrimitive <structfield>n_vertices</structfield> property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new_p2 (CoglContext *context,
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CoglVerticesMode mode,
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int n_vertices,
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const CoglVertexP2 *data);
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/**
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* cogl_primitive_new_p3:
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* @context: A #CoglContext
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to read from @data and also
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* the number of vertices to read when later drawing.
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* @data: An array of #CoglVertexP3 vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglAttributeBuffer storage, describe the position
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* attribute with a #CoglAttribute and upload your data.
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*
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* For example to draw a convex polygon you can do:
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* |[
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* CoglVertexP3 triangle[] =
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* {
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* { 0, 300, 0 },
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* { 150, 0, 0 },
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* { 300, 300, 0 }
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* };
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* prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* The value passed as @n_vertices is initially used to determine how
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* much can be read from @data but it will also be used to update the
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* #CoglPrimitive <structfield>n_vertices</structfield> property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new_p3 (CoglContext *context,
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CoglVerticesMode mode,
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int n_vertices,
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const CoglVertexP3 *data);
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/**
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* cogl_primitive_new_p2c4:
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* @context: A #CoglContext
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to read from @data and also
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* the number of vertices to read when later drawing.
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* @data: An array of #CoglVertexP2C4 vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglAttributeBuffer storage, describe the position
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* and color attributes with #CoglAttribute<!-- -->s and upload
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* your data.
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*
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* For example to draw a convex polygon with a linear gradient you
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* can do:
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* |[
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* CoglVertexP2C4 triangle[] =
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* {
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* { 0, 300, 0xff, 0x00, 0x00, 0xff },
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* { 150, 0, 0x00, 0xff, 0x00, 0xff },
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* { 300, 300, 0xff, 0x00, 0x00, 0xff }
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* };
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* prim = cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* The value passed as @n_vertices is initially used to determine how
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* much can be read from @data but it will also be used to update the
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* #CoglPrimitive <structfield>n_vertices</structfield> property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new_p2c4 (CoglContext *context,
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CoglVerticesMode mode,
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int n_vertices,
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const CoglVertexP2C4 *data);
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/**
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* cogl_primitive_new_p3c4:
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* @context: A #CoglContext
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to read from @data and also
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* the number of vertices to read when later drawing.
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* @data: An array of #CoglVertexP3C4 vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
|
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* triangle strip or a triangle fan, that will internally allocate the
|
|
* necessary #CoglAttributeBuffer storage, describe the position
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* and color attributes with #CoglAttribute<!-- -->s and upload
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* your data.
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*
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* For example to draw a convex polygon with a linear gradient you
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* can do:
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* |[
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* CoglVertexP3C4 triangle[] =
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* {
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* { 0, 300, 0, 0xff, 0x00, 0x00, 0xff },
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* { 150, 0, 0, 0x00, 0xff, 0x00, 0xff },
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* { 300, 300, 0, 0xff, 0x00, 0x00, 0xff }
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* };
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* prim = cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* The value passed as @n_vertices is initially used to determine how
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* much can be read from @data but it will also be used to update the
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* #CoglPrimitive <structfield>n_vertices</structfield> property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
|
|
|
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* <note>The primitive API doesn't support drawing with sliced
|
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* textures (since switching between slices implies changing state and
|
|
* so that implies multiple primitives need to be submitted). You
|
|
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
|
|
* might be used while drawing with this API. If your hardware doesn't
|
|
* support non-power of two textures (For example you are using GLES
|
|
* 1.1) then you will need to make sure your assets are resized to a
|
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new_p3c4 (CoglContext *context,
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CoglVerticesMode mode,
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int n_vertices,
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const CoglVertexP3C4 *data);
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/**
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* cogl_primitive_new_p2t2:
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* @context: A #CoglContext
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to read from @data and also
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* the number of vertices to read when later drawing.
