b4770c1e9b
Because Cogl defines the origin of viewport and window coordinates to be top-left it always needs to know the size of the current window so that Cogl window/viewport coordinates can be transformed into OpenGL coordinates. This also fixes cogl_read_pixels to use the current draw buffer height instead of the viewport height to determine the OpenGL y coordinate to use for glReadPixels.
880 lines
30 KiB
C
880 lines
30 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) 2008,2009 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifndef __COGL_H__
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#define __COGL_H__
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#include <glib.h>
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#define __COGL_H_INSIDE__
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#include <cogl/cogl-defines-@COGL_DRIVER@.h>
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#include <cogl/cogl-vertex-buffer.h>
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#include <cogl/cogl-matrix.h>
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#include <cogl/cogl-vertex-buffer.h>
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#include <cogl/cogl-fixed.h>
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#include <cogl/cogl-color.h>
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#include <cogl/cogl-offscreen.h>
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#include <cogl/cogl-material.h>
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#include <cogl/cogl-path.h>
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#include <cogl/cogl-shader.h>
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#include <cogl/cogl-bitmap.h>
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#include <cogl/cogl-texture.h>
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-debug.h>
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#include <cogl/cogl-deprecated.h>
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#include <cogl/cogl-enum-types.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl
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* @short_description: General purpose API
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*
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* General utility functions for COGL.
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*/
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/**
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* cogl_get_option_group:
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*
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* Retrieves the #GOptionGroup used by COGL to parse the command
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* line options. Clutter uses this to handle the COGL command line
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* options during its initialization process.
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*
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* Return value: a #GOptionGroup
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*
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* Since: 1.0
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*/
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GOptionGroup * cogl_get_option_group (void);
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/* Misc */
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/**
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* cogl_get_features:
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*
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* Returns all of the features supported by COGL.
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*
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* Return value: A logical OR of all the supported COGL features.
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*
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* Since: 0.8
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*/
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CoglFeatureFlags cogl_get_features (void);
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/**
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* cogl_features_available:
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* @features: A bitmask of features to check for
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*
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* Checks whether the given COGL features are available. Multiple
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* features can be checked for by or-ing them together with the '|'
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* operator. %TRUE is only returned if all of the requested features
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* are available.
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*
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* Return value: %TRUE if the features are available, %FALSE otherwise.
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*/
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gboolean cogl_features_available (CoglFeatureFlags features);
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/**
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* cogl_get_proc_address:
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* @name: the name of the function.
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*
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* Gets a pointer to a given GL or GL ES extension function. This acts
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* as a wrapper around glXGetProcAddress() or whatever is the
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* appropriate function for the current backend.
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*
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* Return value: a pointer to the requested function or %NULL if the
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* function is not available.
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*/
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CoglFuncPtr cogl_get_proc_address (const gchar *name);
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/**
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* cogl_check_extension:
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* @name: extension to check for
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* @ext: list of extensions
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*
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* Check whether @name occurs in list of extensions in @ext.
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*
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* Returns: %TRUE if the extension occurs in the list, %FALSE otherwize.
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*/
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gboolean cogl_check_extension (const gchar *name,
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const gchar *ext);
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/**
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* cogl_get_bitmasks:
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* @red: Return location for the number of red bits or %NULL
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* @green: Return location for the number of green bits or %NULL
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* @blue: Return location for the number of blue bits or %NULL
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* @alpha: Return location for the number of alpha bits or %NULL
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*
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* Gets the number of bitplanes used for each of the color components
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* in the color buffer. Pass %NULL for any of the arguments if the
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* value is not required.
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*/
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void cogl_get_bitmasks (gint *red,
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gint *green,
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gint *blue,
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gint *alpha);
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/**
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* cogl_perspective:
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* @fovy: Vertical of view angle in degrees.
