mirror of
https://github.com/brl/mutter.git
synced 2024-12-23 19:42:05 +00:00
primitive: fix prototypes and start adding docs
This fixes the prototypes for the cogl_primitive_new_xyz functions and also adds documentation with examples for each one.
This commit is contained in:
parent
2a7e7fb6d3
commit
18e302c5cd
@ -39,7 +39,7 @@ G_BEGIN_DECLS
|
||||
/**
|
||||
* SECTION:cogl-primitive
|
||||
* @short_description: Functions for creating, manipulating and drawing
|
||||
* primitive
|
||||
* primitives
|
||||
*
|
||||
* FIXME
|
||||
*/
|
||||
@ -237,40 +237,325 @@ cogl_primitive_new_with_attributes_array (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
CoglVertexAttribute **attributes);
|
||||
|
||||
/**
|
||||
* cogl_primitive_new_p3:
|
||||
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
||||
* @n_vertices: The number of vertices to process when drawing
|
||||
* @data: An array of #CoglP3Vertex 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 #CoglVertexArray storage, describe the position
|
||||
* attribute with a #CoglVertexAttribute and upload your data.
|
||||
*
|
||||
* For example to draw a convex polygon you can do:
|
||||
* |[
|
||||
* CoglP3Vertex triangle[] =
|
||||
* {
|
||||
* { 0, 300, 0 },
|
||||
* { 150, 0, 0 },
|
||||
* { 300, 300, 0 }
|
||||
* };
|
||||
* prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLE_FAN,
|
||||
* 3, triangle);
|
||||
* cogl_primitive_draw (prim);
|
||||
* ]|
|
||||
*
|
||||
* <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_with_v3_attributes (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP3Vertex *data);
|
||||
cogl_primitive_new_p3 (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP3Vertex *data);
|
||||
|
||||
/**
|
||||
* cogl_primitive_new_p2c4:
|
||||
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
||||
* @n_vertices: The number of vertices to process when drawing
|
||||
* @data: An array of #CoglP2C4Vertex 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 #CoglVertexArray storage, describe the position
|
||||
* and color attributes with #CoglVertexAttribute<!-- -->s and upload
|
||||
* your data.
|
||||
*
|
||||
* For example to draw a convex polygon with a linear gradient you
|
||||
* can do:
|
||||
* |[
|
||||
* CoglP2C4Vertex triangle[] =
|
||||
* {
|
||||
* { 0, 300, 0xff, 0x00, 0x00, 0xff },
|
||||
* { 150, 0, 0x00, 0xff, 0x00, 0xff },
|
||||
* { 300, 300, 0xff, 0x00, 0x00, 0xff }
|
||||
* };
|
||||
* prim = cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
|
||||
* 3, triangle);
|
||||
* cogl_primitive_draw (prim);
|
||||
* ]|
|
||||
*
|
||||
* <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_with_v2c4_attributes (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP2C4Vertex *data);
|
||||
cogl_primitive_new_p2c4 (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP2C4Vertex *data);
|
||||
|
||||
/**
|
||||
* cogl_primitive_new_p3c4:
|
||||
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
||||
* @n_vertices: The number of vertices to process when drawing
|
||||
* @data: An array of #CoglP3C4Vertex 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 #CoglVertexArray storage, describe the position
|
||||
* and color attributes with #CoglVertexAttribute<!-- -->s and upload
|
||||
* your data.
|
||||
*
|
||||
* For example to draw a convex polygon with a linear gradient you
|
||||
* can do:
|
||||
* |[
|
||||
* CoglP3C4Vertex triangle[] =
|
||||
* {
|
||||
* { 0, 300, 0, 0xff, 0x00, 0x00, 0xff },
|
||||
* { 150, 0, 0, 0x00, 0xff, 0x00, 0xff },
|
||||
* { 300, 300, 0, 0xff, 0x00, 0x00, 0xff }
|
||||
* };
|
||||
* prim = cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
|
||||
* 3, triangle);
|
||||
* cogl_primitive_draw (prim);
|
||||
* ]|
|
||||
*
|
||||
* <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_with_v3c4_attributes (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP3C4Vertex *data);
|
||||
cogl_primitive_new_p3c4 (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP3C4Vertex *data);
|
||||
|
||||
/**
|
||||
* cogl_primitive_new_p2t2:
|
||||
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
||||
* @n_vertices: The number of vertices to process when drawing
|
||||
* @data: An array of #CoglP2T2Vertex 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 #CoglVertexArray storage, describe the position and
|
||||
* texture coordinate attributes with #CoglVertexAttribute<!-- -->s and
|
||||
* upload your data.
|
||||
*
|
||||
* For example to draw a convex polygon with texture mapping you can
|
||||
* do:
|
||||
* |[
|
||||
* CoglP2T2Vertex 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);
|
||||
* ]|
|
||||
*
|
||||
* <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_with_v2t2_attributes (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP2T2Vertex *data);
|
||||
cogl_primitive_new_p2t2 (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP2T2Vertex *data);
|
||||
|
||||
/**
|
||||
* cogl_primitive_new_p3t2:
|
||||
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
||||
* @n_vertices: The number of vertices to process when drawing
|
||||
* @data: An array of #CoglP3T2Vertex 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 #CoglVertexArray storage, describe the position and
|
||||
* texture coordinate attributes with #CoglVertexAttribute<!-- -->s and
|
||||
* upload your data.
|
||||
*
|
||||
* For example to draw a convex polygon with texture mapping you can
|
||||
* do:
|
||||
* |[
|
||||
* CoglP3T2Vertex 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);
|
||||
* ]|
|
||||
*
|
||||
* <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_with_v3t2_attributes (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP3T2Vertex *data);
|
||||
cogl_primitive_new_p3t2 (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP3T2Vertex *data);
|
||||
|
||||
/**
|
||||
* cogl_primitive_new_p2t2c4:
|
||||
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
||||
* @n_vertices: The number of vertices to process when drawing
|
||||
* @data: An array of #CoglP2T2C4Vertex 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 #CoglVertexArray storage, describe the position, texture
|
||||
* coordinate and color attributes with #CoglVertexAttribute<!-- -->s and
|
||||
* upload your data.
|
||||
*
|
||||
* For example to draw a convex polygon with texture mapping and a
|
||||
* linear gradient you can do:
|
||||
* |[
|
||||
* CoglP2T2C4Vertex 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);
|
||||
* ]|
|
||||
*
|
||||
* <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_with_v2t2c4_attributes (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP2T2C4Vertex *data);
|
||||
cogl_primitive_new_p2t2c4 (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP2T2C4Vertex *data);
|
||||
|
||||
/**
|
||||
* cogl_primitive_new_p3t2c4:
|
||||
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
||||
* @n_vertices: The number of vertices to process when drawing
|
||||
* @data: An array of #CoglP3T2C4Vertex 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 #CoglVertexArray storage, describe the position, texture
|
||||
* coordinate and color attributes with #CoglVertexAttribute<!-- -->s and
|
||||
* upload your data.
|
||||
*
|
||||
* For example to draw a convex polygon with texture mapping and a
|
||||
* linear gradient you can do:
|
||||
* |[
|
||||
* CoglP3T2C4Vertex 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);
|
||||
* ]|
|
||||
*
|
||||
* <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_with_v3t2c4_attributes (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP3T2C4Vertex *data);
|
||||
cogl_primitive_new_p3t2c4 (CoglVerticesMode mode,
|
||||
int n_vertices,
|
||||
const CoglP3T2C4Vertex *data);
|
||||
int
|
||||
cogl_primitive_get_first_vertex (CoglPrimitive *primitive);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user