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* @data: An array of #CoglVertexP2T2 vertices
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*
|
|
* Provides a convenient way to describe a primitive, such as a single
|
|
* triangle strip or a triangle fan, that will internally allocate the
|
|
* necessary #CoglAttributeBuffer storage, describe the position and
|
|
* texture coordinate attributes with #CoglAttribute<!-- -->s and
|
|
* upload your data.
|
|
*
|
|
* For example to draw a convex polygon with texture mapping you can
|
|
* do:
|
|
* |[
|
|
* CoglVertexP2T2 triangle[] =
|
|
* {
|
|
* { 0, 300, 0.0, 1.0},
|
|
* { 150, 0, 0.5, 0.0},
|
|
* { 300, 300, 1.0, 1.0}
|
|
* };
|
|
* prim = cogl_primitive_new_p2t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
|
|
* 3, triangle);
|
|
* cogl_primitive_draw (prim);
|
|
* ]|
|
|
*
|
|
* The value passed as @n_vertices is initially used to determine how
|
|
* much can be read from @data but it will also be used to update the
|
|
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
|
|
* cogl_primitive_set_n_vertices() were called. This property defines
|
|
* the number of vertices to read when drawing.
|
|
|
|
* <note>The primitive API doesn't support drawing with sliced
|
|
* textures (since switching between slices implies changing state and
|
|
* so that implies multiple primitives need to be submitted). You
|
|
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
|
|
* might be used while drawing with this API. If your hardware doesn't
|
|
* support non-power of two textures (For example you are using GLES
|
|
* 1.1) then you will need to make sure your assets are resized to a
|
|
* power-of-two size (though they don't have to be square)</note>
|
|
*
|
|
* Return value: A newly allocated #CoglPrimitive with a reference of
|
|
* 1. This can be freed using cogl_object_unref().
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
CoglPrimitive *
|
|
cogl_primitive_new_p2t2 (CoglContext *context,
|
|
CoglVerticesMode mode,
|
|
int n_vertices,
|
|
const CoglVertexP2T2 *data);
|
|
|
|
/**
|
|
* cogl_primitive_new_p3t2:
|
|
* @context: A #CoglContext
|
|
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
|
* @n_vertices: The number of vertices to read from @data and also
|
|
* the number of vertices to read when later drawing.
|
|
* @data: An array of #CoglVertexP3T2 vertices
|
|
*
|
|
* Provides a convenient way to describe a primitive, such as a single
|
|
* triangle strip or a triangle fan, that will internally allocate the
|
|
* necessary #CoglAttributeBuffer storage, describe the position and
|
|
* texture coordinate attributes with #CoglAttribute<!-- -->s and
|
|
* upload your data.
|
|
*
|
|
* For example to draw a convex polygon with texture mapping you can
|
|
* do:
|
|
* |[
|
|
* CoglVertexP3T2 triangle[] =
|
|
* {
|
|
* { 0, 300, 0, 0.0, 1.0},
|
|
* { 150, 0, 0, 0.5, 0.0},
|
|
* { 300, 300, 0, 1.0, 1.0}
|
|
* };
|
|
* prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
|
|
* 3, triangle);
|
|
* cogl_primitive_draw (prim);
|
|
* ]|
|
|
*
|
|
* The value passed as @n_vertices is initially used to determine how
|
|
* much can be read from @data but it will also be used to update the
|
|
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
|
|
* cogl_primitive_set_n_vertices() were called. This property defines
|
|
* the number of vertices to read when drawing.
|
|
|
|
* <note>The primitive API doesn't support drawing with sliced
|
|
* textures (since switching between slices implies changing state and
|
|
* so that implies multiple primitives need to be submitted). You
|
|
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
|
|
* might be used while drawing with this API. If your hardware doesn't
|
|
* support non-power of two textures (For example you are using GLES
|
|
* 1.1) then you will need to make sure your assets are resized to a
|
|
* power-of-two size (though they don't have to be square)</note>
|
|
*
|
|
* Return value: A newly allocated #CoglPrimitive with a reference of
|
|
* 1. This can be freed using cogl_object_unref().