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* @aspect: Aspect ratio of diesplay
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* @z_near: Nearest visible point
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* @z_far: Furthest visible point along the z-axis
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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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void cogl_perspective (float fovy,
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float aspect,
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float z_near,
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float z_far);
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/**
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* cogl_frustum:
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* @left: Left clipping plane
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* @right: Right clipping plane
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* @bottom: Bottom clipping plane
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* @top: Top clipping plane
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* @z_near: Nearest visible point
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* @z_far: Furthest visible point along the z-axis
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*
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* Replaces the current projection matrix with a perspective matrix
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* for the given viewing frustum.
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*
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* Since: 0.8.2
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*/
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void cogl_frustum (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_ortho:
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* @left: The coordinate for the left clipping plane
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* @right: The coordinate for the right clipping plane
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* @bottom: The coordinate for the bottom clipping plane
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* @top: The coordinate for the top clipping plane
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* @near: The coordinate for the near clipping plane (may be negative if
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* the plane is behind the viewer)
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* @far: The coordinate for the far clipping plane (may be negative if
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* the plane is behind the viewer)
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*
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* Replaces the current projection matrix with a parallel projection
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* matrix.
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*
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* Since: 1.0
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*/
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void cogl_ortho (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 near,
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float far);
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/*
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* _cogl_setup_viewport:
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* @width: Width of the viewport
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* @height: Height of the viewport
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* @fovy: Field of view angle in degrees
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* @aspect: Aspect ratio to determine the field of view along the x-axis
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* @z_near: Nearest visible point along the z-axis
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* @z_far: Furthest visible point along the z-axis
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*
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* Replaces the current viewport and projection matrix with the given
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* values. The viewport is placed at the top left corner of the window
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* with the given width and height. The projection matrix is replaced
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* with one that has a viewing angle of @fovy along the y-axis and a
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* view scaled according to @aspect along the x-axis. The view is
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* clipped according to @z_near and @z_far on the z-axis.
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*
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* This function is used only by Clutter.
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*/
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void _cogl_setup_viewport (guint width,
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guint height,
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float fovy,
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float aspect,
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float z_near,
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float z_far);
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/**
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* cogl_viewport:
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* @width: Width of the viewport
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* @height: Height of the viewport
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*
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* Replace the current viewport with the given values.
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*
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* Since: 0.8.2
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*/
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void cogl_viewport (guint width,
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guint height);
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/**
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* cogl_push_matrix:
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*
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* Store the current model-view matrix on the matrix stack. The matrix
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* can later be restored with cogl_pop_matrix().
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*/
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void cogl_push_matrix (void);
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/**
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* cogl_pop_matrix:
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*
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* Restore the current model-view matrix from the matrix stack.
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*/
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void cogl_pop_matrix (void);
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/**
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* cogl_scale:
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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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void cogl_scale (float x,
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float y,
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float z);
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/**
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* cogl_translate:
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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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void cogl_translate (float x,
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float y,
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float z);
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/**
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* cogl_rotate:
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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 vertex specified by @x, @y and @z. The rotation
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* follows the right-hand thumb rule so for example rotating by 10
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* degrees about the vertex (0, 0, 1) causes a small counter-clockwise
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* rotation.
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*/
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void cogl_rotate (float angle,
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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_get_modelview_matrix:
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* @matrix: pointer to a CoglMatrix to recieve the 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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void cogl_get_modelview_matrix (CoglMatrix *matrix);
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/**
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* cogl_set_modelview_matrix:
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* @matrix: pointer to a CoglMatrix to set as the new model-view matrix
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*
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* Loads matrix as the new model-view matrix.
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*/
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void cogl_set_modelview_matrix (CoglMatrix *matrix);
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/**
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* cogl_get_projection_matrix:
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* @matrix: pointer to a CoglMatrix to recieve the matrix
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*
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* Stores the current projection matrix in @matrix.
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*/
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void cogl_get_projection_matrix (CoglMatrix *matrix);
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/**
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* cogl_set_projection_matrix:
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* @matrix: pointer to a CoglMatrix to set as the new projection matrix
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*
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* Loads matrix as the new projection matrix.
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*/
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void cogl_set_projection_matrix (CoglMatrix *matrix);
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/**
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* cogl_get_viewport:
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* @v: pointer to a 4 element array of #float<!-- -->s to
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* receive the viewport dimensions.
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*
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* Stores the current viewport in @v. @v[0] and @v[1] get the x and y
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* position of the viewport and @v[2] and @v[3] get the width and
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* height.
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*/
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void cogl_get_viewport (float v[4]);
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/**
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* cogl_set_depth_test_enabled:
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* @setting: %TRUE to enable depth testing or %FALSE to disable.
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*
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* Sets whether depth testing is enabled. If it is disabled then the
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* order that actors are layered on the screen depends solely on the
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* order specified using clutter_actor_raise() and
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* clutter_actor_lower(), otherwise it will also take into account the
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* actor's depth. Depth testing is disabled by default.
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*/
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void cogl_set_depth_test_enabled (gboolean setting);
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/**
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* cogl_get_depth_test_enabled:
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*
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* Queries if depth testing has been enabled via cogl_set_depth_test_enable()
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*
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* Returns: %TRUE if depth testing is enabled, and %FALSE otherwise
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*/
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gboolean cogl_get_depth_test_enabled (void);
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/**
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* cogl_set_backface_culling_enabled:
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* @setting: %TRUE to enable backface culling or %FALSE to disable.
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*
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* Sets whether textures positioned so that their backface is showing
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* should be hidden. This can be used to efficiently draw two-sided
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* textures or fully closed cubes without enabling depth testing. This
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* only affects calls to the cogl_rectangle* family of functions and
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* cogl_vertex_buffer_draw*. Backface culling is disabled by default.
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*/
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void cogl_set_backface_culling_enabled (gboolean setting);
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/**
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* cogl_get_backface_culling_enabled:
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*
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* Queries if backface culling has been enabled via
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* cogl_set_backface_culling_enabled()
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*
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* Returns: %TRUE if backface culling is enabled, and %FALSE otherwise
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*/
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gboolean cogl_get_backface_culling_enabled (void);
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/**
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* cogl_set_fog:
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* @fog_color: The color of the fog
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* @mode: A CoglFogMode that determines the equation used to calculate the
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* fogging blend factor.
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* @density: Used by the EXPONENTIAL and EXPONENTIAL_SQUARED CoglFogMode
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* equations.
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* @z_near: Position along z-axis where no fogging should be applied
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* @z_far: Position along z-axes where full fogging should be applied
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*
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* Enables fogging. Fogging causes vertices that are further away from the eye
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* to be rendered with a different color. The color is determined according to
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* the chosen fog mode; at it's simplest the color is linearly interpolated so
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* that vertices at @z_near are drawn fully with their original color and
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* vertices at @z_far are drawn fully with @fog_color. Fogging will remain
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* enabled until you call cogl_disable_fog().
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*
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* <note>The fogging functions only work correctly when primitives use
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* unmultiplied alpha colors. By default Cogl will premultiply textures
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* and cogl_set_source_color() will premultiply colors, so unless you
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* explicitly load your textures requesting an unmultiplied internal format
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* and use cogl_material_set_color() you can only use fogging with fully
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* opaque primitives. This might improve in the future when we can depend
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* on fragment shaders.</note>
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*/
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void cogl_set_fog (const CoglColor *fog_color,
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CoglFogMode mode,
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float density,
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float z_near,
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float z_far);
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/**
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* cogl_disable_fog:
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*
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* This function disables fogging, so primitives drawn afterwards will not be
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* blended with any previously set fog color.