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
CoglPrimitive *
|
|
cogl_primitive_new_p3t2 (CoglContext *context,
|
|
CoglVerticesMode mode,
|
|
int n_vertices,
|
|
const CoglVertexP3T2 *data);
|
|
|
|
/**
|
|
* cogl_primitive_new_p2t2c4:
|
|
* @context: A #CoglContext
|
|
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
|
* @n_vertices: The number of vertices to read from @data and also
|
|
* the number of vertices to read when later drawing.
|
|
* @data: An array of #CoglVertexP2T2C4 vertices
|
|
*
|
|
* Provides a convenient way to describe a primitive, such as a single
|
|
* triangle strip or a triangle fan, that will internally allocate the
|
|
* necessary #CoglAttributeBuffer storage, describe the position, texture
|
|
* coordinate and color attributes with #CoglAttribute<!-- -->s and
|
|
* upload your data.
|
|
*
|
|
* For example to draw a convex polygon with texture mapping and a
|
|
* linear gradient you can do:
|
|
* |[
|
|
* CoglVertexP2T2C4 triangle[] =
|
|
* {
|
|
* { 0, 300, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff},
|
|
* { 150, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff},
|
|
* { 300, 300, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff}
|
|
* };
|
|
* prim = cogl_primitive_new_p2t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
|
|
* 3, triangle);
|
|
* cogl_primitive_draw (prim);
|
|
* ]|
|
|
*
|
|
* The value passed as @n_vertices is initially used to determine how
|
|
* much can be read from @data but it will also be used to update the
|
|
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
|
|
* cogl_primitive_set_n_vertices() were called. This property defines
|
|
* the number of vertices to read when drawing.
|
|
|
|
* <note>The primitive API doesn't support drawing with sliced
|
|
* textures (since switching between slices implies changing state and
|
|
* so that implies multiple primitives need to be submitted). You
|
|
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
|
|
* might be used while drawing with this API. If your hardware doesn't
|
|
* support non-power of two textures (For example you are using GLES
|
|
* 1.1) then you will need to make sure your assets are resized to a
|
|
* power-of-two size (though they don't have to be square)</note>
|
|
*
|
|
* Return value: A newly allocated #CoglPrimitive with a reference of
|
|
* 1. This can be freed using cogl_object_unref().
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
CoglPrimitive *
|
|
cogl_primitive_new_p2t2c4 (CoglContext *context,
|
|
CoglVerticesMode mode,
|
|
int n_vertices,
|
|
const CoglVertexP2T2C4 *data);
|
|
|
|
/**
|
|
* cogl_primitive_new_p3t2c4:
|
|
* @context: A #CoglContext
|
|
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
|
* @n_vertices: The number of vertices to read from @data and also
|
|
* the number of vertices to read when later drawing.
|
|
* @data: An array of #CoglVertexP3T2C4 vertices
|
|
*
|
|
* Provides a convenient way to describe a primitive, such as a single
|
|
* triangle strip or a triangle fan, that will internally allocate the
|
|
* necessary #CoglAttributeBuffer storage, describe the position, texture
|
|
* coordinate and color attributes with #CoglAttribute<!-- -->s and
|
|
* upload your data.
|
|
*
|
|
* For example to draw a convex polygon with texture mapping and a
|
|
* linear gradient you can do:
|
|
* |[
|
|
* CoglVertexP3T2C4 triangle[] =
|
|
* {
|
|
* { 0, 300, 0, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff},
|
|
* { 150, 0, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff},
|
|
* { 300, 300, 0, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff}
|
|
* };
|
|
* prim = cogl_primitive_new_p3t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
|
|
* 3, triangle);
|
|
* cogl_primitive_draw (prim);
|
|
* ]|
|
|
*
|
|
* The value passed as @n_vertices is initially used to determine how
|
|
* much can be read from @data but it will also be used to update the
|
|
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
|
|
* cogl_primitive_set_n_vertices() were called. This property defines
|
|
* the number of vertices to read when drawing.
|
|
|
|
* <note>The primitive API doesn't support drawing with sliced
|
|
* textures (since switching between slices implies changing state and
|
|
* so that implies multiple primitives need to be submitted). You
|
|
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
|
|
* might be used while drawing with this API. If your hardware doesn't
|
|
* support non-power of two textures (For example you are using GLES
|
|
* 1.1) then you will need to make sure your assets are resized to a
|
|
* power-of-two size (though they don't have to be square)</note>
|
|
*
|
|
* Return value: A newly allocated #CoglPrimitive with a reference of
|
|
* 1. This can be freed using cogl_object_unref().