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*/
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void cogl_disable_fog (void);
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/**
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* CoglBufferBit:
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* @COGL_BUFFER_BIT_COLOR: Selects the primary color buffer
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* @COGL_BUFFER_BIT_DEPTH: Selects the depth buffer
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* @COGL_BUFFER_BIT_STENCIL: Selects the stencil buffer
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*
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* Types of auxiliary buffers
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*
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* Since: 1.0
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*/
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typedef enum {
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COGL_BUFFER_BIT_COLOR = 1L<<0,
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COGL_BUFFER_BIT_DEPTH = 1L<<1,
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COGL_BUFFER_BIT_STENCIL = 1L<<2
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} CoglBufferBit;
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/**
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* cogl_clear:
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* @color: Background color to clear to
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* @buffers: A mask of #CoglBufferBit<!-- -->'s identifying which auxiliary
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* buffers to clear
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*
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* Clears all the auxiliary buffers identified in the @buffers mask, and if
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* that includes the color buffer then the specified @color is used.
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*/
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void cogl_clear (const CoglColor *color,
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gulong buffers);
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/**
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* cogl_set_source:
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* @material: A CoglMaterial object
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*
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* This function sets the source material that will be used to fill subsequent
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* geometry emitted via the cogl API.
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*
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* Note: in the future we may add the ability to set a front facing material,
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* and a back facing material, in which case this function will set both to the
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* same.
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*
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* Since 1.0
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*/
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void cogl_set_source (CoglHandle material);
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/**
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* cogl_set_source_color:
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* @color: a #CoglColor
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*
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* This is a convenience function for creating a solid fill source material
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* from the given color. This color will be used for any subsequent drawing
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* operation.
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*
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* The color will be premultiplied by Cogl, so the color should be
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* non-premultiplied. For example: use (1.0, 0.0, 0.0, 0.5) for
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* semi-transparent red.
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*
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* See also cogl_set_source_color4ub() and cogl_set_source_color4f()
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* if you already have the color components.
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*
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* Since: 1.0
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*/
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void cogl_set_source_color (const CoglColor *color);
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/**
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* cogl_set_source_color4ub:
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* @red: value of the red channel, between 0 and 255
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* @green: value of the green channel, between 0 and 255
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* @blue: value of the blue channel, between 0 and 255
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* @alpha: value of the alpha channel, between 0 and 255
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*
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* This is a convenience function for creating a solid fill source material
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* from the given color using unsigned bytes for each component. This
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* color will be used for any subsequent drawing operation.
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*
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* The value for each component is an unsigned byte in the range
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* between 0 and 255.
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*
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* Since: 1.0
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*/
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void cogl_set_source_color4ub (guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha);
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/**
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* cogl_set_source_color4f:
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* @red: value of the red channel, between 0 and %1.0
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* @green: value of the green channel, between 0 and %1.0
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* @blue: value of the blue channel, between 0 and %1.0
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* @alpha: value of the alpha channel, between 0 and %1.0
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*
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* This is a convenience function for creating a solid fill source material
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* from the given color using normalized values for each component. This color
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* will be used for any subsequent drawing operation.
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*
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* The value for each component is a fixed point number in the range
|
|
* between 0 and %1.0. If the values passed in are outside that
|
|
* range, they will be clamped.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void cogl_set_source_color4f (float red,
|
|
float green,
|
|
float blue,
|
|
float alpha);
|
|
|
|
/**
|
|
* cogl_set_source_texture:
|
|
* @texture_handle: The Cogl texture you want as your source
|
|
*
|
|
* This is a convenience function for creating a material with the first
|
|
* layer set to #texture_handle and setting that material as the source with
|
|
* cogl_set_source.
|
|
*
|
|
* Note: There is no interaction between calls to cogl_set_source_color
|
|
* and cogl_set_source_texture. If you need to blend a texture with a color then
|
|
* you can create a simple material like this:
|
|
* <programlisting>
|
|
* material = cogl_material_new ();
|
|
* cogl_material_set_color4ub (material, 0xff, 0x00, 0x00, 0x80);
|
|
* cogl_material_set_layer (material, 0, tex_handle);
|
|
* cogl_set_source (material);
|
|
* </programlisting>
|
|
*
|
|
* Since 1.0
|
|
*/
|
|
void cogl_set_source_texture (CoglHandle texture_handle);
|
|
|
|
/**
|
|
* SECTION:cogl-clipping
|
|
* @short_description: Fuctions for manipulating a stack of clipping regions
|
|
*
|
|
* To support clipping your geometry to rectangles or paths Cogl exposes a
|
|
* stack based API whereby each clip region you push onto the stack is
|
|
* intersected with the previous region.
|
|
*/
|
|
|
|
/**
|
|
* cogl_clip_push_window_rect:
|
|
* @x_offset: left edge of the clip rectangle in window coordinates
|
|
* @y_offset: 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_clip_pop().
|
|
*/
|
|
void cogl_clip_push_window_rect (float x_offset,
|
|
float y_offset,
|
|
float width,
|
|
float height);
|
|
|
|
/**
|
|
* cogl_clip_push:
|
|
* @x_offset: left edge of the clip rectangle
|
|
* @y_offset: top edge of the clip rectangle
|
|
* @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 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_clip_pop().
|
|
*/
|
|
void cogl_clip_push (float x_offset,
|
|
float y_offset,
|
|
float width,
|
|
float height);
|
|
|
|
/**
|
|
* cogl_clip_push_from_path:
|
|
*
|
|
* Sets a new clipping area using the current path. The current path
|
|
* is then cleared. The clipping area is intersected with the previous
|
|
* clipping area. To restore the previous clipping area, call
|
|
* cogl_clip_pop().
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void cogl_clip_push_from_path (void);
|
|
|
|
/**
|
|
* cogl_clip_push_from_path_preserve:
|
|
*
|
|
* Sets a new clipping area using the current path. The current path
|
|
* is then cleared. The clipping area is intersected with the previous
|
|
* clipping area. To restore the previous clipping area, call
|
|
* cogl_clip_pop().
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void cogl_clip_push_from_path_preserve (void);
|
|
|
|
/**
|
|
* cogl_clip_pop:
|
|
*
|
|
* Reverts the clipping region to the state before the last call to
|
|
* cogl_clip_push().
|
|
*/
|
|
void cogl_clip_pop (void);
|
|
|
|
/**
|
|
* cogl_clip_ensure:
|
|
*
|
|
* Ensures that the current clipping region has been set in GL. This
|
|
* will automatically be called before any Cogl primitives but it
|
|
* maybe be neccessary to call if you are using raw GL calls with
|
|
* clipping.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void cogl_clip_ensure (void);
|
|
|
|
/**
|
|
* cogl_clip_stack_save:
|
|
*
|
|
* Save the entire state of the clipping stack and then clear all
|
|
* clipping. The previous state can be returned to with
|
|
* cogl_clip_stack_restore(). Each call to cogl_clip_push() after this
|
|
* must be matched by a call to cogl_clip_pop() before calling
|
|
* cogl_clip_stack_restore().
|
|
*
|
|
* Since: 0.8.2
|
|
*/
|
|
void cogl_clip_stack_save (void);
|
|
|
|
/**
|
|
* cogl_clip_stack_restore:
|
|
*
|
|
* Restore the state of the clipping stack that was previously saved
|
|
* by cogl_clip_stack_save().
|
|
*
|
|
* Since: 0.8.2
|
|
*/
|
|
void cogl_clip_stack_restore (void);
|
|
|
|
/**
|
|
* cogl_set_draw_buffer:
|
|
* @target: A #CoglBufferTarget that specifies what kind of draw buffer you
|
|
* are setting as the render target.
|
|
* @offscreen: If you are setting a draw buffer of type COGL_OFFSCREEN_BUFFER
|
|
* then this is a CoglHandle for the offscreen buffer.
|
|
*
|
|
* This redirects all subsequent drawing to the specified draw buffer. This
|
|
* can either be an offscreen buffer created with
|
|
* cogl_offscreen_new_to_texture () or you can revert to your original
|
|
* on screen window buffer.
|
|
*/
|
|
void cogl_set_draw_buffer (CoglBufferTarget target,
|
|
CoglHandle offscreen);
|
|
|
|
/**
|
|
* cogl_push_draw_buffer:
|
|
*
|
|
* Save cogl_set_draw_buffer() state.