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
CoglPrimitive *
|
|
cogl_primitive_new_p3t2c4 (CoglContext *context,
|
|
CoglVerticesMode mode,
|
|
int n_vertices,
|
|
const CoglVertexP3T2C4 *data);
|
|
int
|
|
cogl_primitive_get_first_vertex (CoglPrimitive *primitive);
|
|
|
|
void
|
|
cogl_primitive_set_first_vertex (CoglPrimitive *primitive,
|
|
int first_vertex);
|
|
|
|
/**
|
|
* cogl_primitive_get_n_vertices:
|
|
* @primitive: A #CoglPrimitive object
|
|
*
|
|
* Queries the number of vertices to read when drawing the given
|
|
* @primitive. Usually this value is implicitly set when associating
|
|
* vertex data or indices with a #CoglPrimitive.
|
|
*
|
|
* If cogl_primitive_set_indices() has been used to associate a
|
|
* sequence of #CoglIndices with the given @primitive then the
|
|
* number of vertices to read can also be phrased as the number
|
|
* of indices to read.
|
|
*
|
|
* <note>To be clear; it doesn't refer to the number of vertices - in
|
|
* terms of data - associated with the primitive it's just the number
|
|
* of vertices to read and draw.</note>
|
|
*
|
|
* Returns: The number of vertices to read when drawing.
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
int
|
|
cogl_primitive_get_n_vertices (CoglPrimitive *primitive);
|
|
|
|
/**
|
|
* cogl_primitive_set_n_vertices:
|
|
* @primitive: A #CoglPrimitive object
|
|
* @n_vertices: The number of vertices to read when drawing.
|
|
*
|
|
* Specifies how many vertices should be read when drawing the given
|
|
* @primitive.
|
|
*
|
|
* Usually this value is set implicitly when associating vertex data
|
|
* or indices with a #CoglPrimitive.
|
|
*
|
|
* <note>To be clear; it doesn't refer to the number of vertices - in
|
|
* terms of data - associated with the primitive it's just the number
|
|
* of vertices to read and draw.</note>
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_primitive_set_n_vertices (CoglPrimitive *primitive,
|
|
int n_vertices);
|
|
|
|
CoglVerticesMode
|
|
cogl_primitive_get_mode (CoglPrimitive *primitive);
|
|
|
|
void
|
|
cogl_primitive_set_mode (CoglPrimitive *primitive,
|
|
CoglVerticesMode mode);
|
|
|
|
/**
|
|
* cogl_primitive_set_attributes:
|
|
* @primitive: A #CoglPrimitive object
|
|
* @attributes: an array of #CoglAttribute pointers
|
|
* @n_attributes: the number of elements in @attributes
|
|
*
|
|
* Replaces all the attributes of the given #CoglPrimitive object.
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
void
|
|
cogl_primitive_set_attributes (CoglPrimitive *primitive,
|
|
CoglAttribute **attributes,
|
|
int n_attributes);
|
|
|
|
/**
|
|
* cogl_primitive_set_indices:
|
|
* @primitive: A #CoglPrimitive
|
|
* @indices: A #CoglIndices array
|
|
* @n_indices: The number of indices to reference when drawing
|
|
*
|
|
* Associates a sequence of #CoglIndices with the given @primitive.
|
|
*
|
|
* #CoglIndices provide a way to virtualize your real vertex data by
|
|
* providing a sequence of indices that index into your real vertex
|
|
* data. The GPU will walk though the index values to indirectly
|
|
* lookup the data for each vertex instead of sequentially walking
|
|
* through the data directly. This lets you save memory by indexing
|
|
* shared data multiple times instead of duplicating the data.