|
|
*/
|
|
void cogl_push_draw_buffer (void);
|
|
|
|
/**
|
|
* cogl_pop_draw_buffer:
|
|
*
|
|
* Restore cogl_set_draw_buffer() state.
|
|
*/
|
|
void cogl_pop_draw_buffer (void);
|
|
|
|
/**
|
|
* CoglReadPixelsFlags:
|
|
* @COGL_READ_PIXELS_COLOR_BUFFER: Read from the color buffer
|
|
*
|
|
* Flags for cogl_read_pixels()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
typedef enum { /*< prefix=COGL_READ_PIXELS >*/
|
|
COGL_READ_PIXELS_COLOR_BUFFER = 1L << 0
|
|
} CoglReadPixelsFlags;
|
|
|
|
/**
|
|
* cogl_read_pixels:
|
|
* @x: The window x position to start reading from
|
|
* @y: The window y position to start reading from
|
|
* @width: The width of the rectangle you want to read
|
|
* @height: The height of the rectangle you want to read
|
|
* @source: Identifies which auxillary buffer you want to read
|
|
* (only COGL_READ_PIXELS_COLOR_BUFFER supported currently)
|
|
* @format: The pixel format you want the result in
|
|
* (only COGL_PIXEL_FORMAT_RGBA_8888 supported currently)
|
|
* @pixels: The location to write the pixel data.
|
|
*
|
|
* This reads a rectangle of pixels from the current draw buffer where
|
|
* position (0, 0) is the top left. The pixel at (x, y) is the first
|
|
* read, and the data is returned with a rowstride of (width * 4)
|
|
*/
|
|
void cogl_read_pixels (int x,
|
|
int y,
|
|
int width,
|
|
int height,
|
|
CoglReadPixelsFlags source,
|
|
CoglPixelFormat format,
|
|
guint8 *pixels);
|
|
|
|
/**
|
|
* cogl_flush:
|
|
*
|
|
* This function should only need to be called in exceptional circumstances.
|
|
*
|
|
* As an optimization Cogl drawing functions may batch up primitives
|
|
* internally, so if you are trying to use raw GL outside of Cogl you stand a
|
|
* better chance of being successful if you ask Cogl to flush any batched
|
|
* geometry before making your state changes.
|
|
*
|
|
* It only ensure that the underlying driver is issued all the commands
|
|
* necessary to draw the batched primitives. It provides no guarantees about
|
|
* when the driver will complete the rendering.
|
|
*
|
|
* This provides no guarantees about the GL state upon returning and to avoid
|
|
* confusing Cogl you should aim to restore any changes you make before
|
|
* resuming use of Cogl.
|
|
*
|
|
* If you are making state changes with the intention of affecting Cogl drawing
|
|
* primitives you are 100% on your own since you stand a good chance of
|
|
* conflicting with Cogl internals. For example clutter-gst which currently
|
|
* uses direct GL calls to bind ARBfp programs will very likely break when Cogl
|
|
* starts to use ARBfb programs itself for the material API.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void cogl_flush (void);
|
|
|
|
/**
|
|
* cogl_begin_gl:
|
|
*
|
|
* We do not advise nor reliably support the interleaving of raw GL drawing and
|
|
* Cogl drawing functions, but if you insist, cogl_begin_gl() and cogl_end_gl()
|
|
* provide a simple mechanism that may at least give you a fighting chance of
|
|
* succeeding.
|
|
*
|
|
* Note: this doesn't help you modify the behaviour of Cogl drawing functions
|
|
* through the modification of GL state; that will never be reliably supported,
|
|
* but if you are trying to do something like:
|
|
* <programlisting>
|
|
* {
|
|
* - setup some OpenGL state.
|
|
* - draw using OpenGL (e.g. glDrawArrays() )
|
|
* - reset modified OpenGL state.
|
|
* - continue using Cogl to draw
|
|
* }
|
|
* </programlisting>
|
|
* You should surround blocks of drawing using raw GL with cogl_begin_gl()
|
|
* and cogl_end_gl():
|
|
* <programlisting>
|
|
* {
|
|
* cogl_begin_gl ();
|
|
* - setup some OpenGL state.
|
|
* - draw using OpenGL (e.g. glDrawArrays() )
|
|
* - reset modified OpenGL state.
|
|
* cogl_end_gl ();
|
|
* - continue using Cogl to draw
|
|
* }
|
|
* </programlisting>
|
|
*
|
|
* Don't ever try and do:
|
|
* <programlisting>
|
|
* {
|
|
* - setup some OpenGL state.
|
|
* - use Cogl to draw
|
|
* - reset modified OpenGL state.
|
|
* }
|
|
* </programlisting>
|
|
* When the internals of Cogl evolves, this is very liable to break.
|
|
*
|
|
* This function will flush all batched primitives, and subsequently flush
|
|
* all internal Cogl state to OpenGL as if it were going to draw something
|
|
* itself.
|
|
*
|
|
* The result is that the OpenGL modelview matrix will be setup; the state
|
|
* corresponding to the current source material will be set up and other world
|
|
* state such as backface culling, depth and fogging enabledness will be sent
|
|
* to OpenGL.
|
|
*
|
|
* Note: no special material state is flushed, so if you want Cogl to setup a
|
|
* simplified material state it is your responsibility to set a simple source
|
|
* material before calling cogl_begin_gl. E.g. by calling
|
|
* cogl_set_source_color4ub().
|
|
*
|
|
* Note: It is your responsibility to restore any OpenGL state that you modify
|
|
* to how it was after calling cogl_begin_gl() if you don't do this then the
|
|
* result of further Cogl calls is undefined.
|
|
*
|
|
* Note: You can not nest begin/end blocks.
|
|
*
|
|
* Again we would like to stress, we do not advise the use of this API and if
|
|
* possible we would prefer to improve Cogl than have developers require raw
|
|
* OpenGL.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void cogl_begin_gl (void);
|
|
|
|
/**
|
|
* cogl_end_gl:
|
|
*
|
|
* This is the counterpart to cogl_begin_gl() used to delimit blocks of drawing
|
|
* code using raw OpenGL. Please refer to cogl_begin_gl() for full details.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void cogl_end_gl (void);
|
|
|
|
/*
|
|
* Internal API available only to Clutter.
|
|
*
|
|
* These are typically only to deal with the poor seperation of
|
|
* responsabilities that currently exists between Clutter and Cogl.
|
|
* Eventually a lot of the backend code currently in Clutter will
|
|
* move down into Cogl and these functions will be removed.
|
|
*/
|
|
|
|
void _cogl_destroy_context (void);
|
|
|
|
/* XXX: Removed before we release Clutter 1.0 since the implementation
|
|
* wasn't complete, and so we assume no one is using this yet. Util we
|
|
* have some one with a good usecase, we can't pretend to support breaking
|
|
* out into raw OpenGL. */
|
|
#if 0
|
|
/*
|
|
* cogl_flush_gl_state:
|
|
* @flags: flags controlling what is flushed; currently unused, pass in 0
|
|
*
|
|
* As an optimization, COGL functions may not immediately modify GL's
|
|
* state, instead batching up changes and applying them "just in
|
|
* time." Unapplied state could include glEnable() flags and the
|
|
* current transformation matrix among other examples. If you want to
|
|
* use GL directly, you need to flush any state COGL may have kept
|
|
* around. cogl_flush_gl_state() syncs all of COGL's state to GL.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void cogl_flush_gl_state (int flags);
|
|
#endif
|
|
|
|
/* private */
|
|
void _cogl_set_indirect_context (gboolean indirect);
|
|
void _cogl_set_viewport (int x, int y, int width, int height);
|
|
|
|
void
|
|
_cogl_onscreen_clutter_backend_set_size (int width, int height);
|
|
|
|
G_END_DECLS
|
|
|
|
#undef __COGL_H_INSIDE__
|
|
|
|
#endif /* __COGL_H__ */
|