|
|
*
|
|
* The value passed as @n_indices will simply update the
|
|
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
|
|
* cogl_primitive_set_n_vertices() were called. This property defines
|
|
* the number of vertices to draw or, put another way, how many
|
|
* indices should be read from @indices when drawing.
|
|
*
|
|
* <note>The #CoglPrimitive <structfield>first_vertex</structfield> property
|
|
* also affects drawing with indices by defining the first entry of the
|
|
* indices to start drawing from.</note>
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_primitive_set_indices (CoglPrimitive *primitive,
|
|
CoglIndices *indices,
|
|
int n_indices);
|
|
|
|
/**
|
|
* cogl_primitive_get_indices:
|
|
* @primitive: A #CoglPrimitive
|
|
*
|
|
* Return value: the indices that were set with
|
|
* cogl_primitive_set_indices() or %NULL if no indices were set.
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
CoglIndices *
|
|
cogl_primitive_get_indices (CoglPrimitive *primitive);
|
|
|
|
/**
|
|
* cogl_primitive_copy:
|
|
* @primitive: A primitive copy
|
|
*
|
|
* Makes a copy of an existing #CoglPrimitive. Note that the primitive
|
|
* is a shallow copy which means it will use the same attributes and
|
|
* attribute buffers as the original primitive.
|
|
*
|
|
* Return value: the new primitive
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
CoglPrimitive *
|
|
cogl_primitive_copy (CoglPrimitive *primitive);
|
|
|
|
/**
|
|
* cogl_is_primitive:
|
|
* @object: A #CoglObject
|
|
*
|
|
* Gets whether the given object references a #CoglPrimitive.
|
|
*
|
|
* Returns: %TRUE if the @object references a #CoglPrimitive,
|
|
* %FALSE otherwise
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
CoglBool
|
|
cogl_is_primitive (void *object);
|
|
|
|
/**
|
|
* CoglPrimitiveAttributeCallback:
|
|
* @primitive: The #CoglPrimitive whose attributes are being iterated
|
|
* @attribute: The #CoglAttribute
|
|
* @user_data: The private data passed to cogl_primitive_foreach_attribute()
|
|
*
|
|
* The callback prototype used with cogl_primitive_foreach_attribute()
|
|
* for iterating all the attributes of a #CoglPrimitive.
|
|
*
|
|
* The function should return TRUE to continue iteration or FALSE to
|
|
* stop.
|
|
*
|
|
* Since: 1.10
|
|
* Stability: Unstable
|
|
*/
|
|
typedef CoglBool (* CoglPrimitiveAttributeCallback) (CoglPrimitive *primitive,
|
|
CoglAttribute *attribute,
|
|
void *user_data);
|
|
|
|
/**
|
|
* cogl_primitive_foreach_attribute:
|
|
* @primitive: A #CoglPrimitive object
|
|
* @callback: A #CoglPrimitiveAttributeCallback to be called for each attribute
|
|
* @user_data: Private data that will be passed to the callback
|
|
*
|
|
* Iterates all the attributes of the given #CoglPrimitive.
|
|
*
|
|
* Since: 1.10
|
|
* Stability: Unstable
|
|
*/
|
|
void
|
|
cogl_primitive_foreach_attribute (CoglPrimitive *primitive,
|
|
CoglPrimitiveAttributeCallback callback,
|
|
void *user_data);
|
|
|
|
/**
|
|
* cogl_primitive_draw:
|
|
* @primitive: A #CoglPrimitive geometry object
|
|
* @framebuffer: A destination #CoglFramebuffer
|
|
* @pipeline: A #CoglPipeline state 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.
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.16
|
|
*/
|
|
void
|
|
cogl_primitive_draw (CoglPrimitive *primitive,
|
|
CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline);
|
|
|
|
|
|
COGL_END_DECLS
|
|
|
|
#endif /* __COGL_PRIMITIVE_H__ */
|
|